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JEDAH by MGMURROW

 December 17, 2019, 09:35:11 pm View in topic context
avatar  Posted by MGMURROW  in JEDAH by MGMURROW (Started by MGMURROW December 17, 2019, 09:35:11 pm
 Board: Your Releases, older Mugen

First Release - Happy 15th Birthday My Son!!
 12/17/2019




PLEASE TEST AND REPORT ANY BUGS, INFINITES, ERRORS, ETC TO ME PLEASE.
THERE ARE SOME SPRITES THAT NEED FIXING AND/OR SEPARATION, I'M WAITING ON THE SPRITES FROM PEOPLE
.

===============================================================================================
                                                                                        MOVE LIST
===============================================================================================
SPECIALS
Spiralle Divina (Divine Spiral)                         D,DF,F, PUNCH    Usable in Air
Falce Inizio (Starting Sickle)                            D,DF,F, KICK     
Dolore Oscuro (Dark Pain)                             D,DF,F, KICK     Air
Sangue Sacrificale (Sacrificial Blood)              D,DB,B, PUNCH
Falce Primordiale (Primordial Sickle)              D,DB,B, PUNCH    Air
Turbine dell'Ira (Angry Turbine)                     D,DB,B, KICK     Air
Rasare Sega (Trimming Saw)                          U+K              Pursuit
Balzo Perdono (Leaping Pardon)(Air Dash)    F,F, OR B,B,     Usable in Air (F,F, ONLY)

HYPERS
Finale Rosso (Finale Red)                                D,DF,F, 2PUNCHES 
Spirale Infernale (Hellish Spiral)                      D,DF,F, 2PUNCHES  Air
Sigillo di Servo (Seal of Servant)                     D,DF,F, 2KICKS               
   


THROWS
GROUND THROW                                         HOLDFORWARD/BACK Y OR Z
AIR THROW                                                   HOLDFORWARD/BACK Y OR Z

ALPHA COUNTER
COUNTER PUNCH                                         HOLDBACK+A(EASY)
                                                                      B,DB,D,+B
                                                                      B,DB,D,+C

LIE DOWN RECOVERY ROLL
FORWARD                                                   F,KICK
BACK                                                           B,KICK

RECOVERY ROLL
FORWARD                                                   B,DB,D,KICK
                                                                    F,KICK(EASY)
BACK                                                           B,KICK(EASY)

ADVANCED GUARD PUSH
2/3 PUNCHES WHILE BLOCKING

DIZZY
WHEN DIZZY MUST PRESS BUTTON 10 TIMES TO UNDIZZY

DAMAGE DAMPENER
1 FOR NORMAL ATTACKS
1 FOR SPECIAL ATTACKS
1 FOR HYPER ATTACKS

2 LEVELS OF AI
EASY AI
HARD AI

===============================================================================================
                                                                            NOTE!!
===============================================================================================
MY CREATIONS ARE NOT OPEN SOURCE!! I PUT A LOT OF TIME AND EFFORT INTO CREATING AND EDITING A LOT
OF THE SPRITE WORK, ALSO SOME SPRITE WORKS ARE COMMISSIONS FROM OTHERS. I AM ALWAYS WILLING TO
HELP OTHERS IN ANY WAY I CAN, SO PLEASE JUST ASK.

===============================================================================================
                                                                           CREDITS
===============================================================================================

  First God for putting me on this earth and giving me the abilities and understanding for this.

  My son Michael, he is the reason i got started in mugen. One day i will be able to show him
what he made possible.   FOREVER LOVE MY SON!!!!

  All the support i got from my family for the time i took away from them to work on this.

  K-LOVE the christian radio station for the great music that i listened to while working on
this character.

  O Ilusionista at Brazilmugenteam, what can I say about O. His Spec Ops creations are what
first got me into creating for Mugen, I was completely blown away by them. O has helped me
with any help i have ever asked of him, from coding, to spriting, to move ideas, to FX help.
I cannot say enough about you Brother. THANK YOU FOR EVERYTHING.  RESPECT TO THE FULLEST!!!
 
