If a character using a skill with hitoverride controller to hit another one with using the reversaldef controller which ONE will win?
HitOverride and ReversalDef don't really affect each other. The sequence would be more like this:A = Character with HitOverride attack.B = Character with ReversalDef.- A attacks B.- B's ReversalDef (provided the attributes are right) activates and B goes into a new state. Let's say B's new state is an attack.- B attacks A.- A takes the hit and goes to his own new state that could be anything.See how it would work? There's no real winner per se. The major difference between the two is that HitOverride activates when the player hits A's blue CLSNs and ReversalDef activates when B's red CLSNs are hit by another set of red CLSNs.
thank u, ok then and i want to sure, ignorehitpause if i set more than 1 is that difference with 1 as well as if i set as -1
No problem.IgnoreHitPause is a boolean value. This means the value can either be "True" or "False." Any number greater than 0 is considered "True." Any number less than 1 is considered "False." The actual number doesn't matter. IgnoreHitPause=1 and IgnoreHitPause=10 are the same thing; both "True." The convention is to use 1 for "True" and 0 for "False."
Well, persistent is different actually. See here for more info:http://elecbyte.com/mugendocs/cns.html#trigger-persistency
ok, thx, that should be better now......and my fren, lastly i want to ask that, i think my fren u know that if sometime the helper is successfully reverse or hit by opponent, there sometime will left a ppl look like the character and only will stay at there, and will not disappear, even i set destroyself, still exist, so is that any trigger can be done or any other way?>
Hmm, you mean a clone of the character? Yeah, that's common problem. Basically, the helper ends up going into the root's states and bypasses the helper's code that you have written. In the State -2 of your character, it's possible to add a DestroySelf for helpers using "ishelper(ID)," but it's better to not let it happen at all. XDJust make sure you have a HitOverride active whenever a helper has blue CLSNs showing.
here i am again>.<...sorry ya...can i know the is this symbol "*" mean multiple while the "%" mean divide
Close but not quite.The "*" is indeed "multiply"However "%" is not "divide", divide would be "/""%" is "modulo" and works in this way:x%yWhere "x" and "y" are numbers.What modulo does is that it will divide the value "x" by "y" and then returns the remainder.For example:4%2 = 0 Since there is no remainder.7%3 = 1 Since the remainder is 1.99%10 = 9 Since the remainder is 9.
thank you, really cherish of what u say,and then how about this 1, it seem like such character have the really accurate number in the enemy position determination. is that necessary need to calculate such figure with the word like "Floor" i understand the word "enemynear(fvar(36))" but is that necessary?Code: P2BodyDist Y = [-70-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]
GPEZ (Mugen League Host) said, January 08, 2015, 12:11:42 pmthank you, really cherish of what u say,and then how about this 1, it seem like such character have the really accurate number in the enemy position determination. is that necessary need to calculate such figure with the word like "Floor" i understand the word "enemynear(fvar(36))" but is that necessary?Code: P2BodyDist Y = [-70-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30)),0-floor(6*(EnemyNear(floor(fvar(37))),vel Y)+(6*(6+1)/2)*fvar(30))]It's totally necessary to put that enemynear on. You just don't want to understand why was that. It's not so hard to explain but I prefer you to understand it for yourself. I know what was that code meaning cause I'm also the AI editor.