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support char's own set of damage poses?

Started by sgn15, May 27, 2011, 04:43:52 AM

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sgn15

so i want my char to call helper chars that has stance that changestates into attacks, walk, and 1 damage pose (simple hitoverride). it dies when its hit 3 times consecutively.

is it possible to make my helper have its own multiple damage poses? to explain this, i mean when p2 hits my helper char with an attack that has ground.velocity = -5,-15 and fall = 1, my char will really fly up then fall to the ground when successfully hit by that particular attack. so yeah, is it possible to make hit, lie down, fall up/diagonal/down, get up poses for my helper char?

i coded my helper as type = normal.

any help?

edit:
do i need to post the whole codes of my helper states?

Cyanide

Not at all. Your hitoverride state should be movetype = H

you can then use gethitvar to define what you want the helper to do in his hitstate. Use a variable to count the number of times you enter the state.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

1. not at all possible? then by using your method, what would the use of hitstate be other than going back to the helper's stance state? even if i can use change anim (like for example to "flying up" pose), i have to use velset for going up and velset for falling down the ground then changestate or changeanim to get up state or anim before going back to stance? sorry if its hard to understand. im also confused myself. so does that make sense and possible?

2. or i thought of another way but i dont know if its possible, so please answer if this is possible too. so i use the common1 file for my char so i can edit all states in it. then i send the helper to the hitstates (5000 and above) then just changeanim to the custom hit anims of my helper when ishelper(ID) ? my problem is the different triggers for hitoverride that should depend on the fall, ground.velocity and air.velocity of the hitdef of p2. how about this method? also impossible?

Cyanide

D'oh. No i mean

Quotedo i need to post the whole codes of my helper states?
Not at all

There. That's that out of the way. You don't need to do anything at all fancy like mess with state 5000.

Simply give your helper a hitoverride to a special hitstate. So it will have movetype = H. While you are movetype = H you can use GetHitVar triggers to detect what sort of thing has hit you. For example

type = velset
trigger1 = gethitvar(xvel) <= -5
x = -10
persistent = 0

Open mugen\docs\triggers.html and look up gethitvar, it takes a large number of hitdef arguments.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

oh ok. i think i got the general idea now.

but where will i put that velset with gethitvar trigger? i was thinking of putting those in statedef -2 with ishelper(ID) trigger. because i think its the same as putting all possible velsets in each of the helper's states?

and if the attack has just 0,0 as ground.velocity and has fall = 1, i would just use gethitvar trigger to the hitoverride itself so the helper will fall down?

and then the "lie down" and "get up" state/anim would be just one state/anim that goes back to helper stance state?

so did i get the idea right?

Cyanide

No, it all goes in that special hitstate. It's a SPECIAL hitstate. You make the helper go there when hit with hitoverride

And helpers have no access to state -2.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

#6
ok. i have some issues

for y velocities, how do i make the helper go down to the ground and then either changestate or changeanim to the lie down then get up before going back to stance state?

if i use velset, then i need a fix value when he will stop going down?

edit: and so i can use changeanim inside that special hitstate?

Cyanide

It's a helper. You can make it do what you like. Including defining all your own hit states and behaviour. There is nothing to stop you giving it 600 states to make use of.

Helpers are just another version of the player. That's all. The only things they cannot do is access state -2 and -3.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

oh ok. got it.

this question is about helper of a helper. so this helper char that i summoned (the one with stance, attack, walk, lie down, etc) can call a helper that is a weapon. this weapon helper stays and is binded to the parent helper char. this weapon helper has stance, attack and damage anim also.

what is a good way to sort of make a small transformation for the helper char without using variables? so the situation is like this:
the helper char summons the weapon helper. then the weapon helper stays there, until it (weapon) gets hit twice in a row or by random (since i dont want to use button commands as triggers for calling them in and out). helper char can use the weapon to attack of course.

Cyanide

Redirects.

trigger1 = Root, command = "a" and both helpers can pick up on it. Then changestate accordingly. Bindtoparent will also be your friend for the sword.

