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quick super jump question (Read 419 times)

Started by kidneypunch, September 16, 2008, 09:50:58 pm
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quick super jump question
#1  September 16, 2008, 09:50:58 pm
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ok so im trying to get my mugen roster to all super jump the same height and for most of the characters i know how to edit that. (usually you just find the "y" value in the characters super jump section and adjust the number) its easy to edit the regular jumps, but super jumps have to be written out.

my problem is some of my characters are made differently in that the super jump values are written out different than the ones im familiar with, but produce the same super jump effect.

my question is what value or line should i look for to edit the height of a super jump? I see a lot of "x" values but no "y"s that seem to change anything without totally screwing something up.

i hope someone is familiar with what im trying to explain heh, thanks in advance!
Re: quick super jump question
#2  September 16, 2008, 10:02:38 pm
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we can't see the code there for we can't help you specifically with the type of super ump your talking about. A super jump is usually triggered by a variable thats triggered by a command.


So look for the command="blah" in the state of the jump and it should be under a varset, that varsets variable triggers a certain velset in the state, look for the velset that has that variable "var(blah)" if it doesn't have an exclamation point in the line of that varbiale (!) then that's the velset triggered by the variable. edit the y values there.

!var(blah) or var(blah)!=blah <your looking for a velset that doesn't look like that.

*"blah" being any number you saw for the varset triggered by the command*
Re: quick super jump question
#3  September 16, 2008, 10:05:56 pm
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ok that sure sounds familiar, ill try it out thanks!
Re: quick super jump question
#4  September 16, 2008, 10:41:31 pm
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im still not seeing it, but this is what i have. 

[Statedef 55]
type    = S
physics = S
anim = 40
velset = 0, -12
ctrl = 0
sprpriority = 1

[State 55, 1]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 55, 2]
type = VarSet
trigger1 = var(5) != 1
trigger1 = command = "holdfwd"
trigger2 = var(5) = 1
trigger2 = p2bodydist x >= 21
sysvar(1) = 1

[State 55, 3]
type = VarSet
triggerall = var(5) != 1
trigger1 = command = "holdback"
sysvar(1) = -1

[State 55, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 55, 5]
type=ChangeState
trigger1=!AnimTime
value = 56
ctrl = 1