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Messages by ziaker

    

Re: needing a good clash hit system

 May 13, 2020, 03:45:49 am View in topic context
 Posted by ziaker  in needing a good clash hit system  (Started by ziaker May 10, 2020, 10:45:49 pm
 Board: M.U.G.E.N Development Help

i just want a workable clash system that only reproduct one explod instead of two in the middle of the hits
    

needing a good clash hit system

 May 10, 2020, 10:45:49 pm View in topic context
 Posted by ziaker  in needing a good clash hit system  (Started by ziaker May 10, 2020, 10:45:49 pm
 Board: M.U.G.E.N Development Help

mine clash system is bad and i  don't know how to make a good one
someone have a good one to give to me?
    

how i can create that fightning mechanic?

 September 18, 2019, 01:21:31 pm View in topic context
 Posted by ziaker  in how i can create that fightning mechanic? (Started by ziaker September 18, 2019, 01:21:31 pm
 Board: M.U.G.E.N Development Help

a mechanic like this

https://youtu.be/_wE32NkRufc?t=75



I will need to create a VAR? if yes how to create that VAR?

i created a mechanic like this, but instead of that gauge, it uses the power gauge.
I want to know how to create a gauge that uses the gauge and not the power.
that recovers every lie down state, and recovers a bit when you block an attack.

this video is my version of the mechanic, but uses the power gauge instead of the stamina gauge in dragon ball

https://youtu.be/5pPzQVpFmBg?t=67


    

Wall Jump Recovery code request

 September 15, 2019, 09:52:35 pm View in topic context
 Posted by ziaker  in Wall Jump Recovery code request (Started by ziaker September 15, 2019, 09:52:35 pm
 Board: M.U.G.E.N Configuration Help

Something like the Sonic Battle (GBA) wall jump recovery
    

My character only moves and do special, he don't attack or recharge power

 September 15, 2019, 03:23:47 pm View in topic context
 Posted by ziaker  in My character only moves and do special, he don't attack or recharge power (Started by ziaker September 15, 2019, 03:23:47 pm
 Board: M.U.G.E.N Configuration Help



the AI does Attacks and specials
i only can do specials


    

Looking for a code to make the camera move all the time (literally)

 September 14, 2019, 12:58:31 am View in topic context
 Posted by ziaker  in Looking for a code to make the camera move all the time (literally) (Started by ziaker September 14, 2019, 12:58:31 am
 Board: M.U.G.E.N Configuration Help

something like this




and anyone can teach me how to create and use VARS?
I couldn't understand in any way how to create one and use it. Every tutorial I saw did not clarify my questions and still failed to make me understand. I'd be happy if someone taught me how to create a var and use a var
    

Character not working after a blue screen recuperation SFF LOAD ERROR

 July 27, 2019, 04:35:33 pm View in topic context
 Posted by ziaker  in Character not working after a blue screen recuperation SFF LOAD ERROR (Started by ziaker July 27, 2019, 04:35:33 pm
 Board: M.U.G.E.N Configuration Help

---------------------------------------------------
M.U.G.E.N ver 1.1.0 Beta 1 P1 (2013.08.11) status log
---------------------------------------------------
Parsing command line...
Command line: D:\Documents\Nds\mugen\mugen-1.1b1\mugen.exe
Parse command line OK
Initializing...
Allocating game variables
Reading configuration file...Setting language "en".
OK
Initializing timer...performance timer enabled...frequency 1948617...OK
Initializing keyboard...configuring...OK
Initializing input engine...OK
Initializing sound...OK
Initializing BGM...  OK
Initializing graphics...gameCoord 1280x720...render mode 2_20...trying 1280x720x32 mode 0x0...success...OK
Setting callbacks...OK
Initializing font...OK
Initializing game variables...OK
Session RNG seed is 1564237883
Loading system fonts...OK
Loading options...
Initializing pads...failed
Reinitializing input engine...OK
Remapping keys...OK
Reinitializing input engine...OK
Options loaded OK
Loading system...
  Load system file system.def...OK
  Load system spr...OK
  Load system snd...OK
  Load system fonts...OK
  Load system anim...OK
  Load [Title Info]...OK
  Load [Option Info]...OK
  Load [Select Info]...OK
  Load [VS Screen]...OK
  Load [Victory Screen]...OK
  Load [Demo Mode]...OK
  Load [Continue Screen]...OK
  Load [Game Over Screen]...OK
  Load [Win Screen]...OK
  Load [Survival Results Screen]...OK
  Load [Default Ending]...OK
  Load [End Credits]...OK
  Load
  Loading fight data
    Opening fight data file data/mugen1/fight.def...OK
    Reading [Files]...OK
    Loading fonts...OK
    Load fight anim...OK
    Reading [Lifebar]...[Turns Lifebar]...[Simul Lifebar]...[Powerbar]...
    [Face]...[Simul Face]...[Turns Face]...
    [Name]...[Simul Name]...[Turns Name]...
    [Time]...[Combo]...[Round]...[WinIcon]...OK
    Allocating explods...OK
  Fight data loaded OK
Lua initing
Lua init complete
System loaded OK
Initialize OK
Set up graphics...timer...OK

