Posted by -Eco- in pikachu update 31-08-2018 (Started by -Eco- July 21, 2018, 11:55:28 AM
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
now i dont have idea how to change the atributes that you mentioned before, please show me how i can.Under Hitdef there's a parameter "attr"
This is the attribute of the attack. It is used to determine if the attack can hit P2. It has the format:
attr = X, YY
Where: X is either "S", "C" or "A". Similar to "statetype" for the StateDef, this says whether the attack is a standing, crouching, or aerial attack.
YY is a 2-character string. The first character is either "N" for "normal", "S" for "special", or "H" for "hyper" (or "super", as it is commonly known). The second character must be either "A" for "attack" (a normal hit attack), "T" for "throw", or "P" for projectile.
Attr = S,NA
In this case, the value "S, NA" means that it's a "Standing, Normal Attack". You always have to tell MUGEN what attribute your hit has. In other examples, you could have "C, SA" for "Crouching, Special Attack", or "A, HT" for "Aerial, Hyper Throw".
Some chars have moves that can counter other moves with certain attributes. Geese for example has a move that blocks Standing Normal Attacks and immediately grabs the opponent and slam them on the ground. In the case of your Pikachu if its thunder have a "S,NA" attribute Geese could grab the thunder and slam it along with Pikachu despite how silly it sounds.
The easiest way to stop a sound when the character gets hit is to add channel = 0 to the PlaySnd controller.
There's probably a much less silly way of doing this, but I'd put a BGPalFX controller in state -2 with a time of 0 that triggers when your previous state number is equal to that of the Hypers.
So a few things I noticed when messing around with it:
-Every move that uses Power also gives Power back.
-Power usage is inconsistent between Specials; some use 100, others 200.
-Why do Specials even use Power? What about them is so advantageous to warrant that?
-Power consumption doesn't always match up to the Power requirement; for instance, Thunderjolt Crouch and Thunderjolt Air only require 51 Power, but use 200, while Super Quick Attack requires 1000 despite using no Power at all (it actually gives Pikachu 60 Power on startup).
-Damage output of the Hypers isn't relative to the Power they use, with the 2000 Power Hyper only doing 167 damage, the 1000 Power Hyper doing 191 damage, and the free Hyper doing 202 damage; that said, the 2000 Power Hyper only requires 1000.
-Thunder(?)'s projectile is affected by cornerpush.
-Super Quick Attack's voice and background effect continue to play even if the attack is blocked; the same happens with the other Hypers if Pikachu is hit out of them.
-It seems silly to have Pikachu be invulnerable when Quick Attack and Super Quick Attack are blocked, since it makes the move practically impossible to punish despite its horrendously high frame disadvantage (about -48 on quick getup, -107 otherwise).
-Everything is attributed as a Normal, which may play havoc with invulnerabilities, counters, and anything else that relies on attack attribution.
-The electrical effects that occur during some of Pikachu's attacks aren't properly bound to Pikachu, so stuff like this happens:
Looks pretty good!thanks for the suggestion ill make some changes, ill be waiting for the cronenbergs stage
I think my only suggestion would be to replace the black outline around Rick's head (or at least where it means his hair)
I might be doing a R&M stage myself...
That's looking great! I expect to see more R&M stages in the future.thanks, i have another project from R&M
It looks pretty nice! And the fact it takes place in a random scene from the show is amazing as well.hehe thanks i was so tired that night
Your post is in the Releases section but... where's the download link?
Edit: ok, I found it in your main page. Btw you gotta check the url that's below your username, it's missing a : and thus doesn't show up.
I sure hope this char will be as good as snowball he was awesome
i like your style! nice sprites!thanks master yoda (ese tipo de comentarios me dan mas animos )
this char is funny as hell will add it thanks for the releasemi tiempo es muy limitado david no creo poder hacer tutoriales tals vez lo piense seriamente pero no es muy seguro
ya vas a estar mas en tu web page ? pa unos tutorials de screen pack ?
Lower the amount of damage from the normal buster, it's easily spammable and deals way more damage than a super.thanks for the feddback i will change that
The Head Dash is easily spammable as well.