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Jecht Marchrius

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Messages by Jecht Marchrius

    

How to stop Enemy's PalFX from cancelling my fighter's PalFX

 May 03, 2019, 05:00:14 am View in topic context

~EDIT~
Solved it, just copied Ikaruga's Ash Crimson Sans-Culottes code

Hey guys! I have a problem with my fighter's PalFX. She has an install-type super move like Justice's Omega Shift, Ash Crimson's Sans-Culottes, Morrigan's Astral Vision, Wolverine's Berserker Charge, etc. When she goes into the install super, a PalFX activates until the duration of the super ends. ex.
Code:
[State 3600, PalFX]
type = PalFX
trigger1 = animelem = 4
time = 1881
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0
My character also has a PalFX included in some of her normal's hitdef. ex.
Code:
palfx.time = 41
palfx.add = 100, 100, 180
palfx.mul = 256, 256, 256
palfx.sinadd = -80, -80, -80, 10
palfx.invertall = 1
palfx.color = 0
So I run her in quick VS where it's a mirror match, and the problem is when she gets hit by an attack that causes a palfx, the palfx that plays during her install super gets overridden and just stop. So that's where I need help. Thanks
    

Re: Need help for Triple Air Dash

 March 19, 2019, 02:41:00 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help for Triple Air Dash (Started by Jecht Marchrius March 18, 2019, 04:11:09 am
 Board: M.U.G.E.N Development Help

Hey, that works too! Thanks again Nep!
    

Re: Need help for Triple Air Dash

 March 18, 2019, 03:13:20 pm View in topic context
avatar  Posted by Jecht Marchrius  in Need help for Triple Air Dash (Started by Jecht Marchrius March 18, 2019, 04:11:09 am
 Board: M.U.G.E.N Development Help

I tried the code, but I can't air dash during my 2nd or 3rd air jump if I used up all of my 3 air dashes. I decided to change the triggers as I want my character to be able to triple air dash again after I do her 1st air jump, even if I used all of my air dashes during the regular jump, and do triple air dashes again after I do her 2nd air jump. Basically, when I do the 1st and 2nd air jump, I want my 3 stocks of air dash to be restocked
    

Re: Need help for Triple Air Dash

 March 18, 2019, 08:22:15 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help for Triple Air Dash (Started by Jecht Marchrius March 18, 2019, 04:11:09 am
 Board: M.U.G.E.N Development Help

Thanks for all the advice again Nep!

Feel free to correct me on these parts:

1. A varset in statedef -2 set to 0 whenever you are in "statetype != A"
My character can triple jump (thanks to you), so I used these triggers instead:
Code:
trigger1 = stateno = 40 ;jump start
trigger2 = stateno = 45 ;air jump start
trigger3 = stateno = 46 ;air jump start 2

2. A non-persistent varadd in each air dash state that increases the variable by a value of 1.
I used "command = "FF"" for my air dash and "command = "BB"" for my air back dash as triggers
    

Need help for Triple Air Dash

 March 18, 2019, 04:11:09 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help for Triple Air Dash (Started by Jecht Marchrius March 18, 2019, 04:11:09 am
 Board: M.U.G.E.N Development Help

Hey guys! I need some help in coding a Triple Air Dash move for my character. My character can triple jump and I want my character to do "only" a "MAXIMUM" of 3 air dashes per jump. The 3 air dashes is in any combination; all forward dashes, all backdashes or mixed dashes. My current air dash code below gives my character UNLIMITED air dashes.

Code:
;===========================================================================
;Air Dash
[State -1, Air Dash]
type = ChangeState
value = 110
trigger1 = statetype = A
trigger1 = command = "FF"
trigger1 = ctrl
trigger1 = stateno != 110
trigger1 = stateno != 115

;===========================================================================
;Air Back Dash
[State -1, Air Back Dash]
type = ChangeState
value = 115
trigger1 = statetype = A
trigger1 = command = "BB"
trigger1 = ctrl
trigger1 = stateno != 110
trigger1 = stateno != 115
    

Re: n00b question - What does !Time mean?

 March 15, 2019, 04:13:08 am View in topic context
avatar  Posted by Jecht Marchrius  in n00b question - What does !Time mean? (Started by Jecht Marchrius February 23, 2019, 02:40:14 am
 Board: M.U.G.E.N Development Help

    

Re: Need help about Triple Jump

 March 02, 2019, 08:07:23 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Never thought about using explods. Guess I still need more training. Thanks for the help Nep!
    

Re: Need help about Triple Jump

 March 02, 2019, 06:26:47 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Thanks Nep! So where do I put this? Since I'm seeing State -1, do I put this on the commands section?

-edit-
Thanks Nep! It works fine now!
    

Re: Need help about Triple Jump

 March 02, 2019, 03:47:25 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Here's my code. Bit of a mess and still new at this. My problem here is during the 2nd air jump or "air jump 2". Air jump 2 automatically comes out when I keep holding the "up" button after the 1st air jump. I want it to come out only when I press the "up" button again. Pls help!

