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Ki$@1st456v

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Messages by Ki$@1st456v

    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 21, 2022, 11:45:49 AM View in topic context

Thank you again PlasmoidThunder! I was going too fast and I left out the animation for the air version of the move. The uppercut works during a super jump. However, he just teleports to the ground during a normal jump. Is there a way to fix that?
    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 20, 2022, 01:37:01 PM View in topic context

    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 16, 2022, 12:52:07 AM View in topic context

Thanks Plasmoid, but my character still gets frozen right above the ground when I try to perform the move in the air. I do not know what else I am missing.
I have this so far.

[Statedef 60000068]
type = A
movetype = A
poweradd = 100
physics = N
ctrl = 0
anim = 60000068
velset = 0,0
chain.id = 1000

[State 1701,0]
Type=PlaySnd
Trigger1 = AnimElem = 2,5
Value = 50,4

[State 1701,0]
Type=PlaySnd
Trigger1 = Anim=1900&&AnimElem = 4
Value = 1,1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 1
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 4
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1
volume = 355

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,6
volume = 355

[State 1900, 1]
type = AssertSpecial
trigger1 = pos y!= 0
flag = noshadow

[State 1900, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 15

[State 1900, 3]
type = PosAdd
trigger1 = AnimElem = 4
X = (P2Dist X) - 2

[State 1900, 3bis]
type = PosSet
trigger1 = AnimElem = 4
Y = 200

[State 1900, 4]
type = VelSet
trigger1 = AnimElem = 4
y = -10

[State 1900, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 100
hitflag = MADF
guardflag = MA
priority = 4
sparkno = -1
sparkxy = -10,-65
hitsound   = s400,0
guardsound = 5,4
guard.pausetime = 15,15
animtype = Up
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, -10
air.velocity = -3,-4
fall = 1
kill = !var(59)
id = 1020

[State 1900, 6]
type = Helper
triggerall = NumHelper(60000067) = 0
trigger1 = Movehit && Time >=0 && Time <= 20
helpertype = Normal
ID = 60000067
name = "Sangue003"
postype = p2
pos = 0,-110
stateno = 60000067
ownpal = 1
keyctrl = 0

[State 1900, 7]
type = VelSet
trigger1 = AnimElem = 5
y = 10

[State 1900, 9]
type = VelSet
trigger1 = AnimElem = 7
trigger1 = Pos Y = 0
y = -25

[State 1900, 10]
type = PosSet
trigger1 = AnimElem = 8
y = -40

[State 1900, 11]
type = ChangeState
trigger1 = vel y > 0 ;Falling
trigger1 = pos y = 0 ;Hit the ground
value = 52
ctrl = 1
    

How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 15, 2022, 11:09:14 AM View in topic context

Hi, again everyone. I had this MK Sektor-like tracking teleport uppercut move that I saw from a MVC2 version of Fulgore I had downloaded. It is a move that works from the ground, but I am trying to get it to where I can do it from the air during a jump or superjump. I have the code for the ground type that already works and I did not have to alter much except the statedef and animation numbers to work wth my character, but in the code at 60000068 I had tried to do an air version by changing the type to A for "aerial" in the statedef. Yet when I try it my character gets frozen in the air. I am not sure what else I need to add to the move to make it usable in the air. 


[Statedef 60000066]
type = S
movetype = A
poweradd = 100
physics = N
ctrl = 0
anim = 60000066
velset = 0,0
chain.id = 1000

[State 1701,0]
Type=PlaySnd
Trigger1 = AnimElem = 2,5
Value = 50,4

[State 1701,0]
Type=PlaySnd
Trigger1 = Anim=1900&&AnimElem = 4
Value = 1,1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 1
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 4
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1
volume = 355

