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My super move won't connect =/ (Read 1434 times)

Started by Kazuma_909, November 17, 2009, 09:41:25 pm
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My super move won't connect =/
#1  November 17, 2009, 09:41:25 pm
  • *
  • "You have failed when you have truly given up"
Hello, I'm making a super move for my Vision character and the super move itself is like Cyclops's Super Optic Beam Super Move. I have green and yellow clsns on the attack. I can post the move code on here if that would be helpful also.
Re: My super move won't connect =/
#2  November 17, 2009, 09:47:41 pm
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Yes it would.

Green and yellow are clsndefaults. In mugen they'll be red and blue. Normally you wouldn't place blue on a beam attack, but we can probably deal with that later once things are working.

Things you can check. When your hitdef occurs, whether the clsn's actually overlap the opponent, movetype = A Also that the animation with the clsn's is actually the animation called and doing the hitting.


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: My super move won't connect =/
#3  November 17, 2009, 09:59:31 pm
  • *
  • "You have failed when you have truly given up"
Yes it would.

Green and yellow are clsndefaults. In mugen they'll be red and blue. Normally you wouldn't place blue on a beam attack, but we can probably deal with that later once things are working.

Things you can check. When your hitdef occurs, whether the clsn's actually overlap the opponent, movetype = A Also that the animation with the clsn's is actually the animation called and doing the hitting.

What's the point to the yellow and green then? There are two seperate attacking beams, 3004 lower half of the beam and 3003 is the upper part that have the clsns.

;----------------------------------------------------------------------------------------------
; Hyper Solar Beam
[Statedef 3123]
type = S
movetype = A
physics = S
velset = 0, 0
anim = 3123
sprpriority = 1
ctrl = 0

[State 3123, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 2, = 0
anim = 995
sprpriority = 2
postype = p1
pos = 30,5
bindtime = 1
ownpal = 1
id = 995
name = "Dust"
pausemovetime = 999999
supermovetime = 999999

[State 3123, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,0
channel = 0

[State 3123, SuperPause]
type = SuperPause
trigger1 = !IsHelper
trigger1 = AnimElem = 2
time = 45
anim = -1
darken = 0

[State 3123, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 5, = 0
time = 45
add = -255,-255,-255

[State 3123, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S7,11
volume = 100

[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23000
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23000
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23001
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23001
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23002
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23002
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23003
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23003
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23004
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23004
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23005
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23005
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23006
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23006
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = 28,-87
stateno = 23007
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23007
name = "SuperFX"
[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 5
postype = p1
pos = -28,-87
stateno = 23008
bindtime = -1
ownpal = 1
supermovetime = 45
id = 23008
name = "SuperFX Focus"

[State 3123, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 3
value = -1000

[State 3123, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,1
channel = 0

[State 3123, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7,2
volume = 50

[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3003
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1
[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3004
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1

[State 3123, Helper]
type = Helper
trigger1 = AnimElem = 3, = 0
stateno = 13000
postype = p1
pos = -24,-41
ownpal = 1
name = "HyperSolarBeamAttackingBeam"
id = 13000

[State 3123, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyper Solar Attacking Beam
[Statedef 13000]
type = S
movetype = A
physics = N
velset = -24,-41
;anim = 3001
juggle = 1
ctrl = 0

[State 13000, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3001
value = 3001
ignorehitpause = 1

[State 13000, AfterImage]
type = AfterImage
trigger1 = !Time && PrevStateNo != 13000
time = 300
length = 12
timegap = 1
framegap = 1
trans = add
palcolor = 256
palinvertall = 0
palbright = -40,-40,-40
palcontrast = 150,150,150
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

[State 13000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible
ignorehitpause = 1

[State 13000, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = parent, fvar(0)

[State 13000, PosSet]
type = PosSet
trigger1 = parent, facing = 1
x = parent, Pos X
y = parent, Pos Y
ignorehitpause = 1
[State 13000, PosSet]
type = PosSet
trigger1 = parent, facing = -1
x = parent, Pos X
y = parent, Pos Y
ignorehitpause = 1

