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Shadow_Harlequin

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Messages by Shadow_Harlequin

    

Re: Blob rivals disappear during battle

 November 12, 2019, 12:00:21 pm View in topic context
avatar  Posted by Shadow_Harlequin  in Blob rivals disappear during battle (Started by Shadow_Harlequin November 12, 2019, 08:03:30 am
 Board: M.U.G.E.N Development Help

This happens with every enemy of Blob. Not always, sometimes the battle ends successfully, sometimes there is a mistake. Here is the debug mode ... I have little sense in all of this.

https://ibb.co/dkbWwpT image

;--------------------------------------segundo player sendo engolido
[Statedef 902]
type    = A
movetype= H
physics = N
ctrl = 0

;animaзгo do p2 sendo engolido
[State 902, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 804

;nгo movimentar tela
[State  902,ntela]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 902, n2tela]
type = screenbound
Trigger1 = 1
value = 0

    

Blob rivals disappear during battle

 November 12, 2019, 08:03:30 am View in topic context
avatar  Posted by Shadow_Harlequin  in Blob rivals disappear during battle (Started by Shadow_Harlequin November 12, 2019, 08:03:30 am
 Board: M.U.G.E.N Development Help

Hello, I'm a newbie. The character's rival Blob periodically disappears during an autoboy. Perhaps during an attempt to "swallow". Here's a video




Code:
;-----------------------------------------------Arresso 2 (comer)
;---------------------------------------inicio
[Statedef 1901]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
poweradd = 20
anim = 1901
ctrl = 0

[State 1901, pega] ;Perto do oponente
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
animtype  = low
damage    = 20
pausetime = 0,3
sparkxy = 0, 260
ground.type = low
p1stateno = 801
p2stateno = 902
ground.slidetime = 2
ground.hittime  = 20
ground.velocity = -1

[State 1901, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------Pegando
[Statedef 801]
type    = S
movetype= A
physics = S
anim = 8011
sprpriority = -1
poweradd = 75

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 1, >=0
trigger1 = animelem = 2, < 0
pos = 10, -0
time = 1

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 3, >=0
trigger1 = animelem = 4, < 0
pos = 10, -0;-60
time = 1

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 5, >=0
trigger1 = animelem = 6, < 0
pos = 13,-80
time = 1

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 7
pos = 2, 0
time = 1

[State 801, liftoff]
type = sprpriority
Trigger1 = animelem = 7
value = 2

;aciona o state invisivel para p2
[State 801, invisp2]
type = TargetState
Trigger1 = animelem = 7
value = 9011
ctrl = 0

[State 801, mast]
type = ChangeState
trigger1 = animelem = 8
value = 803

;-----------------------------------------------------mastigando
[Statedef 803]
type    = A
movetype= A ;Get hit
physics = N
anim = 803
ctrl = 0

[state 1, varclay]
type = varset
triggerall = var(2) >=1
trigger1 = time = 0
v = 30
value = 1

;dentro da barriga
[State 803, som]
type = playsnd
trigger1 = time = 0
value = 0,8

[State 803, 1]
type = screenbound
Trigger1 = 1
value = 0

;se o adversбrio for atingido volta ao normal
[State 803, normal]
type = ChangeState
Trigger1 = P2MoveType = H
value = 0
ctrl=1

[State 803, cuspe]
type = ChangeState
Trigger1 = animelem = 13
value = 805

;--------------------------------------segundo player sendo engolido
[Statedef 902]
type    = A
movetype= H
physics = N
ctrl = 0

;animaзгo do p2 sendo engolido
[State 902, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 804

;nгo movimentar tela
[State  902,ntela]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 902, n2tela]
type = screenbound
Trigger1 = 1
value = 0

;----------------------------------------p2 imovel,invisivel e cria uma caixa de colisгo
[Statedef 9011]
type    = S
movetype= I;H
physics = S;N
juggle  = 1
velset = 0,0
ctrl = 0

[State  9011,ntela]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 9011, 1]
type = Changeanim2
trigger1 = time = 0
value = 9011

;------------------------------------------final do arremesso usando um hit, para fazer p2 voltar ao normal
[Statedef 805]
type    = A
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450
sprpriority = 2

[State 805, 2]
type = PlaySnd
trigger1 = Time = 2
value = 3,8

[State 805, 3]
type = HitDef
triggerall =var(57)=0
trigger1 = Time = 0
attr = S, NT
damage    = 102
hitflag = MAFD
guardflag = L
pausetime = 0,3
sparkno = -1
sparkxy = 0,0
;;hitsound   = 5,2
;guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 805, 3]
type = HitDef
triggerall =var(57)=1
trigger1 = Time = 0
attr = S, NT
damage    = 85
hitflag = MAFD
guardflag = L
pausetime = 0,3
sparkno = -1
sparkxy = 0,0
;;hitsound   = 5,2
;guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
kill = 0

[State 805, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

I also use such code in the cmd file ...

[State -1, AI Hyper Tatsumaki]
type = changestate
triggerall = (roundstate = 2) && Power >=1
triggerall = (statetype != A) && (p2statetype != L)
trigger1 = (Ctrl) && (random = [0,160])
trigger2 = ((Stateno = 640) || (Stateno = 650)) && MoveHit
trigger3 = (Stateno = 1300) && (AnimElem = 11) && MoveHit
value = 1901

With statetype = S it periodically rises into the air. Stateno also tried to change