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What juggle system do you use? (Read 12080 times)

Started by Fausto Mugen, February 15, 2017, 03:58:03 pm
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What juggle system do you use?
#1  February 15, 2017, 03:58:03 pm
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As I have read, the default juggle system in mugen has flaws, so many authors implement custom systems:

http://mugenguild.com/forum/topics/juggle-systems-mugen-171774.0.html

However, I have not found many example codes in the forum to test in my wip char.

What juggle system do you use and why? How do you implement it in mugen?
Re: What juggle system do you use?
#2  February 15, 2017, 05:11:49 pm
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For Piccolo I made a simple one that is kinda similar to MUGEN's default

This is in my attacks
[State 0, VarAdd]
type = VarAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
var(18) = 7; adjust to determine how many juggle points it should have

Hitdef
type = HitDef
triggerall = Var(18) <= 15; adjust for how many points it'll allow

place the below in your -2 so the var resets when P2 is no longer in hit state
[State -2, VarSet]
type = VarSet
trigger1 = P2MoveType != H
var(18) = 0

to apply to helpers remember to do this


This is in my attacks
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = MoveHit = 1
trigger1 = P2StateType = A
var(18) = 7; adjust to determine how many juggle points it should have

Hitdef
type = HitDef
triggerall = root,Var(18) <= 15; adjust for how many points it'll allow
Re: What juggle system do you use?
#3  February 15, 2017, 05:14:42 pm
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I used the juggle system from Lost_Avenger's CFJ2 Ryu which was based off PoTS (I think).

I might try the above, reading it through, its quite undetstandable.
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Last Edit: February 15, 2017, 05:18:29 pm by Paz Hatter
Re: What juggle system do you use?
#4  February 15, 2017, 05:40:34 pm
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I use CvS2's which in turn is the same algorithm used in SFA3, VSav, and CFJ.

You have a counter that lasts for x ticks when you hit. For x ticks, anything juggles so long as the opponent is not in the recovery state. This can start at 0+x ticks or 256+x ticks. Juggling stops once you hit 0 or (with some exceptions) 256. This is similar to what SNK does with juggles as well. This style of juggling was also used in 3rd Strike I believe, just you have larger values for x which allows for more juggling.

There's also a separate timer for Lvl.2 cancels that's always the same (180 ticks in 1-star speed, ~3 sec).

The idea of "points" is simply incorrect and will be ultimately more restrictive.
Last Edit: February 15, 2017, 05:49:06 pm by Jesuszilla
Re: What juggle system do you use?
#5  February 15, 2017, 08:38:56 pm
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youa re better off having infinite juggling with carefully choosen hit velocities and a good damage dampener than the mugen points nonsense.
Re: What juggle system do you use?
#6  February 15, 2017, 09:01:33 pm
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The MUGEN points one wouldn't be too bad if it actually worked with helpers. Though for nonHDBZ chars I'll be using the method JZ described.
Re: What juggle system do you use?
New #7  February 16, 2017, 05:31:52 pm
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I'm using a sort of a hybrid of Mugen's default juggles and a 3-var worth series of flags in an attempt to conceive a juggle system that encourages using most of the movelist as possible to do juggles. Due to my lack of better wording chances are I may end up confusing you with how I write but at least I'll try.

For almost every attack aside of basic throws and supers (to which I have them not use up juggle points at all) I'd assign a "group" (a var for which the flags would be stored) and an "id" (the flag itself), which could be written as floor(exp(X*ln(2)) + 0.5) (where X is the id in range of 0-9). This equation actually translates to a power of 2 thus in the place of the equation you can just put in 1,2,4,8,16,32 etc., the equation's there just for the sake of easier readablitity
Spoiler: what the equations translate to: (click to see content)

For attacks, the statedefs have juggle points something like this (for flag detection):
Code:
juggle  = ifelse(var(40) & floor(exp(1*ln(2)) + 0.5) ,1,0)
Which makes it so the particular attack uses up the juggle point only if at the start of it the flag 2 (see above) in var(40) is set (for context, the attack would use up the juggle point only if the character has already hit the opponent with said attack before in a combo)

The attacks would also have a state controller like this (for flag setting):
Code:
[State Neo-Juggle-System-Flag]
type = VarSet
trigger1 = movehit = [1,2]
trigger1 = numtarget
trigger1 = (target,statetype = A) || (target,statetype = L)
var(40) = var(40) | floor(exp(1*ln(2)) + 0.5)
ignorehitpause = 1
persistent = 0
This would set the flag 2 in var 40 when the attack hits an aerial opponent.

Of course, we should also remember to use a measure in statedef -2 that resets the vars when opponent is not in hitstate, which goes something like this (for flag resets):
Code:
[State -2, Neo-Juggle-System-Reset]
type = VarSet
triggerall = var(40)
trigger1 = !numtarget
var(40) = 0
ignorehitpause = 1
[State -2, Neo-Juggle-System-Reset]
type = VarSet
triggerall = var(41)
trigger1 = !numtarget
var(41) = 0
ignorehitpause = 1
[State -2, Neo-Juggle-System-Reset]
type = VarSet
triggerall = var(42)
trigger1 = !numtarget
var(42) = 0
ignorehitpause = 1
Because of the matter of helpers not sharing the (spent) juggle points with their owners, for projectiles I usually go for other means to limit them (like the projectile going invisible after impact and not getting "destroyed" - which would allow the projectile to be thrown again - until the opponent would leave the hitstate). That being said I did code a character (Kaf Ka from Battle Monsters) that attacks with the floating orbs that are his constant helpers and I did in fact apply the system to them as well, I just had to adjust some things - especially regarding the juggle flag reset - to make it work.
Last Edit: February 16, 2017, 07:24:59 pm by The_None