Help! Parrying

Started by unbeknowNst, December 27, 2008, 11:46:32 PM

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unbeknowNst

Hey hey, I'd like to know what I need to do to get a proper parry working. I don't like Warusaki3's much but I like PotS so I based mine off of his, credits to him, so I used a bit of coding from PotS. After adding in, it doesn't it work. Sooo yeah I have no idea what I'm supposed to make it work, I've tried things here and there but no lucky results. There are also some Var stuff that I don't understand.

I think it'd be easier if I just post the code....

CMD
Spoiler (click to show)
;---------------------------------------------------------------------------
[State -1, Standing Parry]
type=HitOverride
trigger1 = var(59)<=0 && roundstate=2 && StateType = S
trigger1 = command = "F" && command! = "B" && command! = "U" && command! = "D"
trigger1 = ctrl || (stateno=[4000,4010])
trigger1 = var(21):=1
attr = SA,AA,AP
StateNo = 4000
slot = 0
time = 8
;---------------------------------------------------------------------------

CNS
Spoiler (click to show)
;---------------------------------------------------------------------------
; Standing Parry
[Statedef 4000]
type = S
physics = S
movetype = I
anim = 4000
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 78

[State 4000, hb]
type = HitBy
trigger1 = 1
value = SCA,AT
time = 1

[State 4000, stop]
type = PosFreeze
trigger1 = 1
value = 1

[State 4000, pause]
type = Pause
trigger1 = !time
time = 15
movetime = 15
endcmdbuftime = 15
pausebg = 0

[State 4000, pause]
type = Pause
trigger1 = !time && numenemy
trigger1 = (enemynear,movehit=1)
time = ifelse((enemynear,hitpausetime=[0,15]), 15-(enemynear,hitpausetime), 0)
movetime = ifelse((enemynear,hitpausetime=[0,15]), 15-(enemynear,hitpausetime), 0)
endcmdbuftime = ifelse((enemynear,hitpausetime=[0,15]), 15-(enemynear,hitpausetime), 0)
pausebg =0

[State 4000, blueflash]
type = PalFX
trigger1 = !time
add = 0,50,255
sinadd = 0,-50,-255,60
time = 15

[State 4000, snd]
type = PlaySnd
trigger1 = !time
value = 3,(random<500)
channel = 0

[State 4000, snd]
type = PlaySnd
trigger1 = !time
value = 7,3

[State 4000, spark]
type = Explod
trigger1 = animelem=2
anim = 8065
ID = 8065
sprpriority = 5
postype = p1
pos = 36,-65
pausemovetime = 60
ownpal = 1
scale =.5,.5

[State 4000, nowalk]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 4000, end]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

;---------------------------------------------------------------------------

So yeah, I tried using this by having Ryu or something shoot a hadouken and when I try to parry my character just gets hit.

PotS

Show the F command and extend the HitOverride time for testing purposes.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

unbeknowNst

What do you mean by "Show the F command" ?
"F" means forward for me btw.

Renzo F

Show the "F" command CMD entry.

unbeknowNst

;-| Single Dir |---------------------------------------------------------------
[Command]
name = "D"
command = D
time = 1

[Command]
name = "U"
command = U
time = 1

[Command]
name = "F"
command = F
time = 1

[Command]
name = "B"
command = B
time = 1
;-| Hold Button |--------------------------------------------------------------

Oh yeah, so I set:

time = 30 or something (haven't tried other values yet) but the parry did not activate

PotS

Are there more HitOverrides lying around in the negative states?
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

unbeknowNst

Yeah, 2 more, but that's for Aerial & Crouching Parry. According to the CMD.

PotS

Maybe you're already using one or both of those two vars for something else, if the whole thing works without the var triggers then that's it.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

unbeknowNst

Well actually, all 3 use var 21 (whatever that means ???)
Spoiler (click to show)
;---------------------------------------------------------------------------
[State -1, Crouching Parry]
type = HitOverride
trigger1 = var(59)<=0 && roundstate=2 && statetype! = A
trigger1 = command="D" && command! = "F" && command! = "B" && command! ="U"
trigger1 = ctrl || (stateno=[4000,4010])
trigger1 = var(21):=2
attr = C,AA,AP
StateNo = 4010
slot = 0
time = 8
;---------------------------------------------------------------------------
[State -1, Aerial Parry]
type = HitOverride
trigger1 = var(59)<=0 && roundstate=2 && statetype=A
trigger1 = command ="F" && command! = "B" && command! = "U" && command! = "D"
trigger1 = ctrl || stateno= 4020
trigger1 = var(21):=3
attr = SA,AA,AP
StateNo = 4020
forceair = 1
slot = 0
time = 7
;---------------------------------------------------------------------------

Hm, nope I checked my CNS and CMD for var(21) and found nothing in CNS, the only var(21) I found in CMD was in those -States above^

Byakko

Quote from: unbeknowNst on December 28, 2008, 05:49:27 AM
var 21 (whatever that means ???)
Wha-- are you saying you don't know how vars work ?
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

unbeknowNst