[State 13000, HitDef]
type = HitDef
triggerall = (GameTime%8) = 0
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType != A
triggerall = !MoveContact
trigger1 = (GameTime%4) = 0
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 13000, HitDef]
type = HitDef
triggerall = (GameTime%8) = 3
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType != A
triggerall = !MoveContact
trigger1 = (GameTime%4) = 0
trigger2 = ((Random < 250) && ((GameTime%4) = 3))
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
;hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 13000, HitDef]
type = HitDef
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType != A
triggerall = !MoveContact
triggerall = Random < 500
trigger1 = ((parent, command = "x") || (parent, command = "y") || (parent, command = "z"))
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 13000, HitDef]
type = HitDef
triggerall = (GameTime%8) = 0
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType = A
triggerall = !MoveContact
trigger1 = (GameTime%4) = 0
trigger2 = ((Random < 250) && ((GameTime%4) = 3))
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 13001

[State 13000, HitDef]
type = HitDef
triggerall = (GameTime%8) = 4
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType = A
triggerall = !MoveContact
trigger1 = (GameTime%4) = 0
trigger2 = ((Random < 250) && ((GameTime%4) = 3))
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
;hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 13001

[State 13000, HitDef]
type = HitDef
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType = A
triggerall = !MoveContact
triggerall = Random < 500
trigger1 = ((parent, command = "x") || (parent, command = "y") || (parent, command = "z"))
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
;hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 13001

[State 13000, TargetState]
type = TargetState
trigger1 = WinKO
value = 13001

[State 13000, TargetVelSet]
type = TargetVelSet
triggerall = parent, AnimElem = 33, = 0
trigger1 = enemyNear, StateType = S
trigger2 = enemyNear, StateType = C
x = -15

[State 13000, TargetVelSet]
type = TargetVelSet
triggerall = parent, AnimElem = 33, = 0
trigger1 = enemyNear, StateType = L
x = -4

[State 13000, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 13000, VarSet]
type = VarSet
trigger1 = 1
fvar(0) = p2dist X

[State 13000, Explod]
type = Explod
triggerall = MoveHit
trigger1 = !NumExplod(3002)
trigger2 = Random < 500
anim = 3002
sprpriority = 3
postype = p1
pos = (floor(fvar(0))),0
bindtime = 1
ownpal = 1
id = 3002
name = "HyperSolarBeamHit"
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

[State 13000, Explod]
type = Explod
triggerall = MoveGuarded
trigger1 = !NumExplod(40)
trigger2 = Random < 500
anim = F40
sprpriority = 3
postype = p2
pos = 0,-60
random = 0,60
bindtime = 1
ownpal = 1
id = 40
name = "HyperSolarBeamGuarded"
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

[State 13000, Explod]
type = Explod
trigger1 = Random < 250
trigger1 = MoveHit
anim = 997
sprpriority = 3
postype = p2
pos = 0,-60
random = 0,60
bindtime = 1
ownpal = 1
id = 3002
name = "HyperSolarBeamHit"
pausemovetime = 999999
persistent = 0
ignorehitpause = 1

[State 13000, ParentVarAdd]
type = ParentVarAdd
trigger1 = HitCount = 1
var(9) = 1
ignorehitpause = 1
persistent = 0

[State 13000, ChangeState]
type = ChangeState
trigger1 = MoveContact
trigger2 = Time = 2
value = 13000
ignorehitpause = 1

[State 13050, VarSet]
type = VarSet
trigger1 = MoveContact
var(3) = 1
ignorehitpause = 1

[State 13050, ParentVarSet]
type = ParentVarSet
;trigger1 = var(3)
trigger1 = WinKO
trigger1 = enemyNear, LoseKO
var(8) = 1
ignorehitpause = 1

[State 13000, VarSet]
type = VarSet
trigger1 = MoveHit
var(59) = 15
persistent = 0
ignorehitpause = 1

[State 13000, VarAdd]
type = VarAdd
trigger1 = var(59) > 0
var(59) = -1
ignorehitpause = 1

[State 13000, ParentVarSet]
type = ParentVarSet
trigger1 = Random < 100
trigger1 = var(59)
var(39) = 1
persistent = 0
ignorehitpause = 1

[State 13000, DestroySelf]
type = DestroySelf
trigger1 = parent, StateNo != 3123
trigger2 = !AnimTime

;---------------------------------------------------------------------------
; Hit by Hyper Solar Beam
[Statedef 13001]
type = A
movetype = H
physics = N
anim = 5012
velset = 0,0
ctrl = 0

