Trinitronity said, January 11, 2014, 07:26:56 pmEDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effectI'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.
Алексей said, January 12, 2014, 05:41:09 amTrinitronity said, January 11, 2014, 07:26:56 pmEDIT2: After some more testing, I found out that the Pokemon cannot move while having a status effectI'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:Trinitronity said, January 11, 2014, 07:26:56 pmIn 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)
Ceded Time Nook Fourteen said, January 11, 2014, 11:31:53 pmYou and your rock types. This needs more Spiritomb.What if I told you......I prefer Electric-types.Also, Spiritomb has a rock at the bottom of it, so there.
GarchompMatt said, January 12, 2014, 11:03:54 amCeded Time Nook Fourteen said, January 11, 2014, 11:31:53 pmYou and your rock types. This needs more Spiritomb.What if I told you......I prefer Electric-types.Also, Spiritomb has a rock at the bottom of it, so there.SHOT* lololol
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 pmOkay, I think I got a problem now:Code: ;---------------------------------------------------------------------------;Unique Winpose[Statedef 181]type = Sctrl = 0anim = 181velset = 0,0[State 181, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1[State 181, Jump]type = velsettrigger1 = animelem = 2y = const(velocity.jump.y)[State 181, Gravity]type = StateTypeSettrigger1 = animelem = 2physics = A[State 181, Loop]type = ChangeAnim;trigger1 = animelem = 3trigger1 = Pos Y >= 0 && Vel Y > 0value = 181[State 181, Persist Round]type = AssertSpecialtrigger1 = time<=100flag = roundnotoverignorehitpause = 1[State 181, Pokemon Cry]type = PlaySndtrigger1 = !timevalue = 11,0Everything works fine. The only part, which is not working, is the ChangeAnim part. What do I do wrong?
Physics = Awhen that is in, mugen will ignore your changestate pos and vel y's.and automatically set them to jump land.
Ryon said, January 12, 2014, 03:41:17 pmPhysics = Awhen 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?
Алексей said, January 12, 2014, 03:58:29 pmIt's meant to be used to trigger a ChangeState; to your land state.But I don't want to trigger a land state, I want to loop the animation as soon as Togetic lands...
For that, you could do something like:Code: [State ****, Gravity]type = Gravitytrigger1 = pos y < 0[State ****, Prevent going through floor]type = PosSettrigger1 = pos y > 0y = 0[State ****, ChangeAnim]type = ChangeAnimtrigger1 = 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.
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...
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 269Also, 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.
GarchompMatt said, January 12, 2014, 09:56:05 pmAlso, 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 pmThough, 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.
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.
Sorry to interupt your small talk, but I still need help with the winpose for my character:Code: ;---------------------------------------------------------------------------;Unique Winpose[Statedef 181]type = Sctrl = 0anim = 181velset = 0,0[State 181, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1[State 181, Jump]type = velsettrigger1 = animelem = 3y = const(velocity.jump.y)[State 181, Gravity]type = Gravitytrigger1 = pos y < 0[State 181, Prevent going through floor]type = PosSettrigger1 = pos y >= 0 && vel y > 0y = 0[State 181, ChangeAnim]type = ChangeAnimtrigger1 = 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 = AssertSpecialtrigger1 = time<=100flag = roundnotoverignorehitpause = 1[State 181, Pokemon Cry]type = PlaySndtrigger1 = !timevalue = 11,0Please help me there...
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: Trinitronity said, January 12, 2014, 04:38:46 pmI am getting the feeling this is because of the time trigger not resetting to 0 when the animation changes back to 181...
Алексей said, January 13, 2014, 06:29:01 pmYou 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: Trinitronity said, January 12, 2014, 04:38:46 pmI 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?