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Turning off roll recovery forward (Read 5039 times)

Started by krudelu, December 06, 2017, 04:11:18 pm
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Turning off roll recovery forward
New #1  December 06, 2017, 04:11:18 pm
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Hello,

I know that kof characters can recovery roll backwards when recovering from recoverable attacks when knocked back (I'm not talking about emergency roll).  But in terms of mugen, I seen some characters that does recovery roll forward.

Is there a way to turn off the recovery roll forward part for a character? Which codes should I look for? I wanted it to only have the recovery roll backward only when recovering from attacks to make it closer to the present kof at least
Last Edit: December 09, 2017, 10:02:54 am by krudelu
Re: Turning off roll recovery forward
#2  December 07, 2017, 08:06:53 pm
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One major thing to learn when trying to edit a character is how to use Debug. Press Ctrl+D and you'll see numbers pop up. If you keep pressing it, the numbers will cycle through all of the characters and helpers that are alive.
Stateno & Anim will probably be the 2 most useful bits of info for you.
Have the character get knocked down, then roll forward. The numbers will switch to what state it's in, and what animation it's showing. Remember both and go back to editing the character. You can also take a screen shot with F12 if the numbers are moving to fast. So use the PAUSE button on the keyboard, when you have the numbers, F12.

Look in the CMD for that statedef's number. If you cant find it in the CMD, check the CNS file(s). It might be a second state in a list, or the changestate might occur there.
Try to edit it the best you can. If you run into more problems, post in Dev Help.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Turning off roll recovery forward
#3  December 07, 2017, 09:04:17 pm
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Look in the mugen common1.cns and see if recovery options
are listed in statedef 5050
Re: Turning off roll recovery forward
#4  December 08, 2017, 02:38:39 am
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Just moved this topic to dev help.

Alright, found the stateno for recovery roll

But from here, I tried modifying it and it's still have the recovery roll forward.

Here's the code where I found it:
Code:
[Statedef 5201]
type    = A
movetype= H
physics = A
anim = 5200

[State 5201, 1] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < Const720p(-20)

[State 5201, 2]
type = VelSet
trigger1 = Time = 0
x = Const(velocity.air.gethit.groundrecover.x)
y = Const(velocity.air.gethit.groundrecover.y)

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5201, 5] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128 ;256,256,256

[State 5201, 6]
type = Explod
trigger1 = Time = 0
anim = F60
pos = 0, -floor(vel y)
sprpriority = -10

And apparently, I found a code in the cmd that's responsible for controls
Code:
[State -1, recovery]
type = Changestate
value = 5201
triggerall = command = "recovery"
triggerall = alive = 1
triggerall = var(48)= 0
trigger1 = stateno = 5050
trigger1 = pos y > 0
trigger1 = vel y > 0

Is there something I may be missing here?
Re: Turning off roll recovery forward
#5  December 08, 2017, 03:08:35 am
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Dude I told you statedef 5050 that's where the triggers are.
Re: Turning off roll recovery forward
New #6  December 08, 2017, 04:31:00 am
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Okay

Found it and here's how the code looks like

Code:
; HITA_FALL (knocked up, falling)
[Statedef 5055]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, recovery]
type = SelfState
triggerall = command = "recovery"
triggerall = alive = 1
trigger1 = pos y > 0
trigger1 = vel y > 0
value = 5201 ;HITFALL_RECOVER

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5105 ;HIT_BOUNCE

And I checked other kof characters made by other authors like Ikaruga and Koopakoot and they have the code regarding recovery. I tried to use the code from their characters and replace the recovery code displayed above and it still allow forward roll recovery.

I'm not sure in which way should I modify it this time. Is there something else that I might be missing?


EDIT: Never mind. I found this code hiding somewhere in the main constants (where life, power, attack, defense, etc are at) instead;

Spoiler, click to toggle visibilty

The code in bold is the one that's responsible for it :/

Got it solved by disabling the bolded code

Anyway, thanks for the help guys
Last Edit: December 09, 2017, 10:02:47 am by krudelu