[State 10210, Turn]
type = Turn
trigger1 = !Time && !(p2dist X < 0 && facing != enemyNear, facing) && (facing = enemyNear, facing)
value = 1

[State 10210, VelSet]
type = VelSet
trigger1 = Time > 6
trigger1 = !Alive
x = -10
y = -10

[State 10210, SelfState]
type = SelfState
trigger1 = Time > 6
trigger1 = !Alive
value = 5050

[State 10210, ChangeAnim]
type = ChangeAnim
triggerall = ((enemyNear, StateNo = 3123) && (enemyNear, AnimElem = 33, >= 0)) || ((enemyNear, AnimElem = 30, >= 0)) || ((enemyNear, StateNo != 3123))
trigger1 = Time > 6
trigger1 = Alive
trigger1 = Anim != 5050 && Anim != 5051
value = IfElse(SelfAnimExist(5051),5051,5050)

[State 10210, Gravity]
type = Gravity
triggerall = ((enemyNear, StateNo = 3123) && (enemyNear, AnimElem = 33, >= 0)) || ((enemyNear, AnimElem = 30, >= 0)) || ((enemyNear, StateNo != 3123))
trigger1 = Time > 6
trigger1 = Alive

[State 10210, VelSet]
type = VelSet
triggerall = ((enemyNear, StateNo = 3123) && (enemyNear, AnimElem = 33, >= 0)) || ((enemyNear, AnimElem = 30, >= 0)) || ((enemyNear, StateNo != 3123))
trigger1 = Time > 6
trigger1 = Alive
y = -8
persistent = 0

[State 10210, SelfState]
type = SelfState
trigger1 = Time > 32
trigger1 = Alive
value = 5040
Re: My super move won't connect =/
#4  November 17, 2009, 10:56:13 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
[mcode][State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3003
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1
[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3004
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1[/mcode]
Those are your beam sprites. Explods can't hit anything or be made to hit anything.

[mcode][State 3123, Helper]
type = Helper
trigger1 = AnimElem = 3, = 0
stateno = 13000
postype = p1
pos = -24,-41
ownpal = 1
name = "HyperSolarBeamAttackingBeam"
id = 13000
[/mcode]
Is the bit that's going to do the damage cos that's where the (very badly formatted) hitdefs are.

Getting state 13000 set up with actual clsn's might help. Also, i think, although am not sure, that your hitdefs are going to be too messy to work and you're probably going to get either 1000's or hits, or none whatsoever, or at least not in the way you intend.

There's a couple of other improvements that could be made in here.

Clsndefault is to say "be on this frame and all those afterwards unless otherwise specified" FF marks them different colours to identify them. Sadly people use them without actually understanding how they work.

Did you actually write all that yourself or copy it from somewhere? I find it odd that you'd have that much complex code but not know why you can't hit. If you DID copy it, please just keep the absolute essentials, say, the super FX bit, and delete the rest. We'll have it work and make sense rather than trying to develop someone else's code to work with your animations.


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: My super move won't connect =/
#5  November 17, 2009, 11:03:47 pm
  • *
  • "You have failed when you have truly given up"
[mcode][State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3003
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1
[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3004
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1[/mcode]
Those are your beam sprites. Explods can't hit anything or be made to hit anything.

[mcode][State 3123, Helper]
type = Helper
trigger1 = AnimElem = 3, = 0
stateno = 13000
postype = p1
pos = -24,-41
ownpal = 1
name = "HyperSolarBeamAttackingBeam"
id = 13000
[/mcode]
Is the bit that's going to do the damage cos that's where the (very badly formatted) hitdefs are.

Getting state 13000 set up with actual clsn's might help. Also, i think, although am not sure, that your hitdefs are going to be too messy to work and you're probably going to get either 1000's or hits, or none whatsoever, or at least not in the way you intend.

There's a couple of other improvements that could be made in here.

Clsndefault is to say "be on this frame and all those afterwards unless otherwise specified" FF marks them different colours to identify them. Sadly people use them without actually understanding how they work.

Did you actually write all that yourself or copy it from somewhere? I find it odd that you'd have that much complex code but not know why you can't hit. If you DID copy it, please just keep the absolute essentials, say, the super FX bit, and delete the rest. We'll have it work and make sense rather than trying to develop someone else's code to work with your animations.

I did copied the move from Cyclops. I thought it would work if i changed a few things such as the animation and so forth.

So the HyperSolarBeamExplod need to be completely removed of the name need to be changed?

How do I make the super move hit multi times?
Re: My super move won't connect =/
#6  November 17, 2009, 11:18:36 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
That really makes things more difficult for you. Not only do you have to make the attack work in the first place, you have to adapt what you have to something you don't understand.

By the looks of things, the one you've copied isn't doing top/bottom hits. Just the whole beam. If you wish to achieve top/bottom hits, you will have to start from the ground up. What's there isn't entirely functional for what you're after.

If you combine your 2 explods together and have them as one animation and add that to state 13000 you'll have something that works. It probably won't act the way you wish though.

Edit: Also, your sig is a bit big. Maximum 200 pixels vertically. Please remove or shrink.


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: My super move won't connect =/
#7  November 17, 2009, 11:34:19 pm
  • *
  • "You have failed when you have truly given up"
That really makes things more difficult for you. Not only do you have to make the attack work in the first place, you have to adapt what you have to something you don't understand.

By the looks of things, the one you've copied isn't doing top/bottom hits. Just the whole beam. If you wish to achieve top/bottom hits, you will have to start from the ground up. What's there isn't entirely functional for what you're after.

If you combine your 2 explods together and have them as one animation and add that to state 13000 you'll have something that works. It probably won't act the way you wish though.

So I need to combine this from the Hyper Solar Beam:

[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3003
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1
[State 3123, Explod]
type = Explod
trigger1 = AnimElem = 3, = 0
anim = 3004
sprpriority = 2
postype = p1
pos = -24,-41
bindtime = -1
name = "HyperSolarBeamExplod"
id = 3001
ownpal = 1
Re: My super move won't connect =/
#8  November 17, 2009, 11:42:44 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You need to turn those 2 animations into a single animation and use that inside state 13000 instead.


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: My super move won't connect =/
#9  November 17, 2009, 11:46:20 pm
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  • "You have failed when you have truly given up"
Because I'm trying to have the full beam and the upper and lower beams so it doesn't look like it switching between upper and lower, lol

Combining the two really makes it easier
Last Edit: November 18, 2009, 12:40:44 am by Kazuma_909
Re: My super move won't connect =/
#10  November 18, 2009, 02:36:57 am
  • *
  • "You have failed when you have truly given up"
What should I do with these codes,

[State 13000, HitDef]
type = HitDef
triggerall = (GameTime%8) = 4
triggerall = p2name != "Hyper Solar Beam"
triggerall = enemyNear, Anim != 5070
triggerall = enemyNear, Anim != 5071
triggerall = enemyNear, StateType = A
triggerall = !MoveContact
trigger1 = (GameTime%4) = 0
trigger2 = ((Random < 250) && ((GameTime%4) = 3))
attr = S, HP
animtype = Hard
damage = 28,3
getpower = 0
sprpriority = 1
hitflag = MADFP
guardflag = MA
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
;hitsound = S7,1
guardsound = S202,0
ground.type = High
ground.slidetime = 22
ground.hittime = 23
ground.velocity = 0
guard.slidetime = 11
guard.hittime = 11
guard.velocity = 0
air.type = Low
air.velocity = 0
airguard.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 13001
Re: My super move won't connect =/
#11  November 18, 2009, 02:56:41 am
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delete them. And remove the clsn2's from your beam unless you want the enemy to be able to hit it. That looks kinda pointless to me anyway.

In fact, i'd suggest deleting ALL the hitdefs and just doing one with the triggers

gametime%4 = 0
and
random < 500 && gametime%2 = 0
command = blah blah blah for the mashing option

So you have
trigger1
trigger2
trigger2

Give that a try. This would have been simpler for you if you'd coded from the ground up btw. That code isn't the neatest i've seen and that's actually pretty detrimental to your ability to understand and make use of it.


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: My super move won't connect =/
#12  November 18, 2009, 03:03:48 am
  • *
  • "You have failed when you have truly given up"
Delete everything from the hit by, attacking beam also? Or just delete everything in general?
Re: My super move won't connect =/
#13  November 18, 2009, 03:16:50 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
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remove all the hitdefs and add a new one.

I bet monies that if you press ctrl+d while playing you get debug spam as well.


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: My super move won't connect =/
#14  November 18, 2009, 03:26:11 am
  • *
  • "You have failed when you have truly given up"
remove all the hitdefs and add a new one.

I bet monies that if you press ctrl+d while playing you get debug spam as well.

You'd lose money cause I don't. LOL. Ok I removed everything. What do i put for the trigger1, 2, etc?
Re: My super move won't connect =/
#15  November 18, 2009, 04:05:42 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Told you that, reread post. So, you have all those helpers referenced by the super FX stuff?


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: My super move won't connect =/
#16  November 18, 2009, 09:14:32 am
  • *
  • "You have failed when you have truly given up"

By the looks of things, the one you've copied isn't doing top/bottom hits. Just the whole beam. If you wish to achieve top/bottom hits, you will have to start from the ground up. What's there isn't entirely functional for what you're after.


If the attack beam is just the beam itself and not the top or bottom part of it, then why are the top and bottom in it in the first place?
Re: My super move won't connect =/
#17  November 18, 2009, 08:38:22 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I don't feel like deciphering someone elses code with all your additions when i don't have the original character in front of me. If you study it, maybe you can work out what's actually going on. I'm not going to.


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: My super move won't connect =/
#18  November 18, 2009, 08:47:23 pm
  • ******
Also what does it matter ? Clean the damn thing, have one helper displaying the beam with clsn1, make one hitdef for the top, one hitdef for the bottom, make sure that works one hit each, and then change the triggers so it does multiple hits. You have a lot of unneeded crap in this. Just start over and only try to have one hit in, do it step by step, you'll worry about the rest only once you have done that.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: My super move won't connect =/
#19  November 19, 2009, 08:40:47 am
  • *
  • "You have failed when you have truly given up"
Ok, I cleaned everything up and it hits now. But still needs improvement to make it right. I shall post the code.
Re: My super move won't connect =/
#20  November 20, 2009, 02:39:10 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I hope you plan to do more than tell us "it's not right"


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: My super move won't connect =/
#21  November 20, 2009, 07:20:59 am
  • *
  • "You have failed when you have truly given up"
I'm saying it's good but still needs improvement.

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

;Mega Solar Beam
[Statedef 3599]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = -1000
anim = 3599
sprpriority = 2
ctrl = 0

[State 3599, Super Pause]
type = SuperPause
trigger1 = AnimElem = 2
time = 25
anim = -1
sound = s0,2
pos = -24, -42
movetime = 25
darken = 1
p2defmul = 1
poweradd = 0
unhittable = 1
volume = 100

[State 3599, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,14

[State 3599, Beam Helper Call]
type = Helper
trigger1 = AnimElem = 8
pos = -24,-42
postype = p1
stateno = 3001
helpertype = normal
name = "Beam"
keyctrl = 0
ownpal = 1
supermovetime = 1
sprpriority = 5

[State 3599, End]
type = ChangeState
trigger1= AnimTime = 0
value = 0
ctrl = 1

;Beam Helper
[StateDef 3001]
type = S
movetype = A
physics = S
juggle = 0
anim = 3001
ctrl = 0
sprpriority = 5

[State 3001, Snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,23

[State 3599, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = S0,29

[State 3001, HitDef]
type = HitDef
damage = 25,7
animtype = Hard
trigger1 = Time%3 = 0
attr = A, NT
hitflag = MAF
guardflag =MA
priority = 5
sparkno = s9992
pausetime = 0,0
sparkxy = -20,0
guard.sparkno = s6767
hitsound   = S800,0
guardsound = S8500,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -15,-0.5
air.velocity = -15,-0.7
air.hittime = 25
air.fall = 1
air.recover = 0
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 5
volume = 100

[State 3001, DestroySelf]
type = DestroySelf
trigger1 = time >=70
trigger2 = parent,movetype=H

I was wondering how would I go about coding the beam to make it transparent and have a second flicker beam infront of it?
Re: My super move won't connect =/
#22  November 20, 2009, 07:23:26 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well that's sure as hell CLEANER. If you want to make the beam transparent... Do so? That's all described inside the air file as well as in docs\air.txt. [mcode]trans[/mcode] is also an option. As for flicker, you just need an explod. Make it flicker in the animation by using an invisible frame every second tick. Alternatively spawn a 1 tick explod every second tick.


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.