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Two Simple Questions (Solved) (Read 317 times)

Started by MUGENforever, July 08, 2010, 04:32:54 am
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Two Simple Questions (Solved)
New #1  July 08, 2010, 04:32:54 am
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Almost done with Character edit, but here are a couple things I need to figure out first. I asked in my AI code thread but I noticed no one has really looked at since then, so I figured it was best for a new thread.

1. How do I return the number of opposing projectiles for a trigger?

2. Is it possible to add something to a character that will increase the damage of all attacks with ChangeState = TargetLifeAdd when the characters actual attack is increased for balancing purposes?
Last Edit: July 10, 2010, 06:36:43 am by MUGENforever
Re: Two Simple Questions
#2  July 08, 2010, 06:21:40 am
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1: Hope that enemynear(0), numproj and enemynear(1), numproj will get you some data. ALthough if memory serves you need an ID there or nothing happens.

2: Just use attackmulset, it'll work on those as well.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Two Simple Questions
#3  July 08, 2010, 09:41:11 am
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So I'm trying this code:

[Statedef 160]
type = S
ctrl = 0
velset = 0,0

[Statedef 160, 1]
type = AttackMulSet
triggerall = var(57) !=1
trigger 1 = TeamSide = 1
trigger 2 = TeamSide = 2
value = 2

[Statedef 160, 2]
type = VarSet
trigger1 = TeamSide = 1
trigger2 = TeamSide = 2
v = 57
value = 1

And it keeps telling me that I need atleast one state controller. What's that mean? I tried sending it off to another state at the end but still same thing.
Re: Two Simple Questions
#4  July 08, 2010, 10:18:43 am
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You labeled them all statedef rather than state. It thinks you're starting a new state each time.


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: Two Simple Questions
#5  July 08, 2010, 09:08:36 pm
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Ugh, AttackMulSet doesn't increase damage by attacks that use TargetLifeAdd :(

Any other way of doing this?
Re: Two Simple Questions
#6  July 09, 2010, 12:07:35 am
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Set a variable with attack mul value, so you can use that var in the TargetLifedd sctrl, as a multiplier.
Re: Two Simple Questions
New #7  July 09, 2010, 04:56:51 am
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1.  I can't figure out how to have var(x) return the value of AttackMulSet so I can set it to that number?

So say I set var(x) as the AttMulSet. Would I have to go to each place TargetLifeAdd is located and code it? or is there a way to do it so it impacts all?

If I have to do it for each, say this is what the code looks like

[State 805, 9.1]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = (floor(-100*FVar(33))(var(x))

Would I just add the part in the red I did to each section?

2. This doesn't work. I can't figure it out, she still shoots a cannon shot even when the opponent has a fireball and she never uses the hooligan even though she is not supposed to shoot a fireball when the opponent has one.

Update: She will use the Hooligan vs an AI but not vs a human player. She also still does the fireballs vs an AI when she shouldn't.

Here is the code I'm trying:

[State -1, Set Variable 40]
type = VarSet
triggerall = (var(59)=2) && (ctrl=1) && (P2life !=0)
trigger1 = Var(40) != EnemyNear, ID
v = 40
value = EnemyNear, ID

[State -1, Hooligan Over Fireball]
type = Changestate
value = 2810
triggerall = (var(59)=2) && (ctrl=1) && (P2life !=0) && (var(40) = EnemyNear, ID)
trigger1 = (Statetype=S) && (PlayerID(var(40)), NumProj >= 1)

[State -1, Cannon Shot]
type = Changestate
value = 1000
triggerall = (var(59)=2) && (Var(41)<=2) && (ctrl=1) && (P2life !=0) && (PlayerID(var(40)), NumProj = 0)
trigger1 = (Statetype=S) && (P2BodyDist x >= 175) && (NumProj = 0)

[State -1, Cannon Shot]
type = Changestate
value = 1020
triggerall = (var(59)=2) && (var(41)>=3) && (ctrl=1) && (P2life !=0) && (PlayerID(var(40)), NumProj = 0)
trigger1 = (Statetype=S) && (P2BodyDist x >= 175) && (NumProj = 0)
Last Edit: July 09, 2010, 09:17:07 am by MUGENforever