multiple hit question

Started by wolf8265, December 02, 2011, 09:17:48 AM

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wolf8265

so i have an attack that hits about 48 times. but is the only way to MAKE it hit 48 times is to type
trigger1 = animelem = 1 allll the way to 48 ? or is there a simplier way..

Cyanide

hitcount < 48
time%gapbetweenhits = point hits start from

Should work OK.


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.

wolf8265

k so o_O where would i put that? and the damage starts on frame 13 if that helps

Cyanide

In the hitdef.

trigger1 = hitcount < 48

Will continue triggering until you have got 48 hits

trigger1 = time%value = value

Going to have to explain this one. This will provide a time based start point, say, 10 ticks. And the number after the % symbol is the time gap between triggering so

trigger1 = time%10 = 0 would be trigger every 10 ticks starting at 0. Alternatively you can leave out this trigger altogether and add the parameter persistent = 10, which would do the same thing. Using persistent = 10 would also let you use

trigger1 = animelemtime(13) >= 0 as your start point.


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.

wolf8265

#4
thanks ill give it a shot x3

EDIT: frames go like this just for extra info

8,8,8,8,4,4,4,4,

the first 8 frames is the attack charging up animation the rest is 3 ticks

on frame 13 the amount of ticks is 63.

so how would i write that?

trigger1 = time% 63 = 0 ?

i have no idea XD this is very complicated. at least what im used to when it comes to coding mugen

Spoiler (click to show)
[State 503, 1]
type = HitDef
trigger1 = hitcount < 48
trigger1 = AnimElem = 1  || AnimElem = 13
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

heres what i have so far :x it hits 2 times which is weird not even on the 13 or 1 frame mark

wolf8265

got it working! thank you <3 now theres just 1 more problem. now because it hits so many times not all the damage applies ( the enemy flies in the air and gets dizzy) is there a way to stop that from my side or is it just something i have to put up with?

Maistral

i'm not good in this thing, but ill try.

do you mean the enemy's bouncing above the attack? you may want to manipulate your pausetime values..


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks


Cyanide

About the only way you can force the opponent to take all the hits is put him in a custom state. I don't know if you want to do that but dizziness is normally set on the character becoming dizzy, rather than your character making him dizzy.

Try it on KFM, if he becomes dizzy it's your character, if he doesn't it's your opponent.


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.

wolf8265

ok yea XD KFM just stands there and takes all 47 hits. damn