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Messages by Afterthought

    

Re: P2StateNo Shenanigans

 March 13, 2018, 02:39:38 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

I appreciate all of your input. The truth is, I can feel my mental health deteriorating trying to figure this out, and without delving too much into my personal business, I have enough to deal with here and there without this weighing in. On top of that I'm always experimenting so I can't stay focused on this too much longer.

I'm gonna poke around with it once I have more time to using everything you all posted, but otherwise I'm gonna leave this topic unsolved (for now). Again I am more than grateful for all of your input. You've all helped me more than I imagined.
    

Re: P2StateNo Shenanigans

 March 12, 2018, 01:45:47 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

Thank you, everything makes a lot more sense now; I now understand more how the sequence works when everything is in their proper spots. Tired putting codes in a whole bunch of different places left and right but I couldn't get it working. But I have a better understand of what each variable does, use of IDs, etc.

Now, a new question: how would I make it so P2 is hit by their "own" helper (3502)? I assume it has something to do with that ID, but anytime P2 is sent out of that state, the helper isn't activated. No fullscreen hitbox in debug, state changes as usual.

Code:
[Statedef 3503]
type = S
physics = S
ctrl = 1

[State 3000, Helper]
type = Helper
trigger1 = stateno != 3503
stateno = 3502
supermovetime = 99999999
pos = -15,ceil(-160*const(size.yscale))
ownpal = 1
id = 3502
 
[State 0]
type = VarSet
trigger1 = time = 0
var(32) = 1
 
[State 0]
type = VarSet
trigger1 = time = 100
var(32) = 0
 
[State 0]
Type = SelfState
trigger1 = Gametime > PlayerID(GetHitVar(fall.envshake.ampl)),var(35) + 1000 ;effect duration = 1000
;THIS IS THE 1ST HELPERS PLAYERID FROM THE HITDEF.  HELPER'S VAR 35
value = 0

As a side, I have actually found a way (I assume it's a glitch) to make it so P2 has access to all of their states while their main controls are reversed.

So if there's a way to turn var(32) (the variable controlling the reversed inputs) off for P2 by P1's states (since P2 would no longer have access to it through their "own") that would essentially be what I needed in the first place.
    

Re: P2StateNo Shenanigans

 March 11, 2018, 03:01:09 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

I'm going to go all in and say that I'm completely lost. I went in feeling confident that I would assemble this code properly but I'm not getting it. I'm gonna need a little more help.
    

Re: P2StateNo Shenanigans

 March 11, 2018, 05:03:53 am View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

Ah. Yeah, I was trying to avoid that initially since I'm stubborn and believed there was a workaround. Not so.
    

Re: P2StateNo Shenanigans

 March 11, 2018, 04:28:51 am View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

@Just No Point: Backwards: I want P2 to remain in the "confused" state if they are hit, and then, after a set amount of time, leave the state and return to their own.

@altoiddealer: I could experiment with HitOverrides but I'll try what you sent first.

It dawned on me that unlike the other topics I've created, I actually did not share any code here! That probably would have been immensely helpful. (I have some things going on in real life and that kinda took some of my attention away, oops)

Here is the code with the changes AD has proposed; I'm sure a lot of it is placed in the wrong spots so please feel free to correct me.

Attack Start code:

Code:
[Statedef 3500]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 3101
sprpriority = 2
facep2 = 1
velset = 0,0

[State 0]
Type = Varset
trigger1 = time = 0
Var(35) = Gametime

[State 3000, Explod]
type = Explod
trigger1 = Time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 3000, VarSet]
type = VarSet
trigger1 = animelem = 2
var(4) = 1

[State 3000, Helper]
type = Helper
trigger1 = animelem = 2
stateno = 8500
supermovetime = 99999999
pos = -15,ceil(-160*const(size.yscale))
ownpal = 1
id = 8500

[State 0, PalFX]
type = envshake
trigger1 = time = 40
time = 16
ampl = -3
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 36
movetime = 36
darken = 1
anim = -1
p2defmul = 1
poweradd = -5000

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3001, 0
channel = 0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1480,0
channel = 0

[State 0, PalFXWiz]
type = PalFX
triggerall = (time%2)=0
;triggerall = time <= 240
;triggerall = numhelper(3301)
trigger1 = animelemtime(5) >= 0
time = 1
add = 256,-50,-50
mul = 256,200,200
sinadd = 0,0,0,1
invertall = 0
color = 128


