Hey guys!I have a question concerning the implementation of several KOF mechanics:5 Power Bars - is there a way to increase the power bar number from 3 to 5? That would be useful for implementing MAX Mode or Hyper DMs.MAX Mode - I'm sure you can do this in the .cmd file, but how?Hops - an important movement mechanic in KOF, done by briefly tapping the jump button. Is that possible in MUGEN and Ikemen as well?
NikoPalad67140 said, August 09, 2022, 07:21:33 pmHey guys!I have a question concerning the implementation of several KOF mechanics:5 Power Bars - is there a way to increase the power bar number from 3 to 5? That would be useful for implementing MAX Mode or Hyper DMs.MAX Mode - I'm sure you can do this in the .cmd file, but how?Hops - an important movement mechanic in KOF, done by briefly tapping the jump button. Is that possible in MUGEN and Ikemen as well?5 Power Bars - Yep, just increase the 'Power' of a character in their main .cns file to 5000. Should be listed right in [Data] and if it's not there, write 'Power = 5000' on a new line.MAX Mode - Check a KOF character that's been made for MUGEN that has it. It's been done before but has to be coded as a custom mechanic.Hops - 'Short hopping' has been done in a lot of characters. You could check a CVS/POTS character if you want one of the most common instances of short hopping (at least, as far as I'm aware they have short hopping).
MAX is a bit complex to explain simply because it uses a bunch of variables, but looking at any kof creator's work can show you how they coded it. Vans' work is open source (as long as you credit for the sections you use) if your interest was 2002 style MAX.As for hop, I use this style drawn from Kn and GM for garou but it should work for kofIn state 40 in the common you have the standard change stateCode: [State 40]type = ChangeStatetrigger1 = AnimTime = 0value = 50ctrl = 1what you want to do is identify a difference if they tapped up, or if it's held, so you throw a "holdup" into the cmd so it recognizes it beind held down, and you add this to your state 40, which represents the standard jumpCode: [State 40]type = ChangeStatetriggerall = AnimTime = 0 triggerall = command = "holdup"value = 50ctrl = 1With this you have these two options, the tapped jump, and the held jump50 is your standard jump state, 41 is my hop, but you can use any number you wantCode: [State 40]type = ChangeStatetrigger1 = AnimTime = 0value = 41ctrl = 1[State 40]type = ChangeStatetriggerall = AnimTime = 0 triggerall = command = "holdup"value = 50ctrl = 1You can just copy over state 50, renumber it how you want, and make some y vel change like this to make it like a hopCode: [State 0, VelSet]type = VelSettrigger1 = time = 0 y = const(velocity.jump.y)*.67
Dont forget about this thread https://mugenguild.com/forum/topics/expanding-mugen-class-the-mechanics-master-thread-173411.0.htmlIt might have all the answers you need and more.