Also, i highly recommend looking up any trigger or sctrl i mention in the docs.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

huh? i said i dont want to use buttons/commands as triggers.

is using random<# trigger a good idea for that ? i cant think of a good situation to use as trigger other than use the random (since the helper char is sort of like a char not being controlled by me once i summon it)

also another question regarding the random trigger. if i want the random to be between 20 and 30, does using random>19 && random <31 mean that exactly?

Cyanide

Yes.

(random = [20,30]) would also be acceptable.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

that random shortcut doesnt work so i use the expression with && instead.

and can you tell me how to use variables in this situation:
so i want to call helpers by groups (each group of different helpers are summoned at once). i have IDs for all different helpers. i just want one single state for summoning all of them but i want it to be random which group of helpers will be summoned when i use that helper-summoning state.

i dont want to use tons of numhelper(ID)<1 in one trigger only. i have to do this for many helpers

sgn15

no replies?
anyway i found out varrandom would solve that last problem i posted

and back to the helper's own damage states. i tried to make a generalized system of states for all helpers that will have this feature. i havent added the changeanim (trigger1 = ishelper(ID) ) for every helper.

i havent tested it yet as i cant right now. but is this correct so far (lacking the changeanims as i said)

so the helpers are defeated permanently (and go to lie dead anim/state permanently) by hitting them 3 consecutive times. im not sure if the 3 stand hit states and the other hit states will have problems when p2 uses a combo on the helper. (thats why im posting here for opinion of more experienced coders to check)

so please comment and tell me if this is correct

Spoiler (click to show)
;-------------------------------------------------------------------------------
; general hitstates of helpers
; 1010 - stand hit - 1
; 1011 - stand hit - 2
; 1012 - stand hit - 3 (die when hit 3 consecutive times)
; 1013 - horizontal hit with fall
; 1014 - horizontal hit without fall
; 1015 - vertical hit (flying up)
; 1016 - vertical hit (flying down)
; 1017 - lie down
; 1018 - get up
; 1019 - dead (lie down permanently)

;-------------------------------------------------------------------------------
; stand hit - 1
[Statedef 1010]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1011
time = -1
;slot = 0
;forceair = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; state for get hit horizontally
; with fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -10
trigger1 = gethitvar(fall) = 1
value = 1013
ctrl = 1

; state for get hit horizontally
; without fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -10
trigger1 = gethitvar(fall) = 0
value = 1014
ctrl = 1

; state for get hit vertically (or both vertical and horizontal hit)
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(yvel)<= -10
trigger2 = (gethitvar(yvel)<= -10) && (gethitvar(xvel)<= -10)
value = 1015
ctrl = 1

;-------------------------------------------------------------------------------
; stand hit - 2
[Statedef 1011]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1012
time = -1
;slot = 0
;forceair = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; state for get hit horizontally
; with fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -10
trigger1 = gethitvar(fall) = 1
value = 1013
ctrl = 1

; state for get hit horizontally
; without fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -10
trigger1 = gethitvar(fall) = 0
value = 1014
ctrl = 1

; state for get hit vertically (or both vertical and horizontal hit)
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(yvel)<= -10
trigger2 = (gethitvar(yvel)<= -10) && (gethitvar(xvel)<= -10)
value = 1015
ctrl = 1

;-------------------------------------------------------------------------------
; stand hit - 3
[Statedef 1012]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1013
time = -1
;slot = 0
;forceair = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; state for get hit horizontally
; with fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -10
trigger1 = gethitvar(fall) = 1
value = 1013
ctrl = 1

; state for get hit horizontally
; without fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -10
trigger1 = gethitvar(fall) = 0
value = 1014
ctrl = 1

; state for get hit vertically (or both vertical and horizontal hit)
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(yvel)<= -10
trigger2 = (gethitvar(yvel)<= -10) && (gethitvar(xvel)<= -10)
value = 1015
ctrl = 1

;-------------------------------------------------------------------------------
; horizontal hit with fall
[Statedef 1013]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = -5,0
;anim = 1100
sprpriority = 4

; go to lie down state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1017
ctrl = 1