[State 0, Helper]
type = Helper
;trigger1 = time = 55
trigger1 = animelem = 8
helpertype = normal
name = "Mind Env"
ID = 3501
stateno = 3501
pos = 0,0
postype = p1
facing = 1
ownpal = 1
persistent = 0
supermovetime = 90
pausemovetime = 90

[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

First helper (sends opponent into "confused" state):
Code:
[Statedef 3501]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3500
poweradd = 0
sprpriority = 5
velset = 0,0
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,NT,ST,HT
time = 2
ignorehitpause = 1

[State 200, 1]
type = HitDef
trigger1 = time = 1
attr = S, NA
palfx.color = 256
palfx.invertall = 1
fall.envshake.ampl = ID


[State 0]
type = TargetState
trigger1 = movecontact
value = 3503

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

Second helper (should be used to check if opponent has been knocked out of state, then return to said state):
Code:
[Statedef 3502]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 3500
poweradd = 0
sprpriority = 5
velset = 0,0
facep2 = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,NT,ST,HT
time = 2
ignorehitpause = 1


[State 200, 1]
type = VarSet
trigger1 = numtarget
var(36) = target,ID

[State 200, 1]
type = HitDef
trigger1 = PlayerIDExist(var(36))
trigger1 = PlayerID(var(36)),StateNo = [200, 250]
Id = 1000

[State 200, 1]
type = TargetState
trigger1 = numtarget(1000)
Value = 3503 ;The Custom state you wanna force p2 back into


[State 0]
type = TargetState
trigger1 = movecontact
value = 3503

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

"Confused" state:
Code:
[Statedef 3503]
type = S
physics = S
ctrl = 1

[State 0]
type = VarSet
trigger1 = time = 0
var(32) = 1

[State 0]
type = VarSet
trigger1 = time = 100
var(32) = 0

[State 0]
Type = SelfState
trigger1 = Gametime > PlayerID(GetHitVar(fall.envshake.ampl)),var(10) + 1000 ;effect duration = 1000
value = 0

[State 0]
type = SelfState
trigger1 = time = 100
value = 0

As it is currently, var(35) = Gametime throws an error. (That variable is free of use, just in case that was a question.) On top of that there is no code that actually utilizes the second helper YET. Any further tips would be wonderful.
    

Re: P2StateNo Shenanigans

 March 10, 2018, 07:56:28 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

@altoiddealer: I appreciate your persistence when it comes to helping with code; looking over what you chalked up, it makes sense logically, but god knows what truly does and doesn't work in MUGEN. Part of the learning experience I suppose. I will try this out later tonight; I was kinda intentionally avoiding a(nother) fullscreen helper, but I've no other options so I'll attempt this before dropping it completely.
    

Re: P2StateNo Shenanigans

 March 10, 2018, 02:36:14 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

That simply won't happen. Not anytime soon at least.

It's sad considering I was really banking on getting this mechanic working NOW, but I'll leave it be and come back to it when I'm ready.
    

Re: LifeAdd and Timer

 March 10, 2018, 02:33:01 pm View in topic context
avatar  Posted by Afterthought  in LifeAdd and Timer (Started by Afterthought March 10, 2018, 07:55:43 am
 Board: M.U.G.E.N Development Help

@DarkWolf13: Believe it or not I did have something similar to this (mentioned in first post), but "trigger1 = var(13)>0" went over my head completely. Explains why it didn't work the first time. It works now, thanks.

@XGargoyle: I saw you say something similar in another topic similar to this one during my research; while I respect your opinion, the truth is, a sane person wouldn't use every variable within their character's code, they'd only use a good handful at most. The character I'm working with doesn't have a lot in use, so this is fine. When I find myself working with a character that has ALL of their variables in use, then I'll bother you about helpers and using those to time. I appreciate your input regardless.
    

LifeAdd and Timer

 March 10, 2018, 07:55:43 am View in topic context
avatar  Posted by Afterthought  in LifeAdd and Timer (Started by Afterthought March 10, 2018, 07:55:43 am
 Board: M.U.G.E.N Development Help

Pretty sure there's many ways to solve what I need but with my current code, I'm kinda stuck.

This is basic: I want a character to heal himself for a certain amount of time; when the limit is reached, healing stops. Simple. This is controlled by a single variable which turns on in one state, and turns off once the time limit is reached.

However, I find that more often than not, if my character does anything aside from standing or walking, the healing actually WON'T stop and will continue past the limit I set. I tried an alternative method using another variable and VarAdd, hoping that when this variable reached its limit, it would turn the main variable off. That didn't work for me, however.

