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Need Help With a Hyper Attack

Started by Froggerka, August 14, 2015, 06:52:55 PM

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Froggerka

  Hi, I was playing around with a Weegee character and thought about adding an attack to his moveset.  It was WAY more complicated than I thought, but the MUGEN scripting language doesn't seem too complicated after all.  I just need help with a few things.  Here's what I have so far...
Spoiler (click to show)
[Statedef 187]
type = S
movetype = A
physics = S
juggle = 1
ctrl = 0
anim = 187
velset = 0,0
poweradd = -2000

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 187, Projectile]
type = Projectile
trigger1 = AnimElem = 4
ProjID = 1191
projanim = 1001
projhitanim = 821
projremanim =
projcancelanim =
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;supermove = 0
;pausemove = 0
;(afterimage winmugen only)
;afterimage.time =
;afterimage.length =
;afterimage.palcolor =
;afterimage.palinvertall =
;afterimage.palbright = 0,0,0
;afterimage.palcontrast = 0,0,0
;afterimage.palpostbright =0,0,0
;afterimage.paladd =  0,0,0
;afterimage.palmul = 0,0,0
;afterimage.timegap =
;afterimage.framegap =
;afterimage.trans = ;none,add,add1,addalpha,sub
;ignorehitpause =
;persistent =
; HitDef
;attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;hitflag = MAF        ;HLAFD+-
;guardflag = MA         ;HLA
;getpower = 0,0
;givepower = 0,0
;affectteam = E          ;B,E,F
;animtype = light          ;light,medium,hard,back,up,diagup
;air.animtype = light
;fall.animtype = Back
;priority = 4,Hit   ;Hit,Miss,Dodge
;damage = 0,0
;pausetime = 0,0
;guard.pausetime = 0,0
;sparkno = 0
;guard.sparkno = 0
;sparkxy = 0,0
;hitsound = 0,0
;guardsound = 0,0
;ground.type = High      ;Low,Trip,None
;air.type = High
;ground.slide = 0
;guard.slide = 0
;ground.slidetime = 0
;guard.slidetime = 0
;ground.hit = 0
;guard.hit = 0
;ground.hittime = 0
;guard.hittime = 0
;air.hittime = 20
;guard.ctrltime  = 0
;guard.dist = 320
;yaccel = 0.5
;ground.velocity = 0,0
;guard.velocity = 0
;air.velocity = 0,0
;airguard.velocity = 0,0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
;down.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;airguard.ctrltime = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;sprpriority = 1
;p1sprpriority = 0;(winmugen only)
;p2sprpriority = 0;(winmugen only)
;p1facing = 0
;p1getp2facing = 0
;p2facing = 1
;p1stateno = 0
;p2stateno = 0
;p2getp1state = 1
;forcestand = 0
;fall = 0
;fall.xvelocity = 0
;fall.yvelocity = -4.5
;fall.recover = 1
;fall.recovertime = 4
;fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hittime = 0
;down.bounce = 0
;id = 0
;chainID = -1
;nochainID = -1
;hitonce = 1
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
;palfx.time = 0
;palfx.mul = 0,0,0
;palfx.add = 0,0,0
;envshake.time = 0,0
;envshake.freq = 0
;envshake.ampl = 0
;envshake.phase = 0
;fall.envshake.time = 0,0
;fall.envshake.freq = 0
;fall.envshake.ampl = 0
;fall.envshake.phase = 0
;ignorehitpause =
;persistent =

[State 187, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
I tried putting in a projectile script, all of the animations required are there already, I just have no idea what some of these things mean.  That doesn't mean that I'm completely clueless, but if someone could walk me through making this attack, I would greatly appreciate it! :)

The attack is supposed to spawn spaghetti projectiles in three different locations in front of Weegee and spread the attacks throughout those three spots.  I don't want it random, but it shouldn't be all in one place.

Thanks!

Edit: There is already an identical spaghetti projectile, but it only spawns one and it is only a special attack.  If that is of any help, I can post that here.

-Whiplash-

in the projectile statecontroller you will see:

offset = 0,0

that's where the projectile will spawn in relative position to the player, change those numbers to change where it spawns. weird thing about MUGEN though is for some reason negative numbers on the Y axis move up instead of down.

and then:

velocity = 0,0

Set these to set of fast you want the projectile to move (in pixels/per tick (60 Frames a second)) again negative Y moves it up.

