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A little help with hyper moves. (Read 699 times)

Started by Shamrock, July 16, 2008, 12:31:12 am
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A little help with hyper moves.
#1  July 16, 2008, 12:31:12 am
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KFM's file didn't help much. I tried what was there but nothing worked.

What do I have to do besides adding, ha , to make the move only work with a level1 powerbar. I'm just not getting it.
Re: A little help with hyper moves.
#2  July 16, 2008, 01:16:26 am
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What you've done means mugen knows it's a hyper for reversals hitoverrides nothityby hitby and the win icons.

However in a less code-y sense, you want all the flash that says this is a hyper as well.

Power use is the trigger power.

triggerall = power >= 2000 for eg would cause a move to take 2 stocks. Use of power isn't always limited to hypers or supers which is why you wouldn't neccessarily say that use of power = hyper move for mugens recognition purposes.

KoF's emergency evade and counter bother use up 1 stock but certainly wouldn't be classed as supers.


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Re: A little help with hyper moves.
#3  July 16, 2008, 01:43:35 am
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or, walking you by the hand.

1.code the move as normal.
2.modify the power adds that affect you to 0 (in the statedef and in the hitdef)
3.add a superpause sctrl, it also has poweradd in it make it -1000.
4.in the cmd add a triggerall of power>= 1000 or the same amount you did put in the move's supersapuse's code .
5. ?????
6. PROFIT

Last Edit: July 16, 2008, 01:47:37 am by Satou Sei

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Re: A little help with hyper moves.
#4  July 16, 2008, 04:45:52 pm
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to make it a hyper move, commonly you'll need to use a superpause to trigger as soon as mugen enters the particular state or whenever you want actually, i use time = 0

then mayb a couple of explods or just the default superpause spark(varies depending on screenpack)
and in the superpause  add poweradd = 0

in the hitdef part attr = S, HA   (presuming type and physics is S)

make sure in the statedef part poweradd = -1000 (for it to remove 1 power lvl)

also in the hitdef(optional) getpower = 0

then as stated in the cmd file, triggerall = power >= 1000



EDIT: lol yea basically what they just said  :dunce: really gotta start reading the replies before i comment


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Last Edit: July 16, 2008, 04:49:00 pm by blackchaos07
Re: A little help with hyper moves.
#5  July 16, 2008, 05:38:52 pm
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...the physics does, not interact with the hitdefattr.


Go read up on your Docs some more  ::)

cheers,RajaBoy

Hemm... you are wrong my friend, type DOES affect hitdefattr:

type = A + hitdefattr = A, NA == Aerial hitdef atribute correct
type = S + hitdefattr = S, NA == Standing hitdef atribute correct
type = A + hitdefattr = S, NA == Changed hitdefattr into aerial type (S changed into A)
type = S + hitdefattr = A, NA == Changed hitdefattr into standing type (A changed into S)

I had this problem before, so to avoid problems you need to match hitdefattr with statetype.

I guess that Satou sei already give a simple solution for a hyper move, more stuff depends on your creativity...

See ya!!! :D
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Re: A little help with hyper moves.
#6  July 16, 2008, 06:52:53 pm
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Thanks for the help guys. I got it now. I was missing the trigger. I had the pause and all that. The move just kept working no matter what power I had. Thanks again you guys are the best.
Re: A little help with hyper moves.
#7  July 17, 2008, 03:28:58 am
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(presuming type and physics is S)
Your type and physics do not need to be S in order to use attr = S, NA

Those will define what nothitby's etc will be in effect. That's about it. Type = S will tell the engine you are in a standing state and it should apply the ground gethits if you are hit out of this state.

Physics = S will apply standing friction. It has no bearing whatsoever in the attr line of a hitdef.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

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Re: A little help with hyper moves.
#8  July 17, 2008, 12:22:13 pm
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ok i think i just meant, if say it was an air attack, and you had type = A physics = A  you wouldnt put attr = S, NA would you that prob what i was getting at.

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Last Edit: July 17, 2008, 12:25:50 pm by blackchaos07
Re: A little help with hyper moves.
#9  July 17, 2008, 07:49:22 pm
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...the physics does, not interact with the hitdefattr.


Go read up on your Docs some more  ::)

cheers,RajaBoy

Hemm... you are wrong my friend, type DOES affect hitdefattr:

type = A + hitdefattr = A, NA == Aerial hitdef atribute correct
type = S + hitdefattr = S, NA == Standing hitdef atribute correct
type = A + hitdefattr = S, NA == Changed hitdefattr into aerial type (S changed into A)
type = S + hitdefattr = A, NA == Changed hitdefattr into standing type (A changed into S)

I had this problem before, so to avoid problems you need to match hitdefattr with statetype.

I guess that Satou sei already give a simple solution for a hyper move, more stuff depends on your creativity...

See ya!!! :D


the physics does, not interact with the hitdefattr.

now think... whos wrong?

read well before you comment.

cheers,RajaBoy

Don't get mad... just a missreading problem, I can say I am wrong because I read wrong... don't kill me :P

Thanks for the help guys. I got it now. I was missing the trigger. I had the pause and all that. The move just kept working no matter what power I had. Thanks again you guys are the best.

You know that you can always ask to anyone here :D

See ya!! :D
This is the era in which we will see reason triumphing against brutality... May be better to open your mind to the future.
------------------------------------------------------
<- [Clicky - Clicky]
Current Universal War Official Artwork

BC

Re: A little help with hyper moves.
#10  July 18, 2008, 12:31:33 pm
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yeah... your really not giving the correct information BlackChaos

you don't need the super pause to trigger at time=0

i didnt say he needed it to trigger at time=0 i said you can trigger it how you want, i said "actually i use time = 0"

Quote
or whenever you want actually, i use time = 0
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