  JMORPHMAN at mugen guild for all the coding help. there is soo much he has helped me out with
that it is next to impossible for me to remember it all. he has helped me on my other releases
and with my WIPs that in turn transferred over from them to Jedah. thanks for the open
source characters.
  I CANNOT PUT IN WORDS ALL THE RESPECT HE DESERVES.  RESPECT TO THE FULLEST!!!

  POTS at mugen guild for all the coding help. there is soo much he has helped me out with that
it is next to impossible for me to remember it all. he has helped me on my other releases and
with my WIPs that in turn transferred over from them to Jedah. thanks for the open
source characters.

  Nestor at mugen-infantry, our project inspired my to start working on Jedah, he has always
helped me with anything i have needed, hopefully the project will come to light. RESPECT!!!!

  FeLo_Llop at mugen guild for his help on sprite edits to direction of my creation and many
other thing, can't praise you enough my brother.  RESPECT!!!!

  VS STYLE DEBUTS TEAM for giving me permission to use his Jedah as a base for my creation,
you saved me so much time i cannot be more grateful to you.  RESPECT!!!!

  Big Bad Palettier at Mugen Guild for some Palettes.  RESPECT!!!!

  Vyn at Infinity for the open source Damage Dampening code.  RESPECT!!!!

  Immortal Syn for the First attack and Perfect states.  RESPECT!!!!

  BBHood for the open source homing code.  RESPECT!!!!

  Warusaki3 for his coding and sounds, I reference his creations to many times to remember. RESPECT!!!!

  BBHood, Izumo, rei, Deuce, -Whiplash- for some sounds/codes/sprites i used from their
creations that carried over to Jedah. I reference their creations to many times to remember.
Very big thanks to you all.  RESPECT!!!!

  Winane at mugen guild for the AI Triggers.  RESPECT!!!!

  Alchemist at mugen-infantry for all the code help on other WIPs which carried over. RESPECT!!!!

  Beximus at mugen-infantry for all the code help on other WIPs which carried over. RESPECT!!!!

  Cyanide at mugen guild for the info on the targetbind for the helpers. RESPECT!!!!

  GM for the rock sprites and rock code.  RESPECT!!!!
 
  REU for some sounds/codes/sprites i used from evil ken & Dragonclaw his
creativity inspired a lot of ideas for my releases/wips. FOREVER LOOKING UPON US, RESPECT!!!! 

  Mr. Fong at Random Select for his help on the damage dampener system and for his permission
for me to share the code - IF YOU USE YOU BETTER GIVE HIM CREDIT. RESPECT!!!!

  Ryou Win for explained how to start coding the AI with the triggers and variables that had
to be coded.

  GM for the SF3 dizzy/stun gauge sprites for which i used as a template for the alpha storm
dizzy/stun gauge.

  All the tutorials at the guild, infantry and infinity for all the code help.

  Kong for the sprites.

  To anyone else i forgot thanks to them too. Please let me know so i can add you!!


https://sites.google.com/site/mgmurrow/
    

Re: My 20th Mugen Anniversary

 December 03, 2019, 12:44:37 am View in topic context
avatar  Posted by MGMURROW  in My 20th Mugen Anniversary (Started by O Ilusionista December 02, 2019, 09:11:59 pm
 Board: M.U.G.E.N Discussion

My friend and my inspiration, dont know where i would be without you. hope there are many years to come with you

Happy Anniversary my friend

MGMURROW
    

Re: Street Fighter V

 August 21, 2019, 12:04:34 am View in topic context
avatar  Posted by MGMURROW  in Street Fighter V (Started by O Ilusionista December 05, 2014, 01:44:16 pm
 Board: Fighting Games

YES, YES AND MORE YES!!!!!!!!!



never thought i would see the day............

MGMURROW
    

Re: throw not connecting

 August 04, 2019, 11:52:59 pm View in topic context
avatar  Posted by MGMURROW  in throw not connecting (Started by eishiba August 04, 2019, 06:14:12 pm
 Board: M.U.G.E.N Development Help

make sure you have blue boxes on anim 820, p2 state. I dont think you need this code

[State 0, TargetState]
type = TargetState
trigger1 = NumTarget = 2
value = 820

maybe remove that

make sure animelem=4 is the right sprite of the hit frame

hope this helps

MGMURROW
    

Re: Helper/Hitdef Velocity Issue?