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,6
volume = 355

[State 1900, 1]
type = AssertSpecial
trigger1 = pos y!= 0
flag = noshadow

[State 1900, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 15

[State 1900, 3]
type = PosAdd
trigger1 = AnimElem = 4
X = (P2Dist X) - 2

[State 1900, 3bis]
type = PosSet
trigger1 = AnimElem = 4
Y = 200

[State 1900, 4]
type = VelSet
trigger1 = AnimElem = 4
y = -10

[State 1900, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 100
hitflag = MADF
guardflag = MA
priority = 4
sparkno = -1
sparkxy = -10,-65
hitsound   = s400,0
guardsound = 5,4
guard.pausetime = 15,15
animtype = Up
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, -10
air.velocity = -3,-4
fall = 1
kill = !var(59)
id = 1020

[State 1900, 6]
type = Helper
triggerall = NumHelper(60000067) = 0
trigger1 = Movehit && Time >=0 && Time <= 20
helpertype = Normal
ID = 60000067
name = "Sangue003"
postype = p2
pos = 0,-110
stateno = 60000067
ownpal = 1
keyctrl = 0

[State 1900, 7]
type = VelSet
trigger1 = AnimElem = 5
y = 10

[State 1900, 9]
type = VelSet
trigger1 = AnimElem = 7
trigger1 = Pos Y = 0
y = -25

[State 1900, 10]
type = PosSet
trigger1 = AnimElem = 8
y = -40

[State 1900, 11]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------

[Statedef 60000067]
type = S
movetype = A
physics = N
anim = 7763
velset = 0,0
ctrl = 1
sprpriority = -2

[State 8000, Vel]
type = VelSet
trigger1 = anim != 7764
trigger1 = AnimElem = 26
Y = 7

[State 200, 1]
type = PlaySnd
trigger1 = Pos Y >= -100
value = 30, ceil(random/300)

[State 60021, Explod]
type = Explod
Trigger1 = Pos Y >= -100
anim = 7764
postype = p1
pos = 0,-30
ID = 7764
facing = -1
sprpriority = -2

[State 8601, 3]
type = Destroyself
trigger1 = Pos Y >= -100

;--------------------------------

[Statedef 60000068]
type = A
movetype = A
poweradd = 100
physics = N
ctrl = 0
anim = 60000068
velset = 0,0
chain.id = 1000

[State 1701,0]
Type=PlaySnd
Trigger1 = AnimElem = 2,5
Value = 50,4

[State 1701,0]
Type=PlaySnd
Trigger1 = Anim=1900&&AnimElem = 4
Value = 1,1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 1
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 4
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1
volume = 355

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,6
volume = 355

[State 1900, 1]
type = AssertSpecial
trigger1 = pos y!= 0
flag = noshadow

[State 1900, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 15

[State 1900, 3]
type = PosAdd
trigger1 = AnimElem = 4
X = (P2Dist X) - 2

[State 1900, 3bis]
type = PosSet
trigger1 = AnimElem = 4
Y = 200

[State 1900, 4]
type = VelSet
trigger1 = AnimElem = 4
y = -10

[State 1900, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 100
hitflag = MADF
guardflag = MA
priority = 4
sparkno = -1
sparkxy = -10,-65
hitsound   = s400,0
guardsound = 5,4
guard.pausetime = 15,15
animtype = Up
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, -10
air.velocity = -3,-4
fall = 1
kill = !var(59)
id = 1020

[State 1900, 6]
type = Helper
triggerall = NumHelper(60000067) = 0
trigger1 = Movehit && Time >=0 && Time <= 20
helpertype = Normal
ID = 60000067
name = "Sangue003"
postype = p2
pos = 0,-110
stateno = 60000067
ownpal = 1
keyctrl = 0

[State 1900, 7]
type = VelSet
trigger1 = AnimElem = 5
y = 10

[State 1900, 9]
type = VelSet
trigger1 = AnimElem = 7
trigger1 = Pos Y = 0
y = -25

[State 1900, 10]
type = PosSet
trigger1 = AnimElem = 8
y = -40

[State 1900, 12]
type = ChangeState
Trigger1 = AnimTime = 0
value = 12
ctrl = 1

I also have the code for both moves in the cmnd file.