;-------------------------------------------------------------------------------
; horizontal hit without fall
[Statedef 1014]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = -5,0
;anim = 1100
sprpriority = 4

; go back to helper's stance state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1100 ;helper ID 1 stance state
ctrl = 1

;-------------------------------------------------------------------------------
; vertical hit (flying up)
[Statedef 1015]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,10
;anim = 1100
sprpriority = 4

; go back to falling down state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1016
ctrl = 1

;-------------------------------------------------------------------------------
; vertical hit (flying down)
[Statedef 1016]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,-10
;anim = 1100
sprpriority = 4

; go back to "lie down" state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = pos y = 0
value = 1017
ctrl = 1

;-------------------------------------------------------------------------------
; "lie down" state
[Statedef 1016]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,-10
;anim = 1100
sprpriority = 4

; go back to "get up" state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1018
ctrl = 1

;-------------------------------------------------------------------------------
; "get up" state
[Statedef 1018]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,-10
;anim = 1100
sprpriority = 4

; go back to helper's stance state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1100
ctrl = 1

Cyanide

Not checking it. If it works good, if it doesn't you should be able to find out by testing the failing situation in Simul and Vs. We don't error check code that's not giving errors, that's silly.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

no not check as in putting them in a char cns file and adding anims and stuff to try in mugen. i mean by looking at the codes themselves, are they ok? and i can use those same states for all helpers (like i wanted when i made those) ?

just add this to all states and per helper

[State 0, Changeanim]
type = Changeanim
trigger1 = ishelper(1)
value = ###

also looking at the states again, i guess i can use merge "lie down" and "get up" states into 1 state since "lie down" automatically changes to get up after animtime.

so are the codes logically/correctly made?

EDIT: and i still want to ask again, is it good to make 3 stand damage states (for combos to kill the helpers) and also different damage states depending on the xvel, yvel and fall parameters of p2's hitdef?

sgn15

sorry for double posting.

here are the edited codes and also the states are changed
;-------------------------------------------------------------------------------
; general hitstates of edo tensei chars
; 1010 - stand hit - 1
; 1011 - stand hit - 2
; 1012 - stand hit - 3 (die when hit 3 consecutive times)
; 1013 - horizontal hit with fall
; 1014 - horizontal hit without fall
; 1015 - vertical hit (flying up)
; 1016 - vertical hit (flying down)
; 1017 - vertical hit and horizontal hit (flying up)
; 1018 - vertical hit and horizontal hit (flying down)
; 1019 - lie down + get up
; 1020 - dead (lie down permanently)



Spoiler (click to show)

;-------------------------------------------------------------------------------
; stand hit - 1
[Statedef 1010]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1011
time = -1
;slot = 0
;forceair = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; get hit horizontally
; with fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -5
trigger1 = gethitvar(fall) = 1
value = 1013
ctrl = 1

; get hit horizontally
; without fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(xvel)<= -5)
trigger1 = gethitvar(fall) = 0
value = 1014
ctrl = 1

; get hit vertically
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(yvel)>= -5)
value = 1015
ctrl = 1

; get hit vertically and horizontally hit
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(yvel)>= -5) && (gethitvar(xvel)>= -5)
value = 1017
ctrl = 1

;-------------------------------------------------------------------------------
; stand hit - 2
[Statedef 1011]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1012
time = -1
;slot = 0
;forceair = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; get hit horizontally
; with fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -5
trigger1 = gethitvar(fall) = 1
value = 1013
ctrl = 1

; get hit horizontally
; without fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(xvel)<= -5)
trigger1 = gethitvar(fall) = 0
value = 1014
ctrl = 1

; get hit vertically
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(yvel)>= -5)
value = 1015
ctrl = 1

; get hit vertically and horizontally hit
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(yvel)>= -5) && (gethitvar(xvel)>= -5)
value = 1017
ctrl = 1

;-------------------------------------------------------------------------------
; stand hit - 3
[Statedef 1012]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1013
time = -1
;slot = 0
;forceair = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; get hit horizontally
; with fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = gethitvar(xvel)<= -5
trigger1 = gethitvar(fall) = 1
value = 1013
ctrl = 1

