YesNoOk
avatar

Fatality Tutorial (Read 7751 times)

Started by Equinocio, August 01, 2007, 04:47:27 pm
Share this topic:
Fatality Tutorial
New #1  August 01, 2007, 04:47:27 pm
  • avatar
Tutorial removed to revision.
Last Edit: May 11, 2012, 04:57:00 am by Equinocio
Re: Fatality Tutorial
New #2  August 01, 2007, 04:48:37 pm
  • avatar
Tutorial removed to revision.
Last Edit: May 11, 2012, 04:57:19 am by Equinocio
Re: Fatality Tutorial
#3  November 17, 2008, 06:12:02 pm
  • **
  • What?I know my skull is showing
Great Tutorial but i cant get it to work can you help

Re: Fatality Tutorial
#4  November 17, 2008, 06:25:16 pm
  • ******
  • Somebody PM when Caddie is no longer a mod.
Yeah I had the same problem. Don't try to use the code it does not work. Just learn what he is doing to make a Fatality.

What I had to do to make this work was use the concepts and then look at Bindo's Fatality code.

This tutorial is only good as a reference or guide the code will not work.
Re: Fatality Tutorial
#5  November 17, 2008, 10:37:47 pm
  • **
  • What?I know my skull is showing
i tried that and it still did not work i dont know what to do

Re: Fatality Tutorial
#6  March 15, 2009, 04:03:08 am
  • ***
  • oh! kah! mi...
I'm making a fatality and i try to understand all the codes used. this tuto help me but I would like to know why it doesn't work! which codes need to be changed?
Re: Fatality Tutorial
#7  March 16, 2009, 08:28:15 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well, the 4 people above you have also said it doesn't. Logically it's not copy paste code, and this dude, who's first language obviously isn't english, has either missed some features, or things have been lost in translation.

Use what's there, see what you can find. Ask when something SPECIFIC gets you stuck, not a generic "it's not working" please.


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.
Re: Fatality Tutorial
#8  March 17, 2009, 01:45:55 am
  • ****
  • mirror, mirror...
    • www.poland.pl/
mmm..
I used
[State 3300, 1]
type = PosSet
trigger1 = Time = 53
y = 900

Spierdalaj! Kocham Polska..Ameryka Łacińska jest odurzona
..pedał

since he is inactive,I follow Spinicci Giacomo(King Star) legacy.!!!
Re: Fatality Tutorial
#9  March 23, 2009, 12:11:43 pm
  • ***
  • oh! kah! mi...
Quote
Ask when something SPECIFIC gets you stuck, not a generic "it's not working" please.

yeah of course Cyanide. sorry ;)

my problem is "making the opponent dizzy". my "finish him" message is ok. but after, i don't know how making my opponent dizzy. I think the problem is probably this :

Quote
[State -1, Fatality]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = P2Life = 1 ;Life of the opponent must be equal the 1.
trigger1 = NumHelper(7000) = 1 ;It must have at least 1 invisible Helper in the screen.
trigger1 = P2StateNo = 49999 ;Opponent must be in this state.

What is the 49999 state? Which animations must be placed in the 49999 state?

(thank you in advance and sorry for my bad english)
Re: Fatality Tutorial
#10  March 23, 2009, 05:19:07 pm
  • ******
  • Somebody PM when Caddie is no longer a mod.
Here is 49999

Spoiler, click to toggle visibilty

Basically you are using a giant clsn box to put the p2 in a custom dizzy state. It's been a while since I looked at this code, but it's basically the same a putting p2 into a throw. That the animation is a helper that is coded in your character and uses sprites from p2.

The problem you are having is most likely the same one I was having and that is the triggers on of them being life=1 or whatever.

You need change the dead value to another state so that the character can't be killed until he goes through the state 4999.

Check out the hid def's in another MK character you will see that that they have this added no dead change state.

I'm not good enough with coding to remember ever single trigger and line of code without having the mugen docs open in front of me. but If you can't get what I am saying maybe Cy can tell you the exact lines of code for the hitdef dead thing.
Last Edit: March 23, 2009, 05:22:47 pm by shamrock
Re: Fatality Tutorial
#11  March 23, 2009, 06:44:34 pm
  • ***
  • oh! kah! mi...
Thank you for your help shamrock!

Quote
Check out the hid def's in another MK character you will see that that they have this added no dead change state.

i already looked at mk chars and your mk sagat codes, but i still don't understand what you mean by :

Quote
The problem you are having is most likely the same one I was having and that is the triggers on of them being life=1 or whatever.

You need change the dead value to another state so that the character can't be killed until he goes through the state 4999.

