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Shinryuken code moving pushing back P1 on the left or right side of the wall (Read 7049 times)

Started by Walruso, September 27, 2022, 02:42:57 am
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Shinryuken code moving pushing back P1 on the left or right side of the wall
New #1  September 27, 2022, 02:42:57 am
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Hey guys, I needed some help for that shinryuken coding move since it worked but except for the left or right sides of the wall.


But... *sigh* I am usually frustrated with this coding that I'm trying to put in.



This is the coding:
;---------------------------------------------------------------------------
; Raging Torpedo Uppercut
[Statedef 3010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= -1000
velset = 0,0
anim = 3005
ctrl = 0
sprpriority = 2

[State 0, Super A]
type = SuperPause
trigger1 = AnimElem = 2
time = 35
anim = -1
sound = S0,6
darken = 1
p2defmul = 1
unhittable = 1

[State 0, Explod]
type = explod
trigger1 = AnimElem = 2
anim = 10000
ID = 10000
pos = -5, -75
postype = p1
removetime = -2
supermovetime = 45
pausemovetime = 30
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 0, Velset]
type = velset
trigger1 = time = 0
x = 2
y = -6

[State 0, Gravity]
type = VelAdd
trigger1 = Time > 30
y = .5

[State 0, Effect]
type = explod
trigger1 = animtime = 6
anim = 3006
ID = 3006
pos = 5,-0
postype = p1
removetime = -2
scale = 0.4,0.4
sprpriority = 4
bindtime = 12
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
removeongethit = 1
ignorehitpause = 1

[State 0, Velset]
type = velset
trigger1 = animelem = 6
x = 0
y = -6

[State 3010, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HA
animtype  = Hard
damage    = ceil(fvar(5)*15), 7
priority  = 5
hitflag = MAF
guardflag = MAF
pausetime = 3,2
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 9
ground.velocity = 0
guard.velocity = -15
air.velocity = -4,-4
air.fall = 1
air.hittime = 35
fall = 1
fall.recovertime = 55
yaccel = .4
p2facing = 1

[State 3010, 1]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
animtype  = Hard
damage    = ceil(fvar(5)*17), 7
priority  = 5
hitflag = MAF
guardflag = MAF
pausetime = 3,1
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 1
ground.hittime  = 9
ground.velocity = 0
guard.velocity = -8
air.velocity = -5,-5
air.fall = 1
air.hittime = 45
fall = 1
fall.recovertime = 55
yaccel = .4
p2facing = 1

[State 3010, 2]
type = HitDef
trigger1 = 1
attr = S, HA
animtype  = Up
air.animtype = Up
damage    = ceil(fvar(5)*20), 7
priority  = 5
hitflag = MAF
guardflag = MAF
pausetime = 4,3
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 9
ground.velocity = 0
guard.velocity = -10
air.velocity = -3.7,-6
air.fall = 1
air.hittime = 51
fall = 1
fall.recovertime = 55
yaccel = .4

[State 3010, Final Hit]
type = HitDef
trigger1 = animelem = 16
attr = S, HA
animtype  = Up
air.animtype = Diagup
damage    = ceil(fvar(5)*25), 7
priority  = 5,Hit
hitflag = MAF
guardflag = MAF
pausetime = 10,25
sparkxy = -10,-70
hitsound   = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 10
ground.velocity = 1,-3
guard.velocity = -7
air.velocity = -1,-10
air.fall = 1
air.hittime = 110
fall.recovertime = 115
yaccel = .7

[State 0, Scale]
type = varset
trigger1 = movehit
trigger1 = !moveguarded
fvar(4) = fvar(4)*0.35
ignorehitpause = 1
persistent = 0

[State 3010, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && vel Y >= 0
value = 1051
ctrl = 1
Last Edit: September 28, 2022, 10:17:46 pm by Walruso
Re: Shinryuken code moving pushing back P1 on the left or right side of the wall
#2  September 27, 2022, 07:34:19 pm
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Where in the move is the push back occuring? Is it only when blocked? Have you tried using PlayerPush?
Re: Shinryuken code moving pushing back P1 on the left or right side of the wall
#3  September 27, 2022, 09:44:06 pm
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Re: Shinryuken code moving pushing back P1 on the left or right side of the wall
#4  September 28, 2022, 09:01:18 am
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I'm not totally sure what you're asking for help with. But it looks like you want the animations to be lined up?

bindtime = 12
Is the problem. You can increase it for the full time that animation takes, or put it at -1. -1 will lock it on to P1 for the length of time it exists.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Shinryuken code moving pushing back P1 on the left or right side of the wall
#5  September 28, 2022, 09:22:25 am
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I see the problem, the hitdefs are attributed as Standing Hyper Attacks instead of Aerial Hyper Attacks, causing them to automatically obtain cornerpush as if they were grounded. maybe change the attrs to attr = A, HA

Yeaaaah im shootign ducks wiht the paino
Re: Shinryuken code moving pushing back P1 on the left or right side of the wall
#6  September 28, 2022, 01:34:31 pm
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  • Nowhere to work on, nothin to do.
    • sites.google.com/view/walruso-mugen-site/home
Got it!

Thanks, I owe you one.