Variable that activates within statedef:
Code:
[State 0]
type = VarSet
trigger1 = animelem = 3
trigger1 = var(12) = 0
var(12) = 1

Code in Statedef -2:
Code:
[State 0]
type = LifeAdd
triggerall = var(12) = 1
trigger1 = (gametime%10) = 1
value = 15

[State 0]
type = PalFx
trigger1 = var(12) = 1
time = 300
add = 100, 100, 200
sinadd = 100, 100, 256, 2
color = 256

[State 0]
type = VarSet
trigger1 = var(12) = 1
trigger1 = (time) = 300
var(12) = 0

If anyone has a solution to create a timer that definitely works, regardless of what my character does, I would love to hear it. All help is appreciated.

    

Re: P2StateNo Shenanigans

 March 10, 2018, 07:48:17 am View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

Alright, I've hit a point where I can get back to what I've attempted here.

Gonna skip out on having this attack grant access to anything past the four basic movements (walk forward, back, jump, crouch), and save it for when I have a bit more time to poke around with states.

I'll ask once more, barring almost everything else I mentioned previously: when P2 is sent to this state, they are unable to access any state past the four basic movements I edited myself. This is intentional. However, if hit early on while in the state, they instantly revert back to their own states (not desired), and they don't return to their own states after a certain amount of time (also not desired). I want P2 to be stuck in that state for X amount of time REGARDLESS of what influences the character otherwise, and THEN return to their own states after X amount of time.

If this is impossible then I'll attempt something different, or scrap the idea altogether.
    

Re: P2StateNo Shenanigans

 March 08, 2018, 01:07:24 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

@Just No Point: I have no doubt this method would work but the general agreement is that every character would need to be patched to work in conjunction with the commands and variables. That's a bit out of my time constraints at the moment but I will keep your method in mind for future ref.

@altoiddealer: Basics are all I need honestly, since I knew going in that trying to get specials, hyper, etc. wouldn't be a cakewalk. I'll try the first method. Still looking for a way to make it so regardless of what happens, P2 is restored back to their own states after a set amount of time.

I've had the unfortunate luck of losing access to a lot of work I did due to a hard drive failure, meaning the things I did that I've discussed in this topic have to be redone. I will leave this topic unsolved, and I'll post an update once I've recreated what I needed to.
    

Re: P2StateNo Shenanigans

 March 07, 2018, 01:29:36 pm View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

@altoiddealer: No. It would be if I had the time to apply whatever to every character. (I have a lot of characters that would need patching.)

@Just No Point: I trust your word, but I'm not immediately sure what EXPLODsive buffering would do to fix the issue. On top of that I'd still need P2 to leave the state after a set amount of time, unaffected by anything else. If you could sum up how it'd help I'd appreciate it. I will analyze your KFM in the meantime.
    

P2StateNo Shenanigans

 March 07, 2018, 03:20:13 am View in topic context
avatar  Posted by Afterthought  in P2StateNo Shenanigans (Started by Afterthought March 07, 2018, 03:20:13 am
 Board: M.U.G.E.N Development Help

Coming back at you all with a new question.

I did some research and saw that, apparently, inverting controls wasn't possible. I spent a lot of time today disproving that theory, through the use of a custom state.

The problem lies in the fact that while the commands work as I intended them to, nothing else will. Attack commands don't work, taunt doesn't work. On top of that, if P2 is sent into any other state before the custom state's duration is up, P2 will stay "locked" in that state: debug won't show the stateno, but P2 won't be able to attack or taunt, and the controls remain inverted.

I want P2 to retain their ability to attack while in this state, obviously. Probably not a new problem to anyone, and I'm sure there's an easy fix but I'm not quite grasping it. Any help would be appreciated!

    

Re: Marvel vs Capcom 2 characters project (Zangief released! & WM updated!)

 March 06, 2018, 06:04:59 pm View in topic context
avatar  Posted by Afterthought  in Marvel vs Capcom 2 characters project (Started by REDHOT September 08, 2016, 04:02:55 am
 Board: Projects

You know, one could say these releases are... red hot.

Excellent work.
    

Re: Silva WIPs: "Who's next", you think?

 March 04, 2018, 12:30:14 pm View in topic context
avatar  Posted by Afterthought  in Silva WIPs: The Hulk Rough Beta (Started by NDSilva August 30, 2016, 02:30:52 am
 Board: Projects

If the alt is gonna be based on technique, it should definitely be Gray Hulk. Orange should be exclusive to what Onslaught's Hulk was in MvC1 in my opinion. Different .def might be useful.