Entering gameflow loop
Gameflow 0
Gameflow 1
Gameflow 2
Initializing character info...OK
Initializing select screen...finding characters...OK
Gameflow 3
Gameflow 4
Entering mode select.
Unloading match assets
Freeing players
Game loop init
Mode select init
End of mode select loop
Game loop deinit
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 7
Entering character select.
Unloading match assets
Freeing players
Game loop init
Unreserved all palettes
Charsel init
Selected char 0 on teamslot 0.0
Char EustassKid.def (0) request pal 0 3F (3F) -> reserved 0 (3E)
End of charsel loop
Game loop deinit
Gameflow 8
Char Kuro.def (9) request pal 8 3F (3F) -> reserved 2 (3B)
Gameflow 9
Gameflow 10
Entering versus screen.
Unloading match assets
Freeing players
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...OK
Stage loaded OK
Setting game resolution 1280x960...OK
  Allocating helpers...OK
Match RNG seed: 468606912
Reset persist vars team 1
Loading character chars/EustassKid/EustassKid.def...
  Loading info...OK
  Loading cmd command set EustassKid.cmd...OK
  Loading cns EustassKid.cns...OK
  Loading cns EustassKid_Specials.cns...OK
  Loading cns EustassKid_Supers.cns...OK
  Loading cns EustassKid_IA.cns...OK
  Loading cns EustassKid_Add-ons.cns...OK
  Loading cmd state entry EustassKid.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Eustasskid.sff...Character EustassKid.def failed to load

Error detected.

Can't load Eustasskid.sff
Error loading chars/EustassKid/EustassKid.def
Error loading p1

Clipboard tail:
Loading match assets...
Loading stage...
Info: stage Thriller Bark Bridge loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
Setting game resolution 1280x960...OK
  Allocating helpers...OK
Match RNG seed: 468606912
Reset persist vars team 1
Loading character chars/EustassKid/EustassKid.def...
  Loading info...OK
  Loading cmd command set EustassKid.cmd...OK
  Loading cns EustassKid.cns...OK
  Loading cns EustassKid_Specials.cns...OK
  Loading cns EustassKid_Supers.cns...OK
  Loading cns EustassKid_IA.cns...OK
  Loading cns EustassKid_Add-ons.cns...OK
  Loading cmd state entry EustassKid.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Eustasskid.sff...Character EustassKid.def failed to load
Exit with an error.

Log file successfully closed.


I lose this character after a BLUE SCREEN and after the recuperation, he stopped working.


    

Re: a code for auto blocking, once every X ticks?

 June 21, 2019, 04:11:50 pm View in topic context
 Posted by ziaker  in a code for auto blocking, once every X ticks? (Started by ziaker June 20, 2019, 11:50:05 pm
 Board: M.U.G.E.N Development Help

Code:
;---------------------------------------------------------------------------
[State -1, Auto Guard]
type = ChangeState
value = 150
triggerall = power >= 500
triggerall = Alive = 1
trigger1 = (GameTime%8100) = 0
trigger1 = statetype != A
trigger2 = (stateno = [5000,5020]) && (GameTime%200) = 0
trigger1 = ctrl = 1
poweradd = 500
;---------------------------------------------------------------------------


 "trigger2 = (stateno = [5000,5020]) && (GameTime%200) = 0"  I used this code and apparently it works the way I wanted it but I would like it to be an counter where the character would block an attack automatically and then the counter would restart.
    

a code for auto blocking, once every X ticks?