Froggerka

One problem though, I can't get the attack to activate.  Basically, I just copied another hyper's activation code and changed it to fit this attack.  Here's what I did:
Spoiler (click to show)
[Command]
name = "LOTSA SPAGHETTI"
command = ~B, F, ~y+z
time = 16

[Command]
name = "LOTSA SPAGHETTI"
command = ~B, F, y+z
time = 16

[Command]
name = "LOTSA SPAGHETTI"
command = ~B, F, ~x+z
time = 16

[Command]
name = "LOTSA SPAGHETTI"
command = ~B, F, x+z
time = 16

[Command]
name = "LOTSA SPAGHETTI"
command = ~B, F, ~x+y
time = 16

[Command]
name = "LOTSA SPAGHETTI"
command = ~B, F, x+y
time = 16
I have no clue what the time should be, but the rest of the command makes sense to me.  I'm just not sure how to link it to the attack.

-Whiplash-

the time there is fine.

lower down in the command you'll find stuff like:

;Ko'ou Ken Heavy
[state -1 Ko'ou Ken Heavy]
type = ChangeState
value = 1020
triggerall = var(59) = 0
triggerall = command = "qcf_z"
triggerall = statetype != A
trigger1 = Ctrl
trigger2 = StateNo = [200,699]

copy one of the commands in weege and change the value to whatever stateno you make the hyper and change the command to "LOTSA SPAGHETTI"

Froggerka

Mine looks a little different than yours, I just changed a few things (besides the name).  Does that matter at all?  There are three triggers.
Spoiler (click to show)
[State -1, LOTSA SPAGHETTI]
type = ChangeState
value = 2200
triggerall = command = "LOTSA SPAGHETTI"
triggerall = Statetype != A
triggerall = power >= 2000
trigger1 = ctrl
trigger2 = (stateno=[200,450]) && movecontact
trigger3 = (stateno = [1000,1004])

-Whiplash-


Froggerka

Is statedef the same as stateno?  I can't find anything related to that in the move...

-Whiplash-

yeah. I mean it's the state def's number so I called it a state no. sorry.

Froggerka

It's ok.  For some reason, MUGEN crashes when I load the character, however, and it points to my attack.  It says "Error message:
Error parsing Projectile
Error parsing [State 2902, Projectile]
Error in [Statedef 2902]
Error in Supers.WEEGEE
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ffchartest/ffchartest.def
Error loading p1"

I'm going to assume that my version of MUGEN is too old (1.00).

-Whiplash-

nah it's the character go to the def fille and find this:

mugenversion= X

replace

replace whatever mugenversion it says there with

mugenversion=1.0

Froggerka

#10
That fixed the character's version issue, but the rest of the message still appears.
Error message:
Error parsing Projectile
Error parsing [State 2902, Projectile]
Error in [Statedef 2902]
Error in Supers.WEEGEE
Error loading chars/ffchartest/ffchartest.def
Error loading p1

By the way, if I remove the Hyper, the button combo activates a weird attack where Weegee turns into a ball of light and gets stuck...  That's a good sign, because the command worked, I guess.

-Whiplash-

well, what is that projectile? can you paste it?

Froggerka

This is what I have for the projectile, nothing changed, except for the Statedef.
Spoiler (click to show)
[State 2902, Projectile]
type = Projectile
trigger1 = AnimElem = 2
ProjID = 1191
projanim = 1001
projhitanim = 821
projremanim =
projcancelanim =
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0

Edit: It loads the animation for Weegee's "Spaghetti Throw" attack.  Only the spaghetti, however.

-Whiplash-

Erase these maybe?

projremanim =
projcancelanim =
projmiss

Froggerka

It works!  The animations play, but the spaghetti doesn't move because I didn't set any velocity yet.

Also, how would I make the other spaghetti projectiles spawn at different times?  If you could tell me how to add a damage value to them as well, that would pretty much make the hyper usable!

-Whiplash-

These should help in general (and for damage):

http://elecbyte.com/wiki/index.php/HitDef
http://elecbyte.com/wiki/index.php/Projectile


as for spawning at different times:

trigger1 = AnimElem = 2

change the trigger here to be, uhh. either an animelem (like now) or time = x (where X is the exact tick of animation you want the projectile to spawn at) to spawn more projectiles at different times you can either:

add more trigger at different time if you want to spawn the same projectile, like:
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3

if you want them to move at different velocities you'd be better off just adding a new projectile (probably by copy-pasting that projectile and changing the velocities and triggers)

Froggerka

Thanks for all of your help!  I'll get to work later today and polish this move up a bit!