YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Mimikyutest77 is Offline
Contact Mimikyutest77:

Mimikyutest77

User

Messages by Mimikyutest77

    

Re: How to attach a "poison status effect" hitbox to the foe, hurting foe every 2s?

 December 13, 2019, 09:37:21 pm View in topic context

You'll use a helper, and "attach" it to P2.
It'll start in the attack state. You'll want to code it similar to an Ultra Throw. Except the hitdef wont send P2 into a custom state, it'll just be a "normal" hit reaction.
Make the helper exit to a cool down stage and add a variable +1. Code that 2nd state's ChangeState to go back to the original attack state after the time you want. ABOVE the changestate code a destroyself and look for the Var value to equal the amount of attacks you want, but minus 1.

For the time being, use a small animation for each statedef so you can see it on screen. Use Ctrl+C to see the collision boxes.

Thank you. Also, I'm sorry but I dont know what an Ultra Throw is. How do they work?
Thats evil. 600 damage you can't block and it breaks your states every 2 seconds preventing moves and allowing your opponent to deal more damage?

Nasty. Unless you're trying for cheap in which case have at it.

It's okay because the character is weak and cant combo for crap, also you're right. I'm nerfing this to 70 damage per 2 seconds.
    

How to attach a "poison status effect" hitbox to the foe, hurting foe every 2s?

 December 10, 2019, 08:25:25 am View in topic context

You use the Poison Move. It hits. The foe turns purple for a half second and gains a "purple bubbles" VFX in his corner ripped off from Pokemon Emerald. The effect goes away in 12 seconds. But every 2 seconds until the effect goes away, the foe unblockably takes 100 damage and a second of hitstun. And turns purple for a second while in this hitstun.

How do I pull this off? How do I make the poison move?
    

Re: How do I rip off Shorthops and Melee Fox's Blaster so accurately I can SHFFL?

 November 23, 2019, 04:23:23 pm View in topic context

It's working, just backwards. I put the code in -3 State 41, and...

When I hold up to jump, I shorthop far lower than I normally jump. When I tap up to jump, I rise to my normal jump height. Also if I hold up during the Intro Animation or long moves, my character falls down through the floor for no apparent reason.

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
 
[Statedef -3]
 
;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
 
[State 41, VelAdd]
type = VelAdd
trigger1 = command = "holdup"
x = 0
y = 2
 
[State 41, VelSet]
type = VelSet
trigger1 = vel Y > 120
Y = 120

    

Re: How do I rip off Shorthops and Melee Fox's Blaster so accurately I can SHFFL?

 November 18, 2019, 02:18:28 am View in topic context

It's not the Reversaldef thing, the lasers can have 2 frames of hitstun. It's the rapid-firing and repeatable thing on ground and in air I don't know how to copy.

I'm sorry if I'm annoying you. I've run out of questions now, this is my last one. After this my character should be ready, with just the proper spriting left to do then I can upload it.
    

Re: How do I rip off Shorthops and Melee Fox's Blaster so accurately I can SHFFL?

 November 16, 2019, 12:02:16 pm View in topic context

Did I guess the correct answer?

Also how do I Fox laser?
    

Re: How do I rip off Shorthops and Melee Fox's Blaster so accurately I can SHFFL?

 November 16, 2019, 02:08:20 am View in topic context

you'll need to override state 40

That's right, but with what? Code that gives me extra vertical momentum during the rising parts of my jump if Up remains held down for the first few frames of my jump?
    

Re: How do I rip off Shorthops and Melee Fox's Blaster so accurately I can SHFFL?

 November 15, 2019, 01:00:06 pm View in topic context

You can't really have an attack that inflicts damage without hitstun unless you use the reversaldef glitch, which considering your coding skill level, may be a little too complex for you to attempt atm.

 Short hopping should be easier, set a command for tapping up (as opposed to holding up) and use that to send your character to an alternative jump start state that is identical to the normal jump start state, except it has less vertical velocity.

I think I've figured out how to Fastfall in the air but how do I add a Tapping Up command? I know where it should go but what code does that use?
    

How do I rip off Shorthops and Melee Fox's Blaster so accurately I can SHFFL?

 November 15, 2019, 05:22:57 am View in topic context

How do I rip off the Neutral B Blaster move of Fox from Smash Bros Melee in a way that allows for shorthop lasers, shorthop double lasers, shorthop fastfall lasers, grounded spammable lasers(so you could spam lasers at someone walking to you), and other Fox Laser stuff?

Also, Smash characters can Shorthop if you tap up/jump and perform a higher Fullhop if you hold up/jump. And in the air pressing down makes them start Fastfalling. Hpw do I rip these gimmicks off?

As for the fired lasers themselves... since "Percents" aren't a thing in Mugen, would it be more balanced if the lasers had the damage and hitstun of the average DBFZ ki attack button? Like Goku's.
    

Re: How to rip off Banjo-Kazooie's Wonderwing from Smash Bros Ultimate?

 November 08, 2019, 07:19:35 am View in topic context

Unsafe on block, can be grabbed out of and a fair amount of end lag are not qualities I would call an incontestable move. A competent player would catch onto the move pretty fast if it's being abused and some of the more challenging AI will render it just as situational. There are a lot of specials which grant this kind of benefit and would give the player no real reason to use the move if it didn't have some added bonus that made it better than a generic special. Not to mention its damage in Smash is pretty damn high itself, so, 200 damage doesn't sound unreasonable when put into perspective of those factors.

 What me and Darkflare are saying is that you're overselling Wonderwing. It's a newb buster, but an experience player would play that move like a fiddle.

 It's a bit off topic, but it's a point I wanted to make.

 Now, did that thread I link actually help?

Yes, it's an excellent thread. Thank you for your help.