 June 20, 2019, 11:50:05 pm View in topic context
 Posted by ziaker  in a code for auto blocking, once every X ticks? (Started by ziaker June 20, 2019, 11:50:05 pm
 Board: M.U.G.E.N Development Help

Has a code that causes the character to block an attack automatically but only one time every X ticks?
    

Dash Cancel code?

 June 11, 2019, 04:51:36 pm View in topic context
 Posted by ziaker  in Dash Cancel code? (Started by ziaker June 11, 2019, 04:51:36 pm
 Board: M.U.G.E.N Development Help

A code to cancel an attack with a dash / run?

Its a ChangeState?
    

Character don't hitting in these combos

 June 03, 2019, 02:33:54 am View in topic context
 Posted by ziaker  in Character don't hitting in these combos (Started by ziaker June 03, 2019, 02:33:54 am
 Board: M.U.G.E.N Development Help



Character don't hitting in the first combo and in 1:27


He stop hitting after 11 hits ( in the first combo)
and stop hitting after the second hit  ( in 1:27 )

Here the 1: 27 Final Attack

Code:
;-------------------------------------------------------------------------------
[Statedef 2748]
type    = S
movetype= A
physics = N
juggle  = 7
ctrl = 0
anim = 2748
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
triggerall = p2bodydist x < 100
trigger1 =  Time = 7
x = p2bodydist x-20
y = -60

[State 0, PosAdd]
type = PosAdd
triggerall = p2bodydist x >= 100
trigger1 =  Time = 7
x = 100
y = -60


;[State 0, VelSet]
;type = Veladd
;trigger1 = time > 9
;y = 2
;x = 4

[State 0, VelSet]
type = Velset
trigger1 = time > 9
y = 10
x = 12


;[State 0, VelSet]
;type = VelSet
;trigger1 = time > 2
;;x = 0
;y = -2
;ignorehitpause =
;persistent =



[State 0, VelMul]
type = VelMul
trigger1 = time > 9
x = 0.9
y = 0.5

[State 60, Explod diagonal]
type = Explod
trigger1 = time%7 = 0
anim = 7122
ID =  7122
pos = 30,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1


[State 60, Arena Grande atras]
type = Explod
trigger1 = animelem = 2
anim = 7100
ID =  7100
pos = 0,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 210, 1]
type = HitDef
triggerall = !movecontact
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 60,5
guardflag = MA
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = S6999
sparkxy = -8,-25
hitsound   = S3,13
guardsound = S0,8
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -13,-5.5
air.velocity  = -13,-5.5
slidetime = 8, 15
fall = 1
envshake.time = 5
envshake.freq  = 100
envshake.ampl  = -4
envshake.phase = 1

[State 210, 1]
type = HitDef
triggerall = prevstateno = 2746
triggerall = !movecontact
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 60,5
guardflag = MA
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = S6999
sparkxy = -8,-25
hitsound   = S3,13
guardsound = S0,8
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-10.5
air.velocity  = -5,-10.5
slidetime = 8, 15
fall = 1
envshake.time = 5
envshake.freq  = 100
envshake.ampl  = -4
envshake.phase = 1



[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7020) = 0
trigger1 = Movehit = 1
anim = 7020
ID = 7020
postype = P2
pos = 0,-40
facing = 1
sprpriority = 3
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.35,0.35
removeongethit = 1
ontop = 0
supermovetime = 999
ignorehitpause  = 1


[State 200, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 2
volume = 10


[State 3001, ScreenBound]
type = ScreenBound
triggerall = time > 30
trigger1 = p2movetype = H || (BackEdgeBodydist < -1 && BackEdgeBodydist > -30)
movecamera = 0,0
value = 0

[State 3001, End]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1


and the final 11 hit combo code:

Code:
;-------------------------------------------------------------------------------
[Statedef 235]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd = 25
ctrl = 0
anim = 235
sprpriority = 2

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7051) = 0
trigger1 = Movehit = 1
anim = 7051
ID = 7051
postype = P1
pos = 30,-30
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.3,0.3
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause  = 1

[State 200, FX Flame Up]
type = Explod
triggerall = numexplod(7063) = 0
trigger1 = Time = 3
anim = 7063
ID = 7063
postype = P1
pos = 15,30
facing = 1
sprpriority = 3
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.2,0.2
removeongethit = 1
ontop = 0
supermovetime = 999
ignorehitpause  = 1


[State 0, Velmul]
type = Velmul
trigger1 = time = 0
X = 0.8

[State 0, Veladd]
type = Veladd
trigger1 = vel x = 0
trigger1 = time = 0
X = 0.9

[State 0, Velset]
type = Velset
triggerall = vel y > -0.5
trigger1 = time = 0
y = -1

[State 0, Velset]
type = Velset
trigger1 = animelem = 2
y = -2

[State 234, 1]
type = HitDef
triggerall = !movecontact
trigger1 = AnimElem = 4
;trigger2 = AnimElem = 5
attr = A, NA
damage = 10
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = S6999
sparkxy = -15,-35
hitsound   = S0,7
guardsound = S0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2.5,10
air.velocity = -50,2
fall = 1
envshake.time = 12
envshake.freq  = 200
envshake.ampl  = -98
envshake.phase = 321
p2stateno = 1790

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7016) < 2
trigger1 = Movehit = 1
anim = 7016
ID = 7016
postype = P1
pos = 30,-4
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause  = 1


[State 234, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
volume = 10


[State 234, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;-------------------------------------------------------------------------------
    

Re: A code that lowers the POWER instead of the health when hit

 May 30, 2019, 04:15:05 pm View in topic context
 Posted by ziaker  in A code that lowers the POWER instead of the health when hit (Started by ziaker May 28, 2019, 12:50:41 am
 Board: M.U.G.E.N Development Help



A better version of the previous video


Do you have a code that gives X power to each X ticks but stop for X ticks if you take damage?
 
    

Re: A code that lowers the POWER instead of the health when hit

 May 30, 2019, 03:02:14 pm View in topic context
 Posted by ziaker  in A code that lowers the POWER instead of the health when hit (Started by ziaker May 28, 2019, 12:50:41 am
 Board: M.U.G.E.N Development Help



I managed to do what I wanted from the beginning, now I just need a guard breaking code only with this one
Code:
[State -1, Standing Parry]
type=hitoverride
trigger1= var(59)<1
triggerall = power >= 500
trigger1= roundstate=2 && (statetype!=A || stateno=5120)
;trigger1= command = "fwd" && command != "back" && command !="up" && command !="down"
trigger1= command!="holdback"&&command!="holdup"&&command!="holddown"
trigger1= ctrl || (stateno=[970,980])
attr=SA,AA
stateno=970
slot=0
time=8





Code:
[Statedef 970]
type=S
physics=S
movetype=I
anim=970
velset=0,0
ctrl=1
sprpriority=2
poweradd=-500
facep2=1

[State 0, PosSet]
type = PosSet
trigger1 = !Time
y = 0
ignorehitpause = 1

[State 970, hb]
type=hitby
trigger1=1
value=SCA,AT
time=1

[State 970, stop]
type=posfreeze
trigger1=1
value=1

[State 970, pause]
type=pause
trigger1=!time
time=1
movetime=1
endcmdbuftime=1
pausebg=0

[State 970, pause]
type=pause
trigger1= !time && numenemy
trigger1= (enemynear,movehit=1)
time= ifelse((enemynear,hitpausetime=[0,15]), 1-(enemynear,hitpausetime), 0)
movetime= ifelse((enemynear,hitpausetime=[0,15]), 1-(enemynear,hitpausetime), 0)
endcmdbuftime= ifelse((enemynear,hitpausetime=[0,15]), 1-(enemynear,hitpausetime), 0)
pausebg=0

[State 970, blueflash]
type=palfx
trigger1= !time
add=0,50,255
sinadd=0,-50,-255,60
time=15

[State 702, Snd]
type=playsnd
trigger1= !time
value=131,15
channel=0

;[State 970, Spark]
;;type=explod
;trigger1= animelem=2
;anim=7400
;ID=7400
;sprpriority=5
;postype=p1
;pos=0,-15
;pausemovetime=60
;ownpal=1



[State 970, nowalk]
type=assertspecial
trigger1=1
flag=nowalk

[State 970, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
    

A code that lowers the POWER instead of the health when hit

 May 28, 2019, 12:50:41 am View in topic context
 Posted by ziaker  in A code that lowers the POWER instead of the health when hit (Started by ziaker May 28, 2019, 12:50:41 am
 Board: M.U.G.E.N Development Help

Does anyone have a code that reduces the energy meter instead of life when it is damaged?

Basically a shield
    

Re: Wall bounce error

 May 12, 2019, 02:13:28 am View in topic context
 Posted by ziaker  in Wall bounce error (Started by ziaker May 12, 2019, 12:48:23 am
 Board: M.U.G.E.N Development Help

I found a code in another character and it is now working normal.