[State -1, TELEPORT PUNCH]
type = ChangeState
value = 60000066
triggerall = command = "telep"
triggerall = P2Life>=2
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && Movecontact
trigger3 = StateNo = 230 && Movecontact
trigger4 = StateNo = 210 && Movecontact
trigger5 = StateNo = 240 && Movecontact
trigger6 = StateNo = 220 && Movecontact
trigger7 = StateNo = 250 && Movecontact
trigger8 = StateNo = 400 && Movecontact
trigger9 = StateNo = 430 && Movecontact
trigger10 = StateNo = 410 && Movecontact
trigger11 = StateNo = 440 && Movecontact

;---------------------------------------------------------------------------
[State -1, TELEPORT PUNCH]
type = ChangeState
value = 60000068
triggerall = command = "telep"
triggerall = P2Life>=2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 200 && Movecontact
trigger3 = StateNo = 230 && Movecontact
trigger4 = StateNo = 210 && Movecontact
trigger5 = StateNo = 240 && Movecontact
trigger6 = StateNo = 220 && Movecontact
trigger7 = StateNo = 250 && Movecontact
trigger8 = StateNo = 400 && Movecontact
trigger9 = StateNo = 430 && Movecontact
trigger10 = StateNo = 410 && Movecontact
trigger11 = StateNo = 440 && Movecontact


I appreciate the help I have been given so far and I appreciate any assistance with this topic. Everyone take care.
    

Re: Pushblock Help

 May 15, 2022, 10:35:50 AM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

Thanks again Kolossoni! The multiple velsets in the coding of the Guard Helper came that way from REDHOT's Cyclops that I was using, but I had to get rid of both the first and the third velsets because the second velset was the one affecting velocity. Thank you both again. This topic is solved.
    

Re: Pushblock Help

 May 12, 2022, 05:08:32 PM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

Advancing Guard refers to the pushblock in Marvel VS Capcom 3. It is the same thing as a pushblock. I was just using the terms interchangeably. I have my code for the helper state the pushblock here, and I have been trying to alter the velset to change the velocity but I get nothing.

;Guard Push (Helper)
[Statedef 60000064]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 60000061
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = 0
x = 30

[State 6350, a3]
type = VelSet
trigger1 = Time = 0
x = 20

[State 6350, a4]
type = VelSet
trigger1 = Time >= 0
x = 10

[State 6350, PosSet]
type = PosSet
trigger1 = !time
x = floor(enemynear(0), pos X)+ifelse(facing=1,-180,180)
ignorehitpause = 1
persistent = 1

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = Time = 70

I am not sure which I change to make the velocity of the pushback of the pushblock faster.
    

Re: Pushblock Help

 May 11, 2022, 05:30:04 PM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

Thank you Kolossoni! Also I was not sure, but what can I put in the coding to increase the velocity that the helper pushes back the opponent when I do the advancing guard?
    

Re: Pushblock Help

 May 08, 2022, 10:48:13 PM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

I meant for the guardpush to push the opponent further. I am not sure what increasing the collision box would do.
    

Re: Pushblock Help

 May 08, 2022, 07:55:15 AM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

Thank you both! Kolossoni's code for the PoSSet works. I am just wondering though, how can I increase the distance of the guardpush?
    

Re: Pushblock Help

 May 07, 2022, 04:42:58 PM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

I see in the code that it has the animation for the guard helper in the different states for standing, crouching, and jumping, so I am guessing it is a helper. Yes, in response to the question about the wall pushing the opponent, I am trying to have the pushblock similar to the mvc2 version where it pushes the opponent back after pressing x+y during guarding to break rushdown and pressure. I am not sure what to do to make it move with the player at all times though.
    

Pushblock Help

 May 07, 2022, 12:27:59 PM View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 PM
 Board: M.U.G.E.N Configuration Help

Hi, everyone! I have been trying to get the pushblock on Megaman X to shove the opponent away. However, I cannot get the way to find the value in the coding to change the distance the advancing guard pushes you. Here is my code below.

