The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: BurningSoul on February 01, 2021, 05:42:13 PM

Title: What is this Juggle System?
Post by: BurningSoul on February 01, 2021, 05:42:13 PM
trigger1 = var(12)<6 && !var(25)

this at top of char hitdef on normals and specials

these at -2,what does it mean,I'm pretty sure this is a juggle system but I wanna know its purpose if its possible
[State -2,’ÇŒ‚§ŒÀƒŠƒZƒbƒg]
type = Varset
trigger1 = numenemy
trigger1 = enemy,statetype=S && movetype!=H
var(12)=0

[State -2,’ÇŒ‚§ŒÀ]
type = Varadd
triggerall =!var(49)
triggerall = movehit=1
triggerall = numenemy
trigger1 = stateno=440
trigger2 = stateno=1104
var(12)=1

[State -2,’ÇŒ‚§ŒÀ]
type = Varadd
triggerall =!var(49)
triggerall = movehit=1
triggerall = numenemy
trigger1 = enemy,Pos y <-10
trigger1 = stateno=[1000,1020]
var(12)=2

[State -2,’ÇŒ‚§ŒÀ]
type = Varadd
triggerall =!var(49)
triggerall = movehit=1
triggerall = numenemy
trigger1 = stateno=[1400,1420]
var(12)=3

[State -2,’ÇŒ‚§ŒÀ]
type = Varset
triggerall =!var(49)
triggerall = numenemy
triggerall = enemynear,pos y < -10
triggerall = movehit=1
trigger1 =stateno=[200,430]
trigger2 =stateno=[600,630]
trigger3 =stateno=[1101,1103]
trigger4 =stateno=[1200,1210]
trigger5 =stateno=[1300,1310]
trigger6 =stateno=[1500,1510]
var(25)=1

[State -2,’ÇŒ‚§ŒÀ]
type = Varset
triggerall = numenemy
trigger1 = enemynear,pos y >=0
trigger2 = enemynear,stateno=[0,52]
var(25)=0
 
Title: Re: What is this Juggle System?
Post by: Bannana on February 01, 2021, 10:36:52 PM
Var(12) is most likely adding the points based upon severity, though I'm not sure what the criteria is because I have no clue what these states 440, 1104, 1000-1020, and 1400-1420 are. It's reset when the enemy is not in the air/lying down and is not in a hitstate.

Var(25) is the real meat though, if you are in any one of those states, your move has hit, and the enemy is in the air, then 25 is turned on. It stays on until either the enemy has landed and moved into any idle state (jump land, crouch, stand, walk, etc.) or hit the ground, which I assume covers them falling and ending up in the liedown state.


So that first trigger
var(12)<6 && !var(25)
means that the hitdef, whatever move it is, is valid if the points are below 6, which are added up by those specific states above, and Var(25)=0/is off.

If I knew the animations of all the states I could give you a better idea of how the character functions but that's the basic gist of it.
Also, If you can find Var(49) it would be good to know what zero means so we know why it's a triggerall.


Without that extra information my guess about what this system is is that certain moves are to be used for juggling (perhaps those are air moves), and using that set of moves that turn on Var(25) (which means they might be ground moves), will prevent you from juggling the enemy whatsoever.
Title: Re: What is this Juggle System?
Post by: BurningSoul on February 06, 2021, 09:32:34 PM

if its gonna help,its this char,maybe you can understand what the juggle system does if you see it
Title: Re: What is this Juggle System?
Post by: Bannana on February 06, 2021, 11:21:46 PM
Oh it's Yatagarsu! OK, I think I see it now.

That sweep move sets them up for a juggle, so those moves that set var(25)=1 are juggle enders, and the moves that add up var(12) to 6 are juggle friendly moves that you should use. He doesn't want you to be able to juggle with something like multiple light punches, probably because you can't in source, so by setting var(25) on the moves that you don't juggle with prevents you from chaining any further moves by making the hitdefs invalid with that trigger.