Here the code:



;------------------
; Hit by Punt Kick - flying through the air
[Statedef 1591]
type    = A
movetype= H
physics = N

[State 2000, VarAdd - modificación horizontal]
type = Varadd
trigger1 = time > 0
v = 10
value = 27

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time > 0
value = var(10)

[State 1291, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1291, Gravity]
type = VelAdd
trigger1 = 1
y = .45


[State 1291, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 10
trigger2 = FrontEdgeBodyDist <= 10
value = 1592

[State 1291, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Punt Kick - hit wall
[Statedef 1592]
type    = A
movetype= H
physics = N

[State 1292, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1292, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1292, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1292, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1292, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1292, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1292, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1292, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1193

;------------------
; Hit by Punt Kick - bounce off wall
[Statedef 1193]
type    = A
movetype= H
physics = N

[State 1293, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -7

[State 1293, Vel X]
type = VelSet
trigger1 = Time = 0
x = 3

[State 1293, VelMul]
type = VelMul
trigger1 = 1
x = .98

[State 1293, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1293, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1293, Anim 5050]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1293, Anim 5052]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1293, Anim 5060]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1293, Anim 5062]
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1293, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100




    

Wall bounce error

 May 12, 2019, 12:48:23 am View in topic context
 Posted by ziaker  in Wall bounce error (Started by ziaker May 12, 2019, 12:48:23 am
 Board: M.U.G.E.N Development Help



at 0:05

Code:
[State 210, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = S, NA
animtype  = Light
damage    = 120,50
guardflag = MA
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = s7000
sparkxy = -8,-25
hitsound   = S0,13
guardsound = S0,8
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-8
air.velocity = -32,-6
fall = 1
envshake.time = 20
envshake.freq = 220
envshake.ampl = -10
envshake.phase = 120
p2stateno = 1790
;targetstate = 1790
;p2facing = 1


the character gets stuck in the idle animation
and don't receive knockback
    

Any code for Guard Push? and one more question

 May 01, 2019, 07:02:14 pm View in topic context
 Posted by ziaker  in Any code for Guard Push? and one more question (Started by ziaker May 01, 2019, 07:02:14 pm
 Board: M.U.G.E.N Development Help

I would like to use code similar to the Guard Push of Skullgirls OR Darkstalkers.

I would also like to know how to make the animation change in my clash hits so when both attacks collide, both of them switch animation as they are pushed by the vel?

Here the CLash HIt code:

Code:
;Clash
[Statedef 12000]
Type = S
Physics = N
;Anim = 12000
;Sprpriority = 0

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = Root, Movetype = I
Movetype = I
Ignorehitpause = 1

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = Root, Movetype = A
Movetype = A
Ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root, Anim
elem = Root, Animelemno(0)
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 =  1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = -1
hitsound = S1,0
p1stateno = 12001
;p2stateno =
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;facing = 0
pos = 0,0
ignorehitpause = 1
;persistent =

[State 0, Turn]
type = Turn
trigger1 = facing != Root, Facing
ignorehitpause = 1
;persistent =


[state 0 destroyself]
Type = Destroyself
trigger1 = Root, Stateno != [200,799]
ignorehitpause = 1
;-------------------------------------------------------------------------------
; Clash Helper reversed
[Statedef 12001]
Type = S
Physics = N
;Anim = 12000
;Sprpriority = 0

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = 1
Movetype = I
Ignorehitpause = 1

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = Root, Movetype = A
Movetype = A
Ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root, Anim
elem = Root, Animelemno(0)
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = !time
time = 8
;movetime = 1
;endcmdbuftime = 0
;pausebg = 1
ignorehitpause = 1
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 1
freq = 60
ampl = -4
phase = 90
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7000
ID = 7000
pos = 27,-37
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.4,1.4
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;trans =
;persistent =
;supermove = 0
;pausemove = 0

;[State 0, ChangeState]
;type = ChangeState
;trigger1 = !time
;value = 151
;ctrl = 0
;anim = 151
;ignorehitpause = 1
;persistent =


[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;facing = 0
pos = 0,0
ignorehitpause = 1
;persistent =

[State 0, Turn]
type = Turn
trigger1 = facing != Root, Facing
ignorehitpause = 1
;persistent =