; get hit horizontally
; without fall
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(xvel)<= -5)
trigger1 = gethitvar(fall) = 0
value = 1014
ctrl = 1

; get hit vertically
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(yvel)>= -5)
value = 1015
ctrl = 1

; get hit vertically and horizontally hit
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = (gethitvar(yvel)>= -5) && (gethitvar(xvel)>= -5)
value = 1017
ctrl = 1

; DEAD
[State 0, ChangeState]
type = ChangeState
triggerall = Animtime = 0
trigger1 = (gethitvar(yvel)>= -5) && (gethitvar(xvel)>= -5)
value = 1020
ctrl = 1

;-------------------------------------------------------------------------------
; horizontal hit with fall
[Statedef 1013]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
;velset = -5,0
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -5
y = 0
;ignorehitpause =
;persistent =

; go to lie down state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1019
ctrl = 1

;-------------------------------------------------------------------------------
; horizontal hit without fall
[Statedef 1014]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
;velset = -5,0
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = -5
y = 0
;ignorehitpause =
;persistent =

;----------------------------------
; 1 SEPARATE CHANGESTATE PER HELPER
; go back to helper's stance state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1100           ;helper ID 1 stance state
ctrl = 1

;-------------------------------------------------------------------------------
; vertical hit (flying up)
[Statedef 1015]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
;velset = 0,10
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 10
;ignorehitpause =
;persistent =

; go back to falling down state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1016
ctrl = 1

;-------------------------------------------------------------------------------
; vertical hit (flying down)
[Statedef 1016]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
;velset = 0,-10
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 10
;ignorehitpause =
;persistent =

; go back to "lie down" state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = pos y = 0
value = 1019
ctrl = 1

;-------------------------------------------------------------------------------
; vertical and horizontal hit (flying up)
[Statedef 1017]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
;velset = 0,10
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 10
y = 10
;ignorehitpause =
;persistent =

; go back to vertical and horizontal falling down state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1018
ctrl = 1

;-------------------------------------------------------------------------------
; vertical and horizontal hit (flying down)
[Statedef 1018]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
;velset = 0,-10
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 10
;ignorehitpause =
;persistent =

; go back to "lie down" state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = pos y = 0
value = 1019
ctrl = 1

;-------------------------------------------------------------------------------
; "lie down + get up" state
[Statedef 1019]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

; go back to "get up" state
[State 0, ChangeState]
type = ChangeState
triggerall = ishelper(1)
trigger1 = Animtime = 0
value = 1018
ctrl = 1

;-------------------------------------------------------------------------------
; DEAD
; lie dead anim stays throughout the match
[Statedef 1020]
type    = S
movetype= H
physics = N
;juggle  = 0
;poweradd= 0
ctrl = 0
velset = 0,0
;anim = 1100
sprpriority = 4

; just any sctrl for this statedef to work. lulz XD
[State 0, Turn]
type = Turn
trigger1 =  0
;ignorehitpause =
;persistent =

i plan to add blue clsn to only the 3 stand hitstates' anims so the helper isnt hittable during flying up, flying down, lie down, get up and lie dead.

Cyanide

Look if you add them and they work, and i assume they do, then we don't NEED to check it. And we're not going to. You know what you've coded. We don't need to know or really approve of it unless it's not working.

You tell me it's broken, i will happily read through and try and point out the bit that's not working. If it is working i am not reading your code because that is a waste of time.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

#18
i have this hitoverride in all of helper's states (stance, walk, etc)

[State 0, hit by]
type = HitOverride
trigger1 = movetype = H
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 1010
time = -1

the same hit states in my last post.

problem. when i hit the helper, it becomes a clone of my char (p1) using any kind of attack

EDIT: i have added changeanim strl with ishelper(1) to all hitstates. (my helper's ID is 1)

like this:
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = ishelper(1)
value = ###
;elem = 1
;ignorehitpause =
;persistent =

Cyanide

Quotetrigger1 = movetype = H
You're not in a hitstate when you're hit though. Try trigger1 = 1


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.