 August 04, 2019, 05:33:41 pm View in topic context
avatar  Posted by MGMURROW  in Helper/Hitdef Velocity Issue? (Started by The4ury August 03, 2019, 10:18:48 pm
 Board: M.U.G.E.N Configuration Help

From the look of your code and what I understand that you only want the helper to hit once, I see the helper has anim 1005, so that animation has a clns1 in it. When the helper hits it goes to state 1010, which also uses anim 1005, so it still has a clns1 and state 1010 has a hitdef in it, this could explain why it is hitting twice, remove the hitdef in 1010 or change add movetype = I to 1010, or copy anim 1005 and remove the clns1 and make it anim 1010, then change state 1010 to anim=1010.

Hope this helps

MGMURROW
    

Re: cmd problem

 July 24, 2019, 04:16:03 pm View in topic context
avatar  Posted by MGMURROW  in cmd problem  (Started by Mark85 July 24, 2019, 04:01:39 pm
 Board: M.U.G.E.N Development Help

just search the CMD and the CNS for "HienShippuKyaku3­", once you find it just correct the command. you cant change commands without finding all the commands that you changed, some might be in the CNS and CNS1 but it shouldnt be to hard to find

hope this helps

MGMURROW
    

Re: Kage

 July 17, 2019, 07:42:52 pm View in topic context
avatar  Posted by MGMURROW  in Kage  (Started by vyn July 17, 2019, 06:04:05 pm
 Board: Your Releases, 1.0+

- His Light Axe Kick somehow always misses when chained from Heavy Kick.

It also misses them chained from his standing medium kick, i will test some more

i sent you a PM!!

hope this helps out

MGMURROW
    

Re: SHADOWLADY by MGMURROW updated 6/3/19

 June 04, 2019, 09:24:40 am View in topic context
avatar  Posted by MGMURROW  in SHADOWLADY by MGMURROW updated 6/3/19 (Started by MGMURROW April 29, 2009, 07:56:06 am
 Board: Your Releases, older Mugen

All links are fixed, sorry about the delay

enjoy and have fun!!

MGMURROW
    

Re: SHADOWLADY by MGMURROW updated 6/3/19

 June 04, 2019, 04:14:15 am View in topic context
avatar  Posted by MGMURROW  in SHADOWLADY by MGMURROW updated 6/3/19 (Started by MGMURROW April 29, 2009, 07:56:06 am
 Board: Your Releases, older Mugen

it is working now, but for your strider, captain commander and sf3chunli, the download links are still outdated

Every time I fix one the others revert back to the original, I’m out for a bit but will fix them soon. Sorry guys

MGMURROW
    

Re: SHADOWLADY by MGMURROW updated 7/29/09

 June 04, 2019, 03:19:03 am View in topic context
avatar  Posted by MGMURROW  in SHADOWLADY by MGMURROW updated 6/3/19 (Started by MGMURROW April 29, 2009, 07:56:06 am
 Board: Your Releases, older Mugen

click on the pic, let me know if its not working please

MGMURROW
    

Re: CAPTAIN COMMANDO by MGMURROW 7/19/10

 June 04, 2019, 03:12:53 am View in topic context
avatar  Posted by MGMURROW  in CAPTAIN COMMANDO by MGMURROW 6/3/19 (Started by MGMURROW July 20, 2010, 06:30:25 am
 Board: Your Releases, older Mugen

UPDATE 2 - Happy 3rd BIRTHDAY ROXY BABY
 6/3/2019
-Added Captian Storm LvL2 Hyper
-Added Fx to all Corridor State
-Added Sound FX to Dash
-Added Dash FX Sounds to Captian Storm
-Added Dash Sounds to Captian Sword
-Added/Changed Projectile FX on Supers
-Fixed Sound not working in Captain Strike
-Added Flames and Burning FX to all Fire Hit States
-Scaled the DANGER text & repositioned p2 side
-Added Danger Text
-Added First Attack sounds and Text
-Added Advancing Guard sound and Text
-Added NotHitBy and Removed PlayerPush from P2 Alpha Counter Hit State