[state 0, destroyself]
type = destroyself
trigger1 = time = 20
ignorehitpause = 1

;===============================================================================
[StateDef -2]
;===============================================================================

[State 0, Helper]
Type = Helper
trigger1 = !numhelper(12000)
trigger1 = StateNO = (200, 600)
trigger1 = !Movereversed
Name = " Clash "
ID = 12000
StateNO = 12000
Pos = 0, 0
Postype = P1
Facing = 1
KeyCtrl = 0
Ownpal = 0
Supermovetime = 0
Pausemovetime = 0
Ignorehitpause = 1

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = 1
;value = 0
;elem = 1
;ignorehitpause = 1
;persistent =

;[State 12000, ReversalDef]
;type = ReversalDef
;trigger1 = 1
;reversal.attr = S,NA,SCA,SA,HA,NP,SP,HP,NT,ST,HT
;pause,0
;sparkno = S1500
;hitsound = S1,0
;p1stateno = 151
;p2stateno =
;ignorehitpause = 1
;persistent =
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[state 0, velset]
type = velset
trigger1 = numhelper(12000)
trigger1 = Helper(12000), Stateno != 12000
trigger1 = helper(12000), Time = 1
X = -16
Ignorehitpause = 1

    

character don't dealing damage after teleport

 April 02, 2019, 03:55:48 am View in topic context
 Posted by ziaker  in character don't dealing damage after teleport (Started by ziaker April 02, 2019, 03:55:48 am
 Board: M.U.G.E.N Development Help




Code:
[statedef 220]
type = S
Movetype = I
physics = S
Anim = 220
poweradd = -15
ctrl = 1

[state 220, 2]
type = posadd
trigger1 = animelem = 2
x = p2bodydist X+35

;-------------------------------------------------------------------------------
[state 220 ,5]
type = changestate
trigger1 = animtime = 3
value = 0
ctrl = 1

[State 220, 2]
type = HitDef
trigger1 = !movecontact
trigger1 = AnimElem = 5
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 33, 0 ;Damage that move inflicts, guard damage
animtype = heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air

[State 220, END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


My character is bankai ichigo and i want to do a heavy attack after teleport. But the character don't deal damage
why?
    

Re: I have some coding questions

 April 01, 2019, 12:00:45 am View in topic context
 Posted by ziaker  in I have some coding questions (Started by ziaker March 29, 2019, 10:42:43 pm
 Board: M.U.G.E.N Development Help

    

Re: I have some coding questions

 March 31, 2019, 10:46:59 pm View in topic context
 Posted by ziaker  in I have some coding questions (Started by ziaker March 29, 2019, 10:42:43 pm
 Board: M.U.G.E.N Development Help

But if it was to choose one, I would choose the one from the Dragon Ball Advanced Adventures mechanic that I think is a kind of "super guard" that has an X number of "life" that when it breaks, the character becomes vulnerable.
I would do a simple method for this. XGargoyle is right in one way, but I see it as more of a guard crush instead of super armor. Guard crush is a lot easier than super armor. But I could be thinking of the wrong thing watching that video.


For stuff like Reversal Def,  HitDef, & Pos, Look at this thread. You'll find everything you need. Use Ctrl+F in your browser to jump to the topic you're looking for.
http://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html

For more complex battle mechanics, look through this thread.
http://mugenguild.com/forum/topics/expanding-mugen-class-the-mechanics-master-thread-173411.0.html

You can also find a LOT of stuff fully explained in the sub-sections here. Tips and Tricks and Code Library have a ton of things explained 100%.

As for "the attack that pushes to the end of the screen"
that may just be in your hitdef, or a custom state, or a push block. But I think you'll use a custom state.
http://mugenguild.com/forum/topics/push-block-guard-push-advancing-guard-mechanics-173986.0.html
Make a new topic titled something like "Help me make an attack where P2 flies off the screen" and we can help you with multiple topics at the same time.


But for your Super Guard, do you want to not take damage while getting hit? Do you want to be able to stop P2 from being able to block after a certain number of blocked attacks? Explain as many attributes of it as you can and we can help you better.


is practically a shield similar to this guard crush only those without using guard that when taking an X amount of damage, the shield breaks and you will be able to take damage in the life.

After the character suffers a FALL, the shield regenerates quickly

would have a way to:

 the character does not suffer the stun that suffers from normal attacks (with the shield).

however, would suffer a major stun coming from normal attacks (without shield).

like the video?