;Guard Push (Stand)
[Statedef 60000060]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 60000060
sprpriority = 2

[State 6300, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6300, a2]
type = VelSet
trigger1 = Time = 1
x = 0

[State 6300, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6300, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 6300, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 60000061
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6300, a6]
type = Explod
trigger1 = Time = 0
anim = 20300
postype = p1
pos = 53,-50
;ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
;scale = .5,.5

[State 6300, a7]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8500,0
volume = 255
;channel = 1

[State 6300, a8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6300,0
;channel = 0

[State 6300, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Crouch)
[Statedef 60000062]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 60000062
sprpriority = 2

[State 6310, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6310, a2]
type = VelSet
trigger1 = Time = 1
x = 0

[State 6310, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6310, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 6310, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 60000061
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6310, a6]
type = Explod
trigger1 = Time = 0
anim = 20300
postype = p1
pos = 33,-45
;ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
;scale = .5,.5

[State 6310, a7]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8500,0
volume = 255
;channel = 1

[State 6310, a8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6300,0
;channel = 0

[State 6310, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (air)
[Statedef 60000063]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 60000063
sprpriority = 2

[State 6320, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6320, a2]
type = VelSet
trigger1 = Time = 1
x = 0

[State 6320, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6320, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 6320, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 60000061
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6320, a6]
type = Explod
trigger1 = Time = 0
anim = 20300
postype = p1
pos = 33,-55
;ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
;scale = .5,.5

[State 6320, a7]
type = PlaySnd
trigger1 = AnimElem = 1
value = s8500,0
volume = 255
;channel = 1

[State 6320, a8]
type = PlaySnd
trigger1 = AnimElem = 1
value = s6300,0
;channel = 0

[State 6320, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Helper)
[Statedef 60000061]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 60000061
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = 0
x = 600

[State 6350, a3]
type = VelSet
trigger1 = Time >= 0
x = 600

[State 6350, a4]
type = VelSet
trigger1 = Time >= 0
x = 600

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = Time >= 18


;---------------------------------------------------------------------------------------------

What am I missing in my code to get the advancing guard to push the opponent back? I tried to change the Velset at the helper section to large numbers to see if I would see any difference in distance, but it still did nothing. If anyone has the answer and would help I would greatly appreciate it. Thank you and have a great day!
    

Re: Has Anyone Ever Had This Problem?

 April 30, 2022, 12:51:10 PM View in topic context
avatar  Posted by Ki$@1st456v  in Has Anyone Ever Had This Problem? (Started by Ki$@1st456v March 07, 2022, 11:55:16 PM
 Board: M.U.G.E.N Configuration Help

Thank you Kolossoni! My commands were not in the proper order. I had to put my special attacks and the ground dash in the command list above my normal attacks and the air dash to make them come out. I appreciate your help and I want to say to everyone, put your special attacks, dashes, and more complex moves first in the changestate section of the CMD file in Fighter Factory to make sure they are read correctly. This question is solved!
    

Re: Has Anyone Ever Had This Problem?

 April 24, 2022, 07:40:39 AM View in topic context
avatar  Posted by Ki$@1st456v  in Has Anyone Ever Had This Problem? (Started by Ki$@1st456v March 07, 2022, 11:55:16 PM
 Board: M.U.G.E.N Configuration Help

Oh, I'm sorry. I am using pizzahighfive's Megaman X. I put different commands and lowered the amount of commands I had but it still did not work. I still don't know why.
    

Re: Has Anyone Ever Had This Problem?

 April 18, 2022, 06:32:04 AM View in topic context
avatar  Posted by Ki$@1st456v  in Has Anyone Ever Had This Problem? (Started by Ki$@1st456v March 07, 2022, 11:55:16 PM
 Board: M.U.G.E.N Configuration Help

Yes. The ground dash refers to the forward and backward dash with the commands "FF" and "BB", and "recovery". In my statedef, the definitions 5830 and 5832 refer to the start of the forward and backward dash while 5831 is the stopping state of the forward dash and 5833 is the stop of the backward dash.

Also, for the command "recovery", I have it here below. I had been adding more and more commands to try to get both of them to work before I went with the S button, but they are not coming out with x+y.  to

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
    

Re: Has Anyone Ever Had This Problem?