I'm not a fan of Marvel 3 Hulk's hair, but since you made Wily I'd trust you with my life, let alone trust your work. Can't wait to see the results.

EDIT: Clap animation is here, not sure if this is where Staubhold saw it but:

https://youtu.be/CTQGEEtaw5w
    

Re: Counter-Type Attack with Projectile

 February 27, 2018, 12:40:05 am View in topic context
avatar  Posted by Afterthought  in Counter-Type Attack with Projectile (Started by Afterthought February 18, 2018, 03:41:56 pm
 Board: M.U.G.E.N Development Help

I tried a different approach with the HitOverride altogether (that line of code you supplied didn't work for me).

But I thank you for the assistance regardless.
    

Re: Vega (Claw/Balrog) from Street Fighter (Memo POTS Template)

 February 21, 2018, 08:04:19 pm View in topic context
avatar  Posted by Afterthought  in Vega (Claw/Balrog) from CvS2 (Memo POTS Template) (Started by Fausto Mugen February 19, 2018, 03:16:15 pm
 Board: Projects

    

Re: Rebounding Helpers and Variables

 February 21, 2018, 04:38:02 pm View in topic context
avatar  Posted by Afterthought  in Rebounding Helpers and Variables (Started by Afterthought February 15, 2018, 09:07:46 pm
 Board: M.U.G.E.N Development Help

@Just No Point: I'll bookmark this for future ref. Thanks again.

@Odb718: I did read everything you posted, but my issue for the most part is solved. I'll try to resolve everything involving abs(Dist) and see if I can refine it. That snippet you posted will get deleted since it serves no function now, there are other triggers that clear that variable anyway.

@altoiddealer: I appreciate the help as always.

I would implore you all to check out my other topic if you feel inclined to do so.
    

Re: Rebounding Helpers and Variables

 February 21, 2018, 04:47:12 am View in topic context
avatar  Posted by Afterthought  in Rebounding Helpers and Variables (Started by Afterthought February 15, 2018, 09:07:46 pm
 Board: M.U.G.E.N Development Help

Amended my previous post, but my current code is here:

Code:
[Statedef 510]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1000

[State 0]
type = VarSet
trigger1 = time = 0
v = 5
value = 0

[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "H1"
ID =  513
stateno = 513
pos = 20,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove



[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 511]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1000


[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "H2"
ID =  514
stateno = 514
pos = 20,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove



[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 512]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1000

[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "H3"
ID =  515
stateno = 515
pos = 20,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove



[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 513]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 5,0

[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0

[State 513,3]
type = Velset
trigger1 = FrontEdgeDist <1
x = -5
y = 0

[State 513]
type = ParentVarAdd
trigger1 = abs(RootDist X) <= 1
v = 5
value = 1

[State 513]
type = DestroySelf
trigger1 = (MoveContact)
trigger2 = time > 10
trigger2 = abs (RootDist X) <= 1

[Statedef 514]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 5,0

[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0

[State 513,3]
type = Velset
trigger1 = FrontEdgeDist <1
x = -5
y = 0

[State 513]
type = ParentVarAdd
trigger1 = abs(RootDist X)<= 1
v = 5
value = 1

[State 513]
type = DestroySelf
trigger1 = (MoveContact)
trigger2 = time > 10
trigger2 = abs(RootDist X) <= 1

[Statedef 515]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 7,0

[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0

[State 0]
type = ParentVarAdd
trigger1 = time = 0
v = 5
value = -2

[State 513]
type = DestroySelf
trigger1 = (MoveContact)
trigger1 = time = 50
    

Re: Rebounding Helpers and Variables

 February 21, 2018, 04:06:02 am View in topic context
avatar  Posted by Afterthought  in Rebounding Helpers and Variables (Started by Afterthought February 15, 2018, 09:07:46 pm
 Board: M.U.G.E.N Development Help

DisplayToClipboard

This singlehandedly helped me immensely, more than you know. I appreciate your assistance, thank you again.

Oddly enough, var(5) now will not extend past 1, using the same exact ParentVarAdd SCTRL and everything, nor will the helper in State 516 disappear when meeting the same conditions as in 513. I'm not immediately sure why that is; I even used a VarSet, var(5) = 1 in 511, which calls 516, and that got me no results.

I'm close to a breakthrough, but maybe I need to rewrite some code? Or maybe use a new variable?

EDIT: As it would seem, any X velocity past 5 for the second helper causes the VarAdd and DestroySelf to not terminate unless I'm holding Back, and even then it takes a few tries until they register. Not entirely sure why this is, so its velocity will remain 5.