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Projectile dodge (Read 574 times)

Started by Ryanide, November 14, 2007, 04:12:33 am
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Projectile dodge
#1  November 14, 2007, 04:12:33 am
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I'm trying to make a parry that dodges anything but hyper attacks upon activation. I thought it was working fine until I realized that Cinnamon could still hit me with his cakes and beams. It's because they were coded as projectiles rather than helpers.

What flag would I use to make this move able to dodge these attacks?
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Re: Projectile dodge
#2  November 14, 2007, 04:22:45 am
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HitBy

------------------------------------------------------------

 

Temporarily specifies types of hits that should be allowed hit to the player

set it up for just hypers i suppose?
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Re: Projectile dodge
#3  November 14, 2007, 04:33:49 am
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Well he must be using hitoverride, nothitby or reversaldef already to avoid the attacks. Problem would be he hasn't used the P part of a hitdef. Most accurately NP and SP for normal projectile and special projectile. HP is hyper proj and you don't want to block that. Other options are NA, SA, HA, NT, ST, HT (attack and throw)


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: Projectile dodge
#4  November 14, 2007, 04:39:46 am
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[State 213, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SCA, SP,NA,SA,NP
sparkno = -1
pausetime = 0, 0
hitsound = s2, 6
p1stateno = 214
priority = 999

Actually, as you can see, I have been using the P attributes.

This attack works like a normal reversal, but instead of triggering an attack when the opponent's move connects, it teleports my character forward a certain distance, but for some reason, I STILL can't dodge Cinnamon's projectiles.

Here's Cinnamon's cake throw projectile:
[State 1000, 5]
type = Projectile
trigger1 = Time = 17
attr = A, SP
damage = 48,6
animtype = hard
projremovetime = 300
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = 2
guard.sparkno = 1
sparkxy = 10,0
hitsound = s220,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -9
air.velocity = -3,-4
projanim = 1050
projhitanim = 1051
projremanim = 1051
projcancelanim = 1051
velocity = 2.2
air.fall = 1
offset = 50,-35
projid = 1050
projpriority = 1
juggle = 1
air.juggle = 1
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Last Edit: November 14, 2007, 04:44:01 am by Ryanide
Re: Projectile dodge
#5  November 14, 2007, 05:07:25 am
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
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Put them in the order NA, SA etc. I've had issues with spaces of all things with nothitby. In addition AA didn't seem to work either  :-\

Your trigger is animelem = 2, that's true for 1 tick.

Reversaldef only takes effect on clsn1 boxes as well. Reversaldef also won't work if you have a hitdef at the same time, they cancel out and niether one does anything.


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: Projectile dodge
#6  November 14, 2007, 05:14:14 am
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I'll try re-ordering them then.

I don't have any hitdefs going on at the same time, and the parry itself is actually 18 ticks long (since the first element of the animation is 2 ticks long and the 2nd element (the one that activates the parry) is 18 ticks.

This move works perfectly besides Cinnamon's projectiles. It can dodge anything but hypers, it runs right past Shuma Gorath's mystic stare and Ella's ravens. But for some reason those little cakes just smack me upside the head every time.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Projectile dodge
New #7  November 14, 2007, 05:28:43 am
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OK, now HitOverride allows me to graze projectiles just fine, but the problem is, the opponent's hit sound still plays when the move connects as well as the hit spark, and since this is supposed to be an evasion technique, it looks kind of silly.

Is there any way I can disable the opponent's hitspark and sound when they hit with this move?

EDIT: I added a hitoverride AND a reversaldef that both do the exact same thing one after the other. The result is that non-projectile moves don't trigger the sounds or sparks, but projectiles do.

So it kind of looks like he just runs right through their projectiles and makes them explode while avoiding attacks normally. :(
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Last Edit: November 14, 2007, 05:46:16 am by Ryanide