The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: Ogre. on January 16, 2021, 07:57:41 am

Title: All help is appreciated; This one's a doozy.
Post by: Ogre. on January 16, 2021, 07:57:41 am
The aura of this character breaks under any other character circumstance on my roster Until it goes against this character,
who is using helpers to attack, I think. these are the variables that control when the aura breaks, so I believe.
I only understand how the scaling on the sysvar works to a certain degree:

[state -2,]                ; 〇被ダメ倍率を弄るスイッチ
type = varset              ;  防御力の調整に ただしオーラには関係しない あくまで被ダメージのみ
triggerall = !ishelper     ;  数値を上げると被ダメージが増える 下げると減る
trigger1 = 1               ;  要するにいつものやつ
sysfvar(3) = 2.45         ;  矢印の数値を弄る
ignorehitpause = 1         ;  今回はいつもよりデフォルトが使いにくいかもなのでこことカラーで調整するとよき
[State -2, ダメージ処理]
type = varset
triggerall = !ishelper
triggerall = var(1) && !sysvar(3)
triggerall = roundstate = 2
triggerall = gethitvar(damage) >= 1
trigger1 = palno = [1,6]
trigger2 = palno = [7,9]
trigger2 = gethitvar(damage) = [1,1000]
trigger3 = palno = [10,12]
trigger3 = gethitvar(damage) = [1,1000]
sysvar(2) = sysvar(2)+1+gethitvar(damage)*sysfvar(3)/(1+(palno>6)+(palno>9))
ignorehitpause = 1
[State -2, くらいステート]
type = varset
triggerall = !ishelper
triggerall = var(1) && !sysvar(3)
triggerall = roundstate = 2
triggerall = gethitvar(damage) >= 1
trigger1 = palno = [1,6]
trigger2 = palno = [7,9]
trigger2 = gethitvar(damage) = [1,1000]
trigger3 = palno = [10,12]
trigger3 = gethitvar(damage) = [1,1000]
sysvar(1) = 5050
ignorehitpause = 1
[State -2, オーラ消える判断]
type = null
triggerall = !ishelper
triggerall = !var(1)
triggerall = gethitvar(damage)>=10+(palno>3)*30+(palno>6)*40+(palno>9)*50
triggerall = roundstate = 2
triggerall = enemy,movetype = A
trigger1 = palno = [1,6]
trigger1 = var(1) := 1 && 0
trigger2 = palno = [7,9]
trigger2 = !helper(6666),gethitvar(damage)
trigger2 = var(1) := 1 && 0
trigger3 = palno = [10,12]
trigger3 = !helper(6666),gethitvar(damage)
trigger3 = var(1) := 1 && 0
ignorehitpause = 1
[state -2, 無敵 保険]
type = varset
triggerall = !ishelper
trigger1 = sysvar(3)
trigger1 = !gethitvar(damage)
sysvar(3) = sysvar(3)-1
ignorehitpause = 1

The only reasons for their respective health decrease is due to Lifeadds I've placed in the overrides, to further express my futility,
as I've only really got one question:
What stops this beast from hitting this little dude?
What's worse is that he can't hit Alpha's Start+Y palno 11 after it begins attacking lol
https://www.mediafire.com/file/rfm4dnbx6iiva1l/Characters_in_question.rar/file
Title: Re: All help is appreciated; This one's a doozy.
Post by: Cyanide on January 21, 2021, 07:33:39 pm
I don't understand the question. You have a character. What does it do thats not working? Normally to fix something you follow the code. But i have no knowledge of the character. Or what any of what you posted is for.
Title: Re: All help is appreciated; This one's a doozy.
Post by: Ogre. on January 22, 2021, 01:11:18 am
Is it plausible that from the above codes, I could find out how
gethitvar(damage) works by svsfvar or sysvar?
Title: Re: All help is appreciated; This one's a doozy.
Post by: Cyanide on January 22, 2021, 03:55:09 am
Once more i don't know what any of this is for. Taking just that last state -2
[state -2, 無敵 保険]
type = varset
triggerall = !ishelper
trigger1 = sysvar(3)
trigger1 = !gethitvar(damage)
sysvar(3) = sysvar(3)-1
ignorehitpause = 1

This reduces sysvar3 by 1 when its a positive number ie not 0. And when you are not being hurt. Thats all it does. Whats needed for this? You do need to tell me what you see in the character and what doesn't work. Otherwise nobody can really help you.
Title: Re: All help is appreciated; This one's a doozy.
Post by: Ogre. on January 24, 2021, 03:42:11 am
 Ah, so gethitvar(damage)[interger, interger] simply indicates how much damage is done per hurt collision/attack  :)
Title: Re: All help is appreciated; This one's a doozy.
Post by: Cyanide on January 24, 2021, 09:29:27 am
I mean yes. That information is freely available in the docs. Still dunno what all tthis is for or why you have a problem though
Title: Re: All help is appreciated; This one's a doozy.
Post by: Ogre. on January 26, 2021, 02:38:05 am
Read the docs Like Mr. Stark when I first started back in 19' :)
 Neither attack collides in 1v1 when AlphaIchi isusing palno 11; only in simul mode when another character hits ff_R,
but, it's not too big a deal with the lifeadds set for someone to win the match.
I've updated all characters to run on a 4v4 engine for 1.0, so it's not rly an issue;
I appreciate the affirmations, though