 April 18, 2022, 12:57:43 AM View in topic context
avatar  Posted by Ki$@1st456v  in Has Anyone Ever Had This Problem? (Started by Ki$@1st456v March 07, 2022, 11:55:16 PM
 Board: M.U.G.E.N Configuration Help

Hi, I removed the tilde(~) from the command but it did not work. Also, do you know where I could place the ground dash in the command list to make it work? I placed it in front of the airdash commands like REDHOTs' characters and it still did not work.
    

Re: Has Anyone Ever Had This Problem?

 April 16, 2022, 06:31:39 PM View in topic context
avatar  Posted by Ki$@1st456v  in Has Anyone Ever Had This Problem? (Started by Ki$@1st456v March 07, 2022, 11:55:16 PM
 Board: M.U.G.E.N Configuration Help

I have been able to get the ground dash to work on the S button after removing the taunt move, but I cannot get it to work with x+y. Has anyone ever had this going on with their characters?
    

Has Anyone Ever Had This Problem?

 March 07, 2022, 11:55:16 PM View in topic context
avatar  Posted by Ki$@1st456v  in Has Anyone Ever Had This Problem? (Started by Ki$@1st456v March 07, 2022, 11:55:16 PM
 Board: M.U.G.E.N Configuration Help

Hi, everyone. I was trying to get this ground dash to work with the two-punch button press but it won't come out, yet when I change it to the double directional tap in the command list it works. I have not managed to get it to work yet. I have my code here:

; RUN_FWD
[Statedef 5830]
type    = S
physics = S
ctrl = 0
anim = 5830
sprpriority = 2

[State 100]
type = Helper
trigger1 = AnimElem = 2
trigger1 = NumHelper(6103) = 0
stateno = 6103
id = 6103

[State 100]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(6100) = 0
stateno = 6100
id = 6100

[State 100]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(6101) = 0
stateno = 6101
id = 6101

[State 100]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,6
volume = 150

[State 101, Explod]
type = Explod
trigger1 = time % 5 = 0
anim = 8100
ownpal = 1
sprpriority = 4
scale = 0.5,0.5
random = 30,abs(const(size.head.pos.y))
pos = -20,ceil(const(size.head.pos.y)/2)

[State 100, 1]
type = VelSet
trigger1 = AnimElemNo(0) = [2,8]
x = 7.8

[State 105, 2]
type = PosSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0

[State 105, 2]
type = PosSet
trigger1 = command = "holddown"
y = 0

[State 105, 2]
type = VelSet
trigger1 = command = "holddown"
y = 0
x = 15.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A   

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 10
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = command="holdup"||command="holdfwd"||command="holdback"||command="holddown"||command="x"||command="y"||command="z"||command="a"||command="b"||command="c"||command="s"
statetype = S   

[State 105, 2a]
type = VelSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0
x = 15.5

[State 105, 3]
type = ChangeState
triggerall = time > 2
trigger1 = command = "x"
value = 200

[State 105, 3a]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y"
value = 210

[STate 105, 3b]
type = ChangeState
triggerall = time > 2
trigger1 = command = "z"
value = 220

[State 105, 3c]
type = ChangeState
triggerall = time > 2
trigger1 = command = "a"
value = 230

[State 105, 3d]
type = ChangeState
triggerall = time > 2
trigger1 = command = "b"
value = 240

[State 105, 3e]
type = ChangeState
triggerall = time > 2
trigger1 = command = "c"
value = 250

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

; RUN_Forward Stop
[Statedef 5831]
type    = S
physics = N
ctrl = 0
anim = 5831
sprpriority = 1
velset = 1,0

[State 101] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 5832]
type    = S
physics = S
ctrl = 0
anim = 5832
sprpriority = 2

[State 105]
type = Helper
trigger1 = AnimElem = 2
trigger1 = NumHelper(6107) = 0
stateno = 6107
id = 6107

[State 105]
type = Helper
trigger1 = AnimElem = 6
trigger1 = NumHelper(6105) = 0
stateno = 6105
id = 6105

[State 105]
type = Helper
trigger1 = AnimElem = 6
trigger1 = NumHelper(6106) = 0
stateno = 6106
id = 6106

[State 105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,7
volume = 100

[State 105, 1]
type = VelSet
trigger1 = AnimElemNo(0) = [2,7]
x = -10.6

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 2]
type = PosSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0

[State 105, 2]
type = PosSet
trigger1 = command = "holddown"
y = 0

[State 105, 2]
type = VelSet
trigger1 = command = "holddown"
y = 0
x = -15.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A   

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 10
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = command="holdup"||command="holdfwd"||command="holdback"||command="holddown"||command="x"||command="y"||command="z"||command="a"||command="b"||command="c"||command="s"
statetype = S   

[State 105, 2a]
type = VelSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0
x = -15.5

[State 105, 3]
type = ChangeState
triggerall = time > 2
trigger1 = command = "x"
value = 200

[State 105, 3a]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y"
value = 210

[STate 105, 3b]
type = ChangeState
triggerall = time > 2
trigger1 = command = "z"
value = 220

[State 105, 3c]
type = ChangeState
triggerall = time > 2
trigger1 = command = "a"
value = 230

[State 105, 3d]
type = ChangeState
triggerall = time > 2
trigger1 = command = "b"
value = 240

[State 105, 3e]
type = ChangeState
triggerall = time > 2
trigger1 = command = "c"
value = 250


[State 105, 1]
type = VelSet
trigger1 = AnimElem= 8
x = 0

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 5833]
type    = S
physics = S
ctrl = 0
anim = 5833

[State 106] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0


[state 106]
type = VelAdd
trigger1 = Vel X > 0
x = -0.1

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1


[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0;Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------

 And I have the command list entries here:

;Run Back
[State -1, Run Back]
type = ChangeState
value = 5832
triggerall = command = "BB"
triggerall = !var(59)
triggerall = stateno != 5832
triggerall = stateno != 5830
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "holdback" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------

;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 5830
triggerall = !var(59)
triggerall = stateno != 5832
triggerall = stateno != 5830
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------

[Command]
name = "FF"     ;Required (do not remove)
command = x+y
time = 10

[Command]
name = "FF"     ;Required (do not remove)
command = ~x+y
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = /$B, x+y
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = /$B, ~x+y
time = 10

If anyone has any answers, I greatly appreciate it. I await any help you can give. Thank you and have a great day!
    

Re: How Do You Code A Fully Complete MVC3 X-Factor?

 January 03, 2022, 07:39:51 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A Fully Complete MVC3 X-Factor? (Started by Ki$@1st456v November 13, 2021, 05:56:36 PM
 Board: M.U.G.E.N Development Help

Hi again everyone! I have added a different animation for statedef 198 and the aura still does not come out when I do the xfactor move. However, Lilith still does the animation though. I do not know what else it could be that is preventing the aura from coming out.
    

Re: How Do You Code A Fully Complete MVC3 X-Factor?

 December 24, 2021, 07:30:34 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A Fully Complete MVC3 X-Factor? (Started by Ki$@1st456v November 13, 2021, 05:56:36 PM
 Board: M.U.G.E.N Development Help

I was using a blank animation because I was trying to follow Kamekaze's MVC2 Dr. Doom and Baby Bonnie Hoods' MVC3 Lilith VP both of which had blank animations for the animations of parts of their X-Factor coding, specifically statedef=4004 with anim=5334 for Kamekaze's Dr. Doom X-Factor gauge and anim=9999 in statedef=4015 for Baby Bonnie Hoods' MVC3 Lilith VP for her X-Factor aura. Also, until now I did not see any in-depth posts covering this subject and how to properly do it. I only was looking at the code of characters already finished to find some path to code the move to come out.


I will try that though and put a different animation though.
    

Re: How Do You Code A Fully Complete MVC3 X-Factor?

 December 23, 2021, 07:09:52 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A Fully Complete MVC3 X-Factor? (Started by Ki$@1st456v November 13, 2021, 05:56:36 PM
 Board: M.U.G.E.N Development Help

Yes, I have animation 13003 for that state which is a 1 frame blank animation for -1 ticks.

I'm not sure why it is not showing the aura however though. Thank you for your help with your input too.