Code:
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------
;AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0, 0

[State 45, air jump 1 - finish]
type = VarSet
trigger1 = !Time
var(4) = 3

[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1) = 0, const(velocity.airjump.neu.x), ifelse(sysvar(1) = 1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------
;AirJump 2 Start
[Statedef 46]
type    = A
physics = N
ctrl = 0
velset = 0, 0

[State 46, air jump 2 - finish]
type = VarSet
trigger1 = !Time
var(5) = 3

[State 46, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 46, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 46, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 46, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 46, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 46, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1) = 0, const(velocity.airjump.neu.x), ifelse(sysvar(1) = 1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 46, 7]
type = ChangeState
trigger1 = Time = 2
trigger1 = stateno != 45
value = 50
ctrl = 1
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef -2]


[State -2, air jump 1 - reset]
type = VarSet
triggerall = var(4) >= 1
trigger1 = statetype != A
var(4) = 0

[State -2, air jump 1 - set]
type = VarAdd
triggerall = (stateno=[50,51])
trigger1 = var(4) = 0 && command != "holdup"
trigger2 = var(4) = 1 && command = "holdup"
var(4) = 1

[State -2, air jump 2 - reset]
type = VarSet
triggerall = var(5) >= 1
trigger1 = statetype != A
var(5) = 0

[State -2, air jump 2 - set]
type = VarAdd
triggerall = (stateno = [50, 51])
trigger1 = var(5) = 0 && command != "holdup"
trigger2 = var(5) = 1 && command = "holdup"
var(5) = 1
;-------------------------------------------------------------------------------------------------------------------------------------------------------------------
[Statedef -1]

;===========================================================================
;air jump 1
[state -1, air jump 1]
type = ChangeState
value = 45
triggerall = statetype = A
triggerall = command = "holdup" || (command != "holdup" && time < 15)
triggerall = time > 15
triggerall = var(4) = 2
trigger1 = ctrl

;===========================================================================
;air jump 2
[state -1, air jump 2]
type = ChangeState
value = 46
triggerall = statetype = A
triggerall = command = "holdup" || (command != "holdup" && time < 15)
triggerall = time > 15
triggerall = var(5) = 2
trigger1 = ctrl
    

Re: n00b question - What does !Time mean?

 March 01, 2019, 09:34:33 am View in topic context
avatar  Posted by Jecht Marchrius  in n00b question - What does !Time mean? (Started by Jecht Marchrius February 23, 2019, 02:40:14 am
 Board: M.U.G.E.N Development Help

Thanks for clearing it up for me Bannana and ink!
    

Re: n00b question - What does !Time mean?

 February 23, 2019, 08:09:26 am View in topic context
avatar  Posted by Jecht Marchrius  in n00b question - What does !Time mean? (Started by Jecht Marchrius February 23, 2019, 02:40:14 am
 Board: M.U.G.E.N Development Help

Thanks ink! I have another noob question but it's off-topic. There are times when I see other coders use the Anim trigger without putting any values whatsoever afterwards (ex. "trigger1 = anim" or "value = anim"), and I don't know what it actually means
    

n00b question - What does !Time mean?

 February 23, 2019, 02:40:14 am View in topic context
avatar  Posted by Jecht Marchrius  in n00b question - What does !Time mean? (Started by Jecht Marchrius February 23, 2019, 02:40:14 am
 Board: M.U.G.E.N Development Help

Some examples would help, thanks!
    

Re: Need help about Triple Jump

 February 21, 2019, 05:57:36 pm View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Scratch that, found a little hitch
    

Re: Need help about Triple Jump

 February 21, 2019, 05:40:39 pm View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Thanks for the tips Nep Heart! Already solved it!
    

Re: Need help about Triple Jump

 February 20, 2019, 05:08:55 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Found her and already DL'd her thanks!
    

Re: Need help about Triple Jump

 February 20, 2019, 04:23:19 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Hey, thanks! I already downloaded all the Hotaru Futaba files that I could find for reference. But I don't know which fighting game Sayaka Miki is from.
    

Need help about Triple Jump

 February 19, 2019, 07:51:49 am View in topic context
avatar  Posted by Jecht Marchrius  in Need help about Triple Jump (Started by Jecht Marchrius February 19, 2019, 07:51:49 am
 Board: M.U.G.E.N Development Help

Hey guys! I'm in need of help in making a proper "triple" jump move. I already made one from the tip "MikeDaBike" gave on the "Double Jump!!!" (http://mugenguild.com/forum/topics/double-jump-92990.0.html) thread. The problem is the 3rd jump almost immediately comes out right after the 2nd jump, making it look like you're just doing a double jump instead of a triple. So I need assistance to make the 3rd jump not come out almost immediately. Thanks.
    

Re: How to create a command normal attack (overhead)

 March 19, 2018, 03:52:44 am View in topic context
avatar  Posted by Jecht Marchrius  in How to create a command normal attack (overhead) (Started by DaXt3R March 15, 2018, 03:32:17 pm
 Board: M.U.G.E.N Development Help

Hello, try using this code for cross-referencing. Its what I'm using on my WIP char

[Command]
name = "fwd_b"
command = /F,b
time = 1

;Fwd Medium Kick***
[State -1, Fwd Medium Kick***]
type = ChangeState
value = 310
triggerall = command = "fwd_b"
trigger1 = statetype = S
trigger1 = ctrl

; Fwd Medium Kick***
[Statedef 310]
type = S
movetype = A
physics = S
ctrl = 0
anim = 310

*** = name of command move I'm using, you can change it to "overhead"
hope this helps