Is there a standard for how we should convert moves from Smash Bros percents to Mugen HP?

I had an idea for a way to work that out mathematically. You first choose a percentage as the "kill percent", the percentage where just about anything can kill this character. Let's call it 180%. So if an attack deals 30%, putting you a 6th of the way towards reaching 180%, then a copy of that attack in mugen should deal 30% of 1000.

Also, you're right about Wonderwing sucking. I've beaten enough Banjos to figure out how to beat him now. Do you think ripping off Sonic's sideB from Brawl Minus, the Boost, would be a better special? It's fast but it feels like a waste of a slot since you could make it your run or Midair Glide doubletap instead.
    

How to make a MVC2 style asist on B press at any time, even when being hit?

 November 02, 2019, 03:17:52 am View in topic context

Regardless of whether it's a good idea or not, how do you give a 3 button XYZ character the ability to make B always summon his MVC2 style Helper to perform an attack? No proper "jump in, teleport out" animations for the helper though. They just exist and a spawned visual effect shows a "teleporting effect" before and after they leave.

Also if helper gets hit he vanishes. Either way after using helper, 7 seconds must be waited before calling on him again.
    

Re: How to rip off Banjo-Kazooie's Wonderwing from Smash Bros Ultimate?

 November 02, 2019, 03:10:48 am View in topic context

If the move has such a strict limitation alongside the flaws on top of that such as this (and in an environment that is less forgiving about Wonderwing's flaws than Smash), it better actually be worth the use. 200 damage sounds more reasonable tbh.

Wonderwing's flaws? Like what? This move seems amazing, incredibly dominant and something even able to beat a Snooze-spamming Hero. Plus few characters have high jumps or spotdodge/counter moves in mugen.

Also Wonderwing is invincible. What if a player used this move 7 times in a row? 7x200 is 1400. That's enough to kill almost any character. 7 uses of "Eat this 200 damage for free".

I'm not calling you wrong here, you're probably right but I want to know why.
    

Re: How do I recreate the Super KO effect from JoJo/HFTF for my character?

 November 02, 2019, 03:06:02 am View in topic context
avatar  Posted by Mimikyutest77  in How do I recreate the Super KO effect from JoJo/HFTF for my character? (Started by LisaMcRad October 31, 2019, 12:42:07 am
 Board: M.U.G.E.N Development Help

Why the CENSORED REDACTED would anyone BLACKLISTED WEBSITE like this?
    

Re: How to rip off Banjo-Kazooie's Wonderwing from Smash Bros Ultimate?

 October 31, 2019, 11:33:23 pm View in topic context

Why 70 damage though?
There are already moves that work similarly and do more damage(and don't have a use limit)

Good point, 70 damage is too low.

How would you choose convert that percentage damage the move deals into mugen HP damage? I was thinking 120 might be a better number. Or 150.
    

How to rip off Banjo-Kazooie's Wonderwing from Smash Bros Ultimate?

 October 28, 2019, 02:10:44 am View in topic context

Banjo-Kazooie has this move where he decides to bird up and invincibly charge forwards, also some wing icons appear overhead to show how many uses of this move you have left. It's a great move and I want to rip it off, except it'll only deal 70 damage on hit and have 7 uses per life. No regenerating uses over time, you regenerate more uses of the move when the round ends and a new round begins.
    

Re: Snake's SideB Missile from Smash Ultimate. How would that mugen?

 October 27, 2019, 03:51:49 am View in topic context
avatar  Posted by Mimikyutest77  in Snake's SideB Missile from Smash Ultimate. How would that mugen? (Started by Mimikyutest77 October 26, 2019, 02:15:16 am
 Board: M.U.G.E.N Development Help

Sounds good, thank you.

What if this SideB was JUST a missile you guide with directional inputs, with no homing? It would fly in the direction you made it point until it hits something like a wall or foe or other projectile and explodes, or it would turn when you perform a different direction input.
    

Snake's SideB Missile from Smash Ultimate. How would that mugen?

 October 26, 2019, 02:15:16 am View in topic context
avatar  Posted by Mimikyutest77  in Snake's SideB Missile from Smash Ultimate. How would that mugen? (Started by Mimikyutest77 October 26, 2019, 02:15:16 am
 Board: M.U.G.E.N Development Help

In Mugen how can I rip off that move: Snake's SideB guided missile from Smash Ultimate?

You fire a missile you can redirect in the air, it's amazing. But I'd be fine with restricting its motion to 8 directions as letting it rotate freely and fly in any direction like in Smash Ultimate might be impossible.
    

Re: Building power by walking forwards? Like in DBFZ. How do I do that?

 October 22, 2019, 05:02:54 am View in topic context

Where would I find Statedef 20 if I had one? I don't see a statedef 20 anywhere in his states.
    

Re: Building power by walking forwards? Like in DBFZ. How do I do that?

 October 14, 2019, 01:25:46 pm View in topic context

Also no, that didn't work either. It didn't break anything, it just didn't have any change on my character.
    

Re: Building power by walking forwards? Like in DBFZ. How do I do that?

 October 14, 2019, 01:23:43 pm View in topic context

Something disabled every keyboard shortcut on my Fighter Factory. Did it get updated?
    

Re: Building power by walking forwards? Like in DBFZ. How do I do that?

 October 14, 2019, 04:55:41 am View in topic context

Put a poweradd in state 20 that gives a certain amount of power every tick (or, if you want longer intervals, use persistent = (how many ticks you want it to occur) whenever vel x > 0. It's not really hard at all, I feel like you're not actually doing the research because these questions are really simple things that can be figured out from reading the documentations that come with MUGWN.

Sorry, I'm legally retarded but I'm trying my best. I don't know how to make this poweradd activate every tick. I don't know what you mean by documentation either.