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Gravity attack problem.

Started by thetruth2, February 23, 2013, 11:57:42 PM

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thetruth2

I downloaded a Pein(from Naruto)character but his Banshō Ten'in attack is bugged.Its the only good Pein i found after searching for days so i had no choice but edit the character.(I am new with mugen just started editing before some days so i am a newb)
Basicaly this attack pulls the opponent towards the player and then punches him to the ground.The problem is that when the attack is executed the opponents can still move during the pull and can just jump and escape(in the anime its almost impossible so thats a bug).I want to know how to disable p2 control while he is still being pulled.I tried making an invisible attack to hit the opponent with big pausetime but then the opponent stops moving  and is not pulled so that didn't work.
Heres the attack code:
[Statedef 4520]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4000
poweradd = -1500
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = time = 60
trigger2 = time = 110
trigger3 = time = 160
value = 10000, 11

[State  230, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "kushiyose"
stateno = 4523
ID = 4523
pos = -10,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 4000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 30
add = 0,0,0
mul = 125,125,125
sinadd = 0,0,0,0
color = 256

[State 3000, SuperPause] <----------- thats the superpause i want to disable p2 control after it and before the pull
type = SuperPause
trigger1 = time = 0
time = 30
movetime = 30
anim = S7000
sound = S10000,0
pos = 0,-30

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 191, 24
volume = 200

[State 800, 1]   
type = HitDef
Trigger1 = AnimElem = 3
attr = S, NT
hitflag = M-
animtype = hard
hitflag = MAF
priority = 1, Miss
sparkno = -1
sparkxy = 0,0
sprpriority = 1
hitsound   = S200,10
p2facing = 1
p1stateno = 4521
guard.dist = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0
fall = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4523]
type = C
movetype = I
ctrl = 0
anim = 4003
physics = N
velset = 0,0

[State 1533, Vel Y]   <-------------------------------------------------------- the pull is here somewhere i think :D
type = VelSet
trigger1 = 1
x = 9

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State haha]
type = PlayerPush <-------------------------------------------------------- the pull is here somewhere i think :D
trigger1 = 1
value = 1
ignorehitpause = 1

[State heh]
type = Width
trigger1 = 1
value = 0,0
ignorehitpause = 1

[State haha]
type = DestroySelf
trigger1 = root, stateno != 4520


[StateDef 4521]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4521
poweradd = 0
sprpriority = 2

[State 2310,123]
type = AssertSpecial
trigger1 =1
flag = noautoturn

[State 280, 1] <---------------------------------------------------------------------------------------thats the punch i think
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 350,100
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = -9999
sparkxy = 1000,1000
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
p2stateno = 30010
envshake.freq = 100
envshake.ampl = -5
envshake.time = 20

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 830
ID = 830
pos = 20,5
postype = p1
scale =  0.7,0.7
sprpriority = 3
bindtime = -1
ontop = 1
layerno = 2
removetime = -2

[State 401, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 550,11

[State 2310, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[StateDef 30010]
type = s
movetype= h
physics = s
velset = 0,0
anim = 5110
ctrl = 0
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 120
value = 5120
ctrl = 1

[State 0, SelfState]
type = SelfState
trigger1 = time = 1
value = 5050
;anim =
ctrl = 1

Cyanide

You've turned on a superpause but the helper can't move during it.

[State  230, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "kushiyose"
stateno = 4523
ID = 4523
pos = -10,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40

Those bits.


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.

thetruth2

#2
That didn't fix anything opponent can still just jump or even press back button and interrupts the pull...

EDIT:Link to the character: http://www60.zippyshare.com/v/24798993/file.html
The attack i am talking about is executed by pressing DOWN,BACK,C
Theres also a second version of the attack by pressing DOWN,BACK,Y so i need help with that too @ [Statedef 3320]

Cyanide

You said they weren't being pulled, that's fixed. To fix them being able to escape your only real option is to have the pull happen during pause. Extend the superpause time and let the helper move through it, You'll also need to allow the player to move through it until the helper is spawned. There is no way to stop p2 moving unless you first do a fullscreen unblockable hitbox to freeze him. This of course won't work if he's invulnerable, or has no clsn's. In addition the pull won't work if playerpush is turned off on the opponent or, once more he has no clsn's.


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.

thetruth2

i rly don't know how to do any of that and as i said i am editing i didn't create that... i am going to bed.Ty for the help at least i know i woudn't be able to fix it myself lol.

Odb718

Does the move suck the person towards you or does it have to hit before the person slides to P1? Like Ryu's ultra hurricane kick can suck a person in that's close enough to it. Or is it like Omega Red's whip where it has to hit the opponent and then pulls?
The helper doesnt seem to do any of the pulling from what I read unless it's like Ryu's Ultra. Which you can just jump away from like in your super.

If you want to make it so it works like Omega Red's move, you need to put P2 into a custom state so it doesnt have control. Edit the Hitdef so it's considered an Ultra Throw in the attr. Add a P2stateno = 30011. Then add the state

[State 800, 1]   
type = HitDef
Trigger1 = AnimElem = 3
attr = S, NT     <--------------------------------------- normal throw
hitflag = M-    <---------------------------------------- hitflag 1
animtype = hard
hitflag = MAF  <---------------------------------------- hitflag 2
priority = 1, Miss  <------------------------------------ very low priority
sparkno = -1
sparkxy = 0,0
sprpriority = 1
hitsound   = S200,10
p2facing = 1
p1stateno = 4521
p2stateno = 30011  <--------------------------------- added in
guard.dist = 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15 <-------------------------------- you can use this instead of the custom state
ground.velocity = 0
fall = 0

You can edit hittime to be longer so you wont need the custom state. Some characters might be able to break free. The move HAS TO HIT for it to work properly though.




[StateDef 30011]
type = s
movetype= h
physics = s
velset = 0,0
anim = 5110
ctrl = 0
sprpriority = 3

[State 30011, ChangeState]
type = ChangeState
trigger1 = time = 120
value = 5120
ctrl = 1

[State 30011, SelfState]
type = SelfState
trigger1 = time = 1
value = 5050
;anim =
ctrl = 0
^^^^^ Will need to be tweaked a little for your move ^^^^^
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