Please test and report any errors

thanks and have fun

MGMURROW
    

Re: CHUN LI by MGMURROW

 June 04, 2019, 03:11:19 am View in topic context
avatar  Posted by MGMURROW  in CHUN LI by MGMURROW 6/3/19 (Started by MGMURROW February 18, 2010, 07:47:46 am
 Board: Your Releases, older Mugen

UPDATE - Happy 3rd BIRTHDAY ROXY BABY     
6/ 3/ 2019
-Added Cheap KO to Guard Break/Stun P2 state
-Added air throw tech hit states
-Added the air throw direction command
-Added nohitby to dizzy state to be compatable with captain commando
-Added the death & cheap KO sounds
-Added intro for shadowlady
-fixed the gethit sounds
-Scaled the DANGER text & repositioned p2 side
-Added Danger Sound
-Added First Attack Sound and Text
-Added Advancing Guard Sound and Text
-Added PlayerPush to states to match my other characters
-Added NoyHitBy and Removed PlayerPush from P2 Alpha Counter Hit State

Please test and report any errors

thanks and have fun

MGMURROW
    

Re: SHADOWLADY by MGMURROW updated 7/29/09

 June 04, 2019, 03:10:02 am View in topic context
avatar  Posted by MGMURROW  in SHADOWLADY by MGMURROW updated 6/3/19 (Started by MGMURROW April 29, 2009, 07:56:06 am
 Board: Your Releases, older Mugen

UPDATE - Happy 3rd BIRTHDAY ROXY BABY     
6/ 3/ 2019
-Added Air Hyakuretsu Kyaku/Air Lightning Kicks
-Added Air Rechishu/Lightning Kick MVCI Ender
-Added Air Hajinkyaku/Spinning Bird Kick MVCI Ender
-Added A New Intro
-Added LvL2 Hypers
-Added New Palettes
-Separated the wrist band spikes
-Separated the Eyes and Teeth
-Scaled the DANGER text & repositioned p2 side
-Added Danger Sound
-Added First Attack Sound and Text
-Added Advancing Guard Sound and Text
-Added PlayerPush to states to match my other characters
-Added Dust FX to all Super & Hyper Moves
-Adjusted some CLNS on Get Hits
-Added Electricity FX and Sounds match my other characters
-Adjusted Sound FX of Forcefield
-Added Fireball Hitting Ground FX
-Added Ability to combo Air Hypers from Supers
-Fixed being able to combo into Hypers from Air Spinning Bird Kick without having enough Power
-Fixed turning bug during fireball
-Removed Getpower from Hyper Moves
-Added facep2=1 to Attaks
-Added Missle Hit and Block Explosion Sounds
-Added Fireball Hit and Block Explosion Sounds
-Added Ground Explod FX and sound to Air Throw if P2 hits the Ground instead of the Wall
-Fixed the Palette Issue in Galaxy Missle Attacks
-Added Flames to P2 when Hit by Missle and Final Justice
-Adjusted Kill points of Special and Hyper Moves
-Fixed Sprpriority on Ground Hit/Landing FX
-Added Ground Explode FX to Air Throw Ground Hit
-Seperated Sounds and FX to Air Throw Depending on if P2 Hits the Wall or Ground
-Added Nothitby and Removed PlayerPush from P2 Aplha Counter State
-Added Hyper Startup FX to Match My other Characters
-Added Configuration to Choose between The Original Startup FX or Default Statup FX
-Added FX to Forcefield States
-Added Drill Attack Kill Points and Sound FX
-Fixed Final Justice State where No Ground Explode Would happen on Certain Characters
-Added StateType=I to Super/Hyper moves that didn't have them
-Added CLNS2 to Dizzy State for Compatability with My other Characters
-Added Sounds to Win Pose and Intro when Shadow Lady Moves her Clothes
-Added PalFX to Forcefield States
-Fixed the Palette for the Big Bang Laser Lighting Sprite
-Added Flame Fx and Sound FX to P2 When hit by Fireball
-Changed Afterimage Colors to Red
-Fixed Hazanshou/Flip Kick Missing Block Sound
-Changed Kill Points to Forcefield
-Added PalFx to Super Moves

