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I want to replace the juggle to limit the neutral hit jump like in mk9 (Read 4398 times)

Started by DosKillerFighterTrue, June 09, 2024, 12:21:41 am
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I want to replace the juggle to limit the neutral hit jump like in mk9
#1  June 09, 2024, 12:21:41 am
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I have learned a little more about juggle, as a limit to not continue hitting in the air after 3 times the neutral hit jump like in the original mk9 game. but I would like to replace juggle with an animation state of landing on the ground face down very quickly after 3 times the neutral hit jump like in mk9. not only the neutral blow, but also a scorpion-like blow, taking out the two swords to blow up the character or Kung Lao's hat that elevates the character or Liu Kang's blow, similar to the neutral blow. I better show you the video what I mean.



Code:
[Statedef 622]
type    = A
movetype= A
physics = A
juggle  = 5 ;Here you have to replace the juggle with another one, a state of landing on the ground quickly
ctrl = 0
anim = 660

[State 621, adjust]
type = Turn
trigger1 = Time = 0
trigger1 = (P2Dist X < 0) && (P2Dist X > -55)

[State 620, Select]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 60

[State 620, 1.5]
type = Playsnd
trigger1 = Animelem = 2
value = F5,15

[State 620, 145]
type = Playsnd
trigger1 = Var(11) = [0, 20]
trigger1 = Animelem = 2
value = 2,12

[State 620, 145]
type = Playsnd
trigger1 = Var(11) = [21, 40]
trigger1 = Animelem = 2
value = 2,13

[State 620, 145]
type = Playsnd
trigger1 = Var(11) = [41, 60]
trigger1 = Animelem = 2
value = 2,14

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 0, 0                  ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
air.animtype = Back
guardflag = HL
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 2, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8,8                  ;Time attacker pauses, time victim shakes
sparkno = -1
sparkxy = -10,-105
guard.sparkno = -1
hitsound = 5,1
guardsound = 5,14
p2facing = 1
ground.type = High                ;Type: High, Low, Trip (def: Normal)
ground.slidetime = -1
ground.hittime  = 0
guard.velocity = -1
guard.slidetime = -1
guard.ctrltime = 0
ground.velocity = 0,-10              ;Time to regain control after guard (def: guard.slidetime)
guard.velocity = 0
air.velocity = 0, -10
airguard.velocity = -1.9            ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
fall = 1
fall.yvelocity = -8
;kill       = (Var(9) = 0)
;fall.kill  = (Var(9) = 0)
;guard.kill = (Var(9) = 0)
;envshake.time = 10
;envshake.freq = 30
;envshake.ampl = 5

[State 620, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0
ctrl = 1



If anyone helps me I will appreciate it

(I apologize for my English, I use Google Translator)
Re: I want to replace the juggle to limit the neutral hit jump like in mk9
#2  June 11, 2024, 01:28:49 am
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So if you have a variable counting your hits, you can expand on that. If you don't you can look at my Ryuko here
https://mugenguild.com/forum/topics/ryuko718-custom-ryuko-updated-103122-196784.0.html

She has a way so that I can't keep using the same specials over and over. Look at her StateDef -2
[State -2, VarSet]  ;BitShift Reset
You'll see something weird looking. Your system doesn't have to get this complex.
But basically you can set a variable to 3 when P2 is not hit.
Then in the moves you want to hit and miss, you do a varadd -1. Then inside those same states, you could either use a targetstate or a 2nd hitdef that sends P2 to your custom FALL FAST ON YO FACE state.

With the bitshift method you could make it so that you could stop the same move from hitting 2x in the same combo.
vVv N00bSaibot & Muramasa RoofTop vVv
Re: I want to replace the juggle to limit the neutral hit jump like in mk9
#3  June 11, 2024, 07:10:50 am
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Thanks, I will continue investigating a little more about [State -2, VarSet] ;BitShift Reset of your char.
Re: I want to replace the juggle to limit the neutral hit jump like in mk9
#4  June 13, 2024, 02:07:26 am
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So if you have a variable counting your hits, you can expand on that. If you don't you can look at my Ryuko here
https://mugenguild.com/forum/topics/ryuko718-custom-ryuko-updated-103122-196784.0.html

She has a way so that I can't keep using the same specials over and over. Look at her StateDef -2
[State -2, VarSet]  ;BitShift Reset
You'll see something weird looking. Your system doesn't have to get this complex.
But basically you can set a variable to 3 when P2 is not hit.
Then in the moves you want to hit and miss, you do a varadd -1. Then inside those same states, you could either use a targetstate or a 2nd hitdef that sends P2 to your custom FALL FAST ON YO FACE state.

With the bitshift method you could make it so that you could stop the same move from hitting 2x in the same combo.


Perfect, I got it. If I set triggerAll = P2Movetype != H, I'll be able to hit him with a special move. But if I don't put !=, I won't be able to hit it with a special move, or these comments
trigger1 = e|| (var(27) := 131071) ; All values ​​reset
trigger1 = e|| (var(30) := 0) ; Special Moves hit value reset
trigger1 = e|| (var(31) := 0) ; Special Moves hit value reset. Now I understand a little more about VarSet.
so I'll copy [State -2, VarSet] ;BitShift Reset to state 622,
I will delete all except, that I will not delete triggerAll = P2Movetype != H nor v = 20
value = 0.

but my question is "how do I set the combo limit 3 of neutral hit jump like in mk9 or as I say in VarSet or varadd -1?"
Code:
[State -2, VarSet] ;BitShift Reset
type = VarSet
triggerAll = P2Movetype != A
trigger1 = ;??? How do I set the combo limit 3 of neutral hit jump like in mk9???
v = 20
value = 0
Excuse me, please. I'm still a beginner and sometimes it's hard for me to understand the complexity of the codes in mugen. Sometimes I use Google Translate to translate from English to Spanish, but it also translates the codes. For example, VarSet translates to "Conjunto de Var", which confuses me after reading.
But I'm here to learn coding in Mugen to help me. and it makes me very happy that you help me like you.
Re: I want to replace the juggle to limit the neutral hit jump like in mk9
#5  June 17, 2024, 07:13:10 am
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  • Shame on you!
    • USA
The overall concept is to make a variable represent the amount of hits P2 can take.
triggerAll = P2Movetype != H
This ^^^ means that P1 dropped the combo, or it ended. So P2 is back to normal if he's NOT, !=, being hit.

In each attack you want to count towards the fall fast on your face move, you'd use a VarAdd and subtract 1. Your hitdef would only be able to work if the variable > 0. This way, the 4th time it would miss.
You'd also want a 2nd hitdef in those particular attacks that trigger when variable = 1. That hitdef would send P2 to a custom state.
vVv N00bSaibot & Muramasa RoofTop vVv
Re: I want to replace the juggle to limit the neutral hit jump like in mk9
#6  June 17, 2024, 10:47:23 am
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after seeing your previous answer and correcting the Spanish translation. now I understand. thanks for your response. I'll try.