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thetruth2

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Messages by thetruth2

    

unguardable attack

 February 27, 2013, 10:26:00 pm View in topic context
avatar  Posted by thetruth2  in unguardable attack (Started by thetruth2 February 27, 2013, 10:26:00 pm
 Board: M.U.G.E.N Development Help

[Statedef 10200]
type = S
movetype = A
physics = S
anim = 10200
sprpriority = 1
velset = 6,0
juggle = 3
ctrl = 0

[State Hit]
type = HitDef
trigger1 = !movehit
attr = S,NA
hitflag = MAF
guardflag = HL
damage = 5,5
ground.type = Low
air.type = Low
pausetime = 0,10
sparkno = S16100
sparkxy = -10,-35
hitsound = S22,0
guardsound = 6,0
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 0
fall.recover = 1

Why is this attack unguardable i don't understand and how to make it guardable?
    

Re: Gravity attack problem.

 February 24, 2013, 12:59:50 am View in topic context
avatar  Posted by thetruth2  in Gravity attack problem. (Started by thetruth2 February 23, 2013, 11:57:42 pm
 Board: M.U.G.E.N Development Help

i rly don't know how to do any of that and as i said i am editing i didn't create that... i am going to bed.Ty for the help at least i know i woudn't be able to fix it myself lol.
    

Re: Gravity attack problem.

 February 24, 2013, 12:07:51 am View in topic context
avatar  Posted by thetruth2  in Gravity attack problem. (Started by thetruth2 February 23, 2013, 11:57:42 pm
 Board: M.U.G.E.N Development Help

That didn't fix anything opponent can still just jump or even press back button and interrupts the pull...

EDIT:Link to the character: http://www60.zippyshare.com/v/24798993/file.html
The attack i am talking about is executed by pressing DOWN,BACK,C
Theres also a second version of the attack by pressing DOWN,BACK,Y so i need help with that too @ [Statedef 3320]
    

Gravity attack problem.

 February 23, 2013, 11:57:42 pm View in topic context
avatar  Posted by thetruth2  in Gravity attack problem. (Started by thetruth2 February 23, 2013, 11:57:42 pm
 Board: M.U.G.E.N Development Help

I downloaded a Pein(from Naruto)character but his Banshō Ten'in attack is bugged.Its the only good Pein i found after searching for days so i had no choice but edit the character.(I am new with mugen just started editing before some days so i am a newb)
Basicaly this attack pulls the opponent towards the player and then punches him to the ground.The problem is that when the attack is executed the opponents can still move during the pull and can just jump and escape(in the anime its almost impossible so thats a bug).I want to know how to disable p2 control while he is still being pulled.I tried making an invisible attack to hit the opponent with big pausetime but then the opponent stops moving  and is not pulled so that didn't work.
Heres the attack code:
[Statedef 4520]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4000
poweradd = -1500
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = time = 60
trigger2 = time = 110
trigger3 = time = 160
value = 10000, 11

[State  230, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "kushiyose"
stateno = 4523
ID = 4523
pos = -10,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 30
add = 0,0,0
mul = 125,125,125
sinadd = 0,0,0,0
color = 256

[State 3000, SuperPause] <----------- thats the superpause i want to disable p2 control after it and before the pull
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = S7000
sound = S10000,0
pos = 0,-30

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191, 24
volume = 200

[State 800, 1]   
type = HitDef
Trigger1 = AnimElem = 3
attr = S, NT
hitflag = M-
animtype = hard
hitflag = MAF
priority = 1, Miss
sparkno = -1
sparkxy = 0,0
sprpriority = 1
hitsound   = S200,10
p2facing = 1
p1stateno = 4521
guard.dist = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
fall = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4523]
type = C
movetype = I
ctrl = 0
anim = 4003
physics = N
velset = 0,0

[State 1533, Vel Y]   <-------------------------------------------------------- the pull is here somewhere i think :D
type = VelSet
trigger1 = 1
x = 9

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State haha]
type = PlayerPush <-------------------------------------------------------- the pull is here somewhere i think :D
trigger1 = 1
value = 1
ignorehitpause = 1

[State heh]
type = Width
trigger1 = 1
value = 0,0
ignorehitpause = 1

[State haha]
type = DestroySelf
trigger1 = root, stateno != 4520


[StateDef 4521]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4521
poweradd = 0
sprpriority = 2

[State 2310,123]
type = AssertSpecial
trigger1 =1
flag = noautoturn

[State 280, 1] <---------------------------------------------------------------------------------------thats the punch i think
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 350,100
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = -9999
sparkxy = 1000,1000
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 30010
envshake.freq = 100
envshake.ampl = -5
envshake.time = 20

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 830
ID = 830
pos = 20,5
postype = p1
scale =  0.7,0.7
sprpriority = 3
bindtime = -1
ontop = 1
layerno = 2
removetime = -2

[State 401, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 550,11

[State 2310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[StateDef 30010]
type = s
movetype= h
physics = s
velset = 0,0
anim = 5110
ctrl = 0
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 120
value = 5120
ctrl = 1

[State 0, SelfState]
type = SelfState
trigger1 = time = 1
value = 5050
;anim =
ctrl = 1