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Project Catch 'Em All (Read 751575 times)

Started by Ryon, September 12, 2013, 02:52:20 am
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Re: Project Catch 'Em All
#261  January 12, 2014, 05:41:09 am
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EDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effect
I'm just a bit curious by your statement here. The only status effect that really prevents movement is Paralysis, which has a 10% chance. If the enemy is burned, they are still able to perform moves and such, but get burned at the end of their "turn." Same goes for poison.

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Re: Project Catch 'Em All
#262  January 12, 2014, 08:58:17 am
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EDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effect
I'm just a bit curious by your statement here. The only status effect that really prevents movement is Paralysis, which has a 10% chance. If the enemy is burned, they are still able to perform moves and such, but get burned at the end of their "turn." Same goes for poison.

Okay, ignore my previous statement. I now tested it again, and this time, for a bit longer, and you're right! Which means that Facade can stay (yay).
Also, just in case someone missed this:
In other news, I already gathered a a small list of moves, which Togetic can use through Metronome. It isn't finished yet, but I already have decided that it will be one move from every type. Question marks mean that I haven't decided on a move from that type, so I would like your opinion that.
Anyway, here is the list:
Substitute (Normal)
Ember (Fire)
Whirlpool (Water)
Bullet Seed (Grass)
??? (Bug)
Aurora Beam (Ice)
Thunder Shock (Electritrc)
Sky Uppercut (Fighting)
Rock Throw (Rock)
Earth Quake(Ground)
Wing Attack (Flying)
Sludge Bomb (Poison)
??? (Psychic)
Shadow Sneak (Ghost)
Twister (Dragon)
??? (Dark)
Flash Cannon (Steel)
??? (Fairy)

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Re: Project Catch 'Em All
#263  January 12, 2014, 11:03:54 am
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Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#264  January 12, 2014, 11:23:08 am
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Re: Project Catch 'Em All
#265  January 12, 2014, 11:36:37 am
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Good that you are here DJ_HannibalRoyce. I would be really glad, if you could send me your Shadow Sneak sprites...

     Posted: January 12, 2014, 03:23:14 pm
Okay, I think I got a problem now:
Code:
;---------------------------------------------------------------------------
;Unique Winpose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, Jump]
type = velset
trigger1 = animelem = 2
y = const(velocity.jump.y)

[State 181, Gravity]
type = StateTypeSet
trigger1 = animelem = 2
physics = A

[State 181, Loop]
type = ChangeAnim
;trigger1 = animelem = 3
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 181

[State 181, Persist Round]
type = AssertSpecial
trigger1 = time<=100
flag = roundnotover
ignorehitpause = 1

[State 181, Pokemon Cry]
type = PlaySnd
trigger1 = !time
value = 11,0
Everything works fine. The only part, which is not working, is the ChangeAnim part. What do I do wrong?
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you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#266  January 12, 2014, 03:41:17 pm
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Physics = A

when that is in, mugen will ignore your changestate pos and vel y's.

and automatically set them to jump land.
Re: Project Catch 'Em All
#267  January 12, 2014, 03:47:28 pm
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Physics = A

when that is in, mugen will ignore your changestate pos and vel y's.

and automatically set them to jump land.
Damn...what triggers should I use for a VelAdd in order to replicate Physics = A?
===My discord servers===
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Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#268  January 12, 2014, 03:48:51 pm
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-vel y < pos y

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Re: Project Catch 'Em All
#269  January 12, 2014, 03:51:42 pm
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Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#270  January 12, 2014, 03:58:29 pm
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It's meant to be used to trigger a ChangeState; to your land state.