Please test and report any errors

thanks and have fun

MGMURROW
    

Re: Agent Nash by MGMURROW

 June 04, 2019, 03:07:26 am View in topic context
avatar  Posted by MGMURROW  in Agent Nash by MGMURROW 6/3/19 (Started by MGMURROW December 19, 2017, 12:28:42 am
 Board: Your Releases, older Mugen

UPDATE - Happy 3rd BIRTHDAY ROXY BABY     
6/ 3/ 2019
-Fixed Light Punch Infinite
-Fixed p2 dizzy gauge
-Added projectile hit sounds to bullet clear
-Added flames to Crossfire Blitz
-Revamped the CLNS
-Fixed some Pals colors
-Added some news Pals
-Removed a NoHitBy from the Tragedy Assault Landing
-Added shocked FX to Tragedy Assault/Shoulder Cannon/Misogi
-Fixed smoke and flames destroyself in Crossfire Blitz
-Added PalFX to Crossfire Blitz
-Fixed Debug flood in Take No Prisoners
-Scaled the DANGER text & repositioned p2 side
-Added Danger Sound
-Added Advancing Guard Sound and Text
-Fixed Bug where Couldn't be dizzied by anyone but Strider
-Added NotHitBy and Removed PlayerPush from P2 Alpha Counter Hit State
-Added PalFX to Super Moves

Please test and report any errors

thanks and have fun

MGMURROW
    

Re: STRIDER

 June 04, 2019, 03:05:24 am View in topic context
avatar  Posted by MGMURROW  in STRIDER by MGMURROW 6/3/19 (Started by MGMURROW March 20, 2019, 01:32:28 am
 Board: Your Releases, older Mugen

UPDATE 1 - Happy 3rd BIRTHDAY ROXY BABY
6/3/2019

-Added Voice to Brionac
-Added Lose by Time missing animations
-Added 2 Win Poses
-Added 1 Intro
-Adjusted Hitspark Position on Cypher's Edge and Hyper Cypher's Edge
-Added Hyper KO Sounds to Legion
-Added Voice to Throw Escape
-Added Wall Cling Animations
-Changed Wall Cling Back to match MVCI
-Added Cornerpush to the Dodge Roll Forward
-Adjusted Timings on Ame no Murakumo and Gram to add Comboability
-Adjusted spacing on Vajra
-Added ability to Combo Ame no Murakumo and Gram into Hypers
-Added Hard Knockdown to Ame no Murakumo to match UMvC3
-Adjusted Gram to match MVCI
-Adjusted Excalibur Light Version
-Fixed some Sprites with random Pixle Problems
-Added Air Hard Punch->Air Hard Kick combo from MvC2
-Added Dash FX to Dashing States and Ragnorok
-Added Falcon and Jaguar Sounds to Legion
-Added facep2=1 to all normal attacks
-Added First Attack and Perfect States
-Scaled the Danger text & repositioned p2 side
-Added text and meters to Oroboros State
-Added First Attack sprites/sound and Danger sound
-Added Advancing Guard Sound and Text
-Adjusted Velocities of Raikiri Slash
-Added Flying Rocks to the throws

Please test and report any errors

thanks and have fun

MGMURROW
    

Re: How do i make them fall when they get stunned?

 May 08, 2019, 09:34:41 pm View in topic context
avatar  Posted by MGMURROW  in How do i make them fall when they get stunned? (Started by Fluttershy555 May 04, 2019, 01:01:30 am
 Board: M.U.G.E.N Development Help

im saying to reset your variables inside your dizzy state like:

[State 0, VarSet] <-------------this will reset your dizzy variable
type = VarSet
trigger1 = 1
v = 21
value = 0

once they stand up in their dizzy state the variable needs to be reset, put that code in the dizzy state 5300

MGMURROW
    

Re: How do i make them fall when they get stunned?

 May 08, 2019, 05:31:33 pm View in topic context
avatar  Posted by MGMURROW  in How do i make them fall when they get stunned? (Started by Fluttershy555 May 04, 2019, 01:01:30 am
 Board: M.U.G.E.N Development Help

Like this?

[State 0, VarSet]
type = VarSet
trigger1 = var(21) >= 200
v = 21
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = !time
trigger1 var(21) != 0
value = 5050
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = var(20) >= 200
value = 5050
ctrl = 0

Because now they do fall but when they get back up they fall again.

thats because when they get up you have to put them in your dizzy state, then inside your dizzy state reset the variable to 0
like:

; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7] <---------------------------------------here is your dizzy state, remember inside your dizzy state to reset your dizzy variables to 0
type = ChangeState                                                    or reset them in your -2 state
trigger1 = AnimTime = 0
trigger1 = Var(21)!=0
value = 5300
ctrl = 0

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

hope this helps

MGMURROW
    

Re: How do i make them fall when they get stunned?

 May 07, 2019, 10:29:38 pm View in topic context
avatar  Posted by MGMURROW  in How do i make them fall when they get stunned? (Started by Fluttershy555 May 04, 2019, 01:01:30 am
 Board: M.U.G.E.N Development Help


[/quote]
I have stuff in statedef -2 that makes them go into the state 5300 after they lose 200 damage. For now i may increase it if my characters are too overpowered this is just for now. And in statedef -2 I have this.

[State 0, VarAdd]
type = VarAdd
trigger1 = stateno != [120,169]
trigger1 = gethitvar(damage)
v = 20
value = gethitvar(damage)

[State 0, VarAdd]
type = VarAdd
trigger1 = timemod = 6,2
v = 20
value = -2

[State 0, VarSet]
type = VarSet
trigger1 = var(21) >= 200
v = 21
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = !time
trigger1 var(20) != 0  <---------------im assuming this should say var(21)!=0
value = 5300             <---------------this is the wrong state, this is your dizzy state, it should be your falling state
ctrl = 0


[State 0, ChangeState]  <--------------dont need 2 changestates that trigger to the same state
type = ChangeState
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = var(20) >= 200   <---------this is the same as above var(21)!=0
value = 5300                       <---------------this is the wrong state, this is your dizzy state, it should be your falling state
ctrl = 0

As you can see on this

[State 0, ChangeState]   <--------------dont need these changestates that trigger to the same state
type = ChangeState
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = var(20) >= 200   <---------this is the same as above var(21)!=0
value = 5300                       <---------------this is the wrong state, this is your dizzy state, it should be your falling state
ctrl = 0

After 200 damage is taken away they get stunned but i dont know what to code to have them fall first.
[/quote]


your var(20)>=200 or var(21)!=0 should trigger to your falling state(not your dizzy state),
then when you get up from your falling state it should go into state 5300(your dizzy state)

you have your triggers going into the wrong state

MGMURROW

    

Re: How do i make them fall when they get stunned?

 May 07, 2019, 03:59:15 pm View in topic context
avatar  Posted by MGMURROW  in How do i make them fall when they get stunned? (Started by Fluttershy555 May 04, 2019, 01:01:30 am
 Board: M.U.G.E.N Development Help

is 5300 your dizzy state, sorry i need more info on the state numbers?

if 5300 is your dizzy state then from 5300 you are going into 5100 which is a hit the ground(fall) state. (this is not what you want right?)

you want to: get hit-->go into a fall state-->then stand up and get dizzy right?

because your code is: get dizzy-->fall-->stand up, if im reading it right.

if you like send me the character and i can try to get it the way you like, its a little difficult not seeing everything

talk to you soon

MGMURROW
    

Re: How do i make them fall when they get stunned?

 May 07, 2019, 07:06:34 am View in topic context
avatar  Posted by MGMURROW  in How do i make them fall when they get stunned? (Started by Fluttershy555 May 04, 2019, 01:01:30 am
 Board: M.U.G.E.N Development Help

if i'm reading your code right:  trigger1 = var(20) >= 100, this is your trigger for the dizzy state correct? you could use another variable trigger like
once var(20) >= 100 then make var(21)=1 Like:

[State 0, VarSet]
type = VarSet
trigger1 = var(20) >= 100
v = 21
value = 1

then in your standing state add this to the top

[State 0, ChangeState]
type = ChangeState
trigger1 = !Time
trigger1 = var(21) !=0
value = ?????  <------------------------this will be whatever your dizzy state number is
ctrl = 0

thats if you want to do it like that

hope this helps

MGMURROW