2 weeks i'm on it, and i tried a lot of solutions but...now i'm totally lost!
for example what's the hell with these parts of codes :
Spoiler, click to toggle visibilty

and thanks for your help!
Re: Fatality Tutorial
#12  March 23, 2009, 07:02:59 pm
  • ******
  • Somebody PM when Caddie is no longer a mod.
I wouldn't look at my code if I were you. It's ugly hacked up, MKSagat's fatality has a bug that I can't seem to get rid of. Check out binho's characters he's got it down pat.

Ok let's see what you have gotten right so far.

Does p2 die when hit or does he go into a custom dizzy animation.
Re: Fatality Tutorial
#13  March 23, 2009, 07:12:29 pm
  • ***
  • oh! kah! mi...
Quote
I wouldn't look at my code if I were you. It's ugly hacked up, MKSagat's fatality has a bug that I can't seem to get rid of. Check out binho's characters he's got it down pat.

the same problem for binho's code. I don't understand his "state 003" and "004" for dizzy animations...

Quote
Does p2 die when hit or does he go into a custom dizzy animation.

P2 directly die, no fatality time and no dizzy animation. But the message "finish him" appears...


Re: Fatality Tutorial
#14  March 23, 2009, 09:35:31 pm
  • ******
  • Somebody PM when Caddie is no longer a mod.
Ok I look at my own code which is Mike O and Binho inspired as in I read there shit over and over copying it and playing with it.

Make sure you thank Cy though because I think he's the one who told me about the kill value.

The following is my standing light punch state 200 check out the bolded code.

[State 200, 1-1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
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
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = !var(58) || 1*p2stateno = 003

That line needs to be added to all your hitdefs.

What it does is this following variable which goes into your state -2

[Statedef -2]


[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 0 ;Helper
v = 58
value = 1



[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 1
trigger1 = p2life != 0
v = 58
value = 0



[State -2, 3]
type = AttackMulSet
triggerall = !Var(58) && p2Life <= 1
trigger1 = RoundNo != 1 && Win = 0
trigger2 = P2StateNo = 003
value = 9999


[state -2, 4]
type = AssertSpecial
trigger1 = NumHelper(9010)=1
flag = nomusic
flag2 = nobardisplay

It's self explanatory but that is the missing stuff from this tutorial.

What it does is keep your opponent alive and kills him when you hit him after the "finsih him" has be called.

If you need to know more just follow what state -2 is doing by the state numbers and it should come clear.

Thanks again Cy I think you were the one that helped me through this part.

Sorry I didn't post this when you guys were asking what is wrong. It's just that I'm still a noob at coding and I have to re study everything to figure things out.

Have fun.

P.S. This is why MKSagat is not finished. I had to figure this shit out and after that the fucking sff was corrupted by FF. After I fixed that I just lost interest in finishing the character. Because every time I look at him I get pissed about that sff file.
Last Edit: March 23, 2009, 09:44:58 pm by shamrock
Re: Fatality Tutorial
#15  March 23, 2009, 09:53:02 pm
  • ******
  • Somebody PM when Caddie is no longer a mod.
Yeah I'm double posting. I just remembered another problem I had. I was using the winanne ai method so I had var 58 with that code.

And then I used 58 for the fatality, this caused problems.

Make the fatality thing the last variable and not winanne even if her tutorial says
to make hers the last variable.
Re: Fatality Tutorial
#16  March 28, 2009, 02:49:57 am
  • ***
  • oh! kah! mi...

I tested and...it works!!! :sugoi: :sugoi: :sugoi:
A big Thank you to CY and to you SHAMROCK! thanks for the time you took ;D
Re: Fatality Tutorial
#17  September 27, 2009, 01:58:54 am
  • **
  • Kung Lao - 70% Almost ready to release!
wheres the first part of it?

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]
Re: Fatality Tutorial
#18  October 27, 2009, 08:58:24 pm
  • ***
  • Oh, man... I blew it real bad this time.
    • russellshideout.webs.com/
Hey, Guys! I'm having trouble doing a fatality for rosalina from super mario galaxy......I wanted her to do some fatalities and wanted to show logos like finish him!, Fatality, Brutality, Animality, And Friendship.

P.S. I would also like her to do babality....

ROCK ON, BRO!
Last Edit: October 27, 2009, 09:12:03 pm by Russell_0010
Re: Fatality Tutorial
New #19  December 29, 2009, 02:16:43 am
  • avatar
Hi!

My English no good.  ;D

Tutorial removed to revision.

If I do not appear here, send an email to igyur@yahoo.com

By! ;)

Last Edit: May 11, 2012, 05:00:11 am by Equinocio