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Re: Project Catch 'Em All
#271  January 12, 2014, 03:59:26 pm
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you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#272  January 12, 2014, 04:26:42 pm
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For that, you could do something like:

Code:
[State ****, Gravity]
type = Gravity
trigger1 = pos y < 0

[State ****, Prevent going through floor]
type = PosSet
trigger1 = pos y > 0
y = 0

[State ****, ChangeAnim]
type = ChangeAnim
trigger1 = pos y=0 && anim!=#### && time>5 ; Where 5 is a time to offset the change, to allow for the jump, or it might change the anim too fast.
value = ####

There's almost always a way. :P

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Re: Project Catch 'Em All
#273  January 12, 2014, 04:38:46 pm
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It almost works now.
Togetic's animation does change back to 181 now, but he still doesn't jump a second time.
I am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...
===My discord servers===
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Touhou database (by Ryouchi):
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you are all small and can't grow manly sideburns
Last Edit: January 12, 2014, 08:14:17 pm by Trinitronity
Re: Project Catch 'Em All
#274  January 12, 2014, 09:56:05 pm
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Just thought I'd mention something.

Clefable's stats are wrong. I'm not sure where you got the values from.
-Life is 416, should be 394
-Attack is 306, should be 262
-Defence is 394, should be 269

Also, shouldn't you get the stat from the best offensive/defensive stat? Something with no Attack but great Sp. Attack isn't going to do so well in this game. Same thing with non-evolved Pokémon (minus Scyther). They're going to be inferior to fully-evolved Pokémon.

Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#275  January 12, 2014, 10:39:36 pm
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Also, shouldn't you get the stat from the best offensive/defensive stat? Something with no Attack but great Sp. Attack isn't going to do so well in this game. Same thing with non-evolved Pokémon (minus Scyther). They're going to be inferior to fully-evolved Pokémon.
Yes, I completely agree with you. I'll make those changes to our existing characters so they'll be ready for the next release.



     Posted: January 12, 2014, 11:17:23 pm
Though, what do you suggest we do about non-evolved pokemon? For Pikachu, I made him quick and gave him hard-to-dodge moves such as Thunder. He also has the ability to Paralyze the enemy which can turn the tables pretty easily.

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Re: Project Catch 'Em All
#276  January 12, 2014, 11:29:51 pm
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First thing that popped into my head was have their ATB bars fill up quicker.

Oh, I want a diagram. I fucking love diagrams.
Re: Project Catch 'Em All
#277  January 13, 2014, 11:41:33 am
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its just a random value we decide on (sorta systemically) based on the damage output of the move. and how long we think it should take to recharge to keep fairness.
Re: Project Catch 'Em All
#278  January 13, 2014, 06:19:19 pm
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Sorry to interupt your small talk, but I still need help with the winpose for my character:
Code:
;---------------------------------------------------------------------------
;Unique Winpose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, Jump]
type = velset
trigger1 = animelem = 3
y = const(velocity.jump.y)

[State 181, Gravity]
type = Gravity
trigger1 = pos y < 0

[State 181, Prevent going through floor]
type = PosSet
trigger1 = pos y >= 0 && vel y > 0
y = 0

[State 181, ChangeAnim]
type = ChangeAnim
trigger1 = pos y >= 0 && vel y > 0; && anim!=181  ; Where 5 is a time to offset the change, to allow for the jump, or it might change the anim too fast.
value = 181

[State 181, Persist Round]
type = AssertSpecial
trigger1 = time<=100
flag = roundnotover
ignorehitpause = 1

[State 181, Pokemon Cry]
type = PlaySnd
trigger1 = !time
value = 11,0
Please help me there...
===My discord servers===
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Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Project Catch 'Em All
#279  January 13, 2014, 06:29:01 pm
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You want him to jump a second time? Well, your trigger for the jump is "AnimElem=3." I kinda thought you had it figured out because you said this:
I am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...


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Re: Project Catch 'Em All
#280  January 13, 2014, 07:04:57 pm
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You want him to jump a second time? Well, your trigger for the jump is "AnimElem=3." I kinda thought you had it figured out because you said this:
I am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...
Well yeah, but figuring out the source of the problem is only the first part of the deal. I still need to figure out, how I could reset the time trigger to 0...any ideas?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns