Flight/Bukujutsu (Dragon Ball Z-style)

Started by D. HoChoy, March 29, 2017, 04:28:59 AM

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D. HoChoy

For those interested in making DBZ characters that and really want them to be as authentic as possible including the bukujutsu technique, Imma show you how you can do it:

First is the command for flying:

[State -1, Bukujutsu]
type = ChangeState
value = ***
trigger1 = command = "***" ;The specific command to trigger the flight state
trigger1 = statetype = A && ctrl  ;Generally DBZ characters would have flight in place of a taunt but I'd recommend your character perform bukujutsu while in the air instead
trigger1 = pos y > -150 ;To keep your character flying at a limit


Now into the Bukujutsu technique itself:


[Statedef ***]
type = S ;So your character does not fall from the sky if gets hit
physics = S
facep2 = 1
ctrl = 0 ;So your doesn't crouch or jump while flying
sprpriority = 0

[State ***] ;So your characters turns if not facing the opponent
type = Turn
trigger1 = p2dist x < -2

[State ***] ;The animation in where your character is idle
type = ChangeAnim
triggerall = anim != *** ;Your character will only change to this animation if character is moving and player is not inputting any of the following commands
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
value = ***

[State ***] ;To prevent your character from moving while idle
type = VelSet
trigger1 = anim = ***
x = 0
y = 0

[State ***] ;So your character can block attacks while flying
type = ChangeState
trigger1 = inguarddist
trigger1 = command = "holdback"
value = 120

[State ***] ;This is the animation when your character is flying foreword
type = ChangeAnim
trigger1 = command = "holdfwd"
value = ***

[State ***] ;The speed of when your character is flying foreword
type = VelSet
trigger1 = anim = ***
x = 4
y = 0 ; So your character isn't moving up or down during the flying foreword animation

[State ***] ;This is the animation when your character is flying back
type = ChangeAnim
trigger1 = command = "holdback"
value = ***

[State ***]  ;The speed of when your character is flying backward
type = VelSet
trigger1 = anim = ***
x = -4
y = 0

[State ***] ;This is the animation for when your character is flying up (to a limit)
type = ChangeAnim
trigger1 = command = "holdup" && pos y > -150
value = ***

[State ***]  ;The speed of when your character is flying upward
type = VelSet
trigger1 = anim = ***
y = -*

[State ***] ;This is to prevent your character from going off-screen
type = VelSet
trigger1 = pos y < -150 ;This is the recommended limit to how high your character can fly up
y = 0

[State ***] ;This is animation for when your character is flying down
type = ChangeAnim
trigger1 = command = "holddown"
value = ***

[State ***] ;The the speed of when your character is flying downward
type = VelSet
trigger1 = anim = ***
y = *

[State ***] ;Your character will fall down if he is KO'd
type = ChangeState
trigger1 = !alive
value = 5050
ctrl = 0

[State ***] ;If your character touches the ground, he can land 
type = ChangeState
trigger1 = pos y >= 0
value = 52

[State ***] ;This is if you want your character to get out of the flight mode at any time (optional)
type = ChangeState
trigger1 = roundstate = 3 ;Your character will stop flying when the round has ended
trigger2 = time > 0 && command = "***" ;Your character will stop flying if the player inputs a specific command
value = 50 ;Your character will drop straight from the air
ctrl = 1


Also had this to your command (or the State -2 if you want) to prevent your character from going into a standing state while flying:


[State -1]
type = ChangeState
trigger1 = ctrl && stateno != [120,160] ;So it doesn't prevent your character from blocking
trigger1 = statetype = S && pos y
value = ***
ignorehitpause = 1
persistent = 1

[State -1]
type = CtrlSet
trigger1 = ctrl && stateno != [120,160] ;So blocking is virtually the same as if standing
trigger1 = statetype = S && pos y
value = ***
ignorehitpause = 1
persistent = 1


Now... how do y'all think of this tutorial? Is it good for any DBZ M.U.G.E.N character?

Note: The statenos and animenos were purposely left out so creators can think of adding their own numbers.