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Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun" (Read 4336 times)

Started by BeastwithFriends, May 21, 2025, 11:47:46 pm
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Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun"
#1  May 21, 2025, 11:47:46 pm
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I recently started using the IKEMENGO universal stun system. I like it a lot, since it applies stun points to all characters in my build. There is a problem when characters come with their own stun systems. I'm using Rei's Twelve. I'm looking for a way to disable this character's stun system so that it can use IKEMEN GO's in-engine version. Does anyone know what I should look for when disabling this? I'm looking at the character in DEBUG mode, but I don't really know what to look for what to disable.
Last Edit: May 22, 2025, 12:04:52 am by BeastwithFriends
Re: Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun"
#2  May 22, 2025, 05:39:54 pm
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I think I figured this out....But I'll have to test more. I think the custom stun state itself is causing some kind of stun loop with the IKEMEN system so characters have trouble leaving stun state even after getting hit.

I think if I change the Stun State to resemble something more basic, like Kung Fu Man's stun state for instance, that might fix it.

I think editing/removing the varadd state that affects stun points to the custom stun meter would also be a good idea next.

If this works, I can just remove the stun meter graphics from the .SFF.

Do you think this will work?
Re: Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun"
#3  May 24, 2025, 11:36:12 pm
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It sounds like you're on the right track to get it going. There might be some stuff in StateDef -2 you can comment out, but if your universal stun system sends it to the state built into the character, there might be some changestates/selfstates that use a variable that isn't being changed. Which sounds like the issue you talked about.

You can use Debug to find out what Statedef Twelve enters when stunned. If you have a 2nd build of Mugen/Ikemen without the Stun system, you could see what state he'd enter into in the "normal" version. You might be able to comment out anything to do with switching to that particular state AND that state. Then the universal system would use what it's using for Twelve. aka Gut the whole system in Twelve so nothing can interfere.
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Re: Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun"
New #4  May 27, 2025, 05:11:29 pm
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@Odb718 thank you so much! I found the state. It was 5300. there was a section labeled "Stun Me" where the state was prominent. I commented it out. There was also a states labeled [5300, Pause]. I commented those out too and now everything seems to be working correctly except for two things.  (Edited)

1. When I send Twelve into the first dizzy state of each round, a clone shoots out of him. Is there a way to prevent this? I saw some old topics on this in the forum, but they didn't totally describe what was happening here. Clones weren't shooting out of him during stun until I commented out his custom stun system.

2. The stun state that Twelve goes into now doesn't have birdies/stars floating around his head or accompanying dizzy sounds. If I copy Twelve into vanilla IKEMEN, he has both of these things and a red flashing screen precedes the stun animation. If I look into the .SFF file for the vanilla screen pack, I don't see birdies or the red screen. I have no idea why the default screenpack has dizzy sounds and animations (birds, stars), etc. but my custom screenpack doesn't.
Last Edit: May 28, 2025, 07:56:40 pm by BeastwithFriends