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Mastergeorgeify

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Messages by Mastergeorgeify

    

Re: How would you go about checking to see if P2 has Life Regen?

 November 05, 2019, 04:27:56 PM View in topic context
 Posted by Mastergeorgeify  in How would you go about checking to see if P2 has Life Regen? (Started by Mastergeorgeify November 05, 2019, 04:55:29 AM
 Board: M.U.G.E.N Development Help

Thanks Cyanide! I got it to work and this has made her a lot stronger.
    

How would you go about checking to see if P2 has Life Regen?

 November 05, 2019, 04:55:29 AM View in topic context
 Posted by Mastergeorgeify  in How would you go about checking to see if P2 has Life Regen? (Started by Mastergeorgeify November 05, 2019, 04:55:29 AM
 Board: M.U.G.E.N Development Help

I'm having trouble and can't think of a way to do this efficiently.

Working on a char and I've noticed that a lot of stronger ones use Life Regen. Just as an example, the two famous ones being Rare Akuma and Dark Donald.

Was thinking of using a Helper and obtaining the Target through a Reversal. Problem is, I'm not really sure how to constantly check to see if P2 is regenerating HP. I don't really wanna use TargetLifeAdd unless they're actually regenerating.
    

Re: Helper is able to be hit

 October 04, 2019, 09:58:04 PM View in topic context
 Posted by Mastergeorgeify  in Helper is able to be hit (Started by Mastergeorgeify October 04, 2019, 05:08:30 PM
 Board: M.U.G.E.N Development Help

The helper sits on top of p1 and does damage when p2 touches it.
    

Re: Helper is able to be hit

 October 04, 2019, 09:52:03 PM View in topic context
 Posted by Mastergeorgeify  in Helper is able to be hit (Started by Mastergeorgeify October 04, 2019, 05:08:30 PM
 Board: M.U.G.E.N Development Help

    

Re: Helper is able to be hit

 October 04, 2019, 09:30:05 PM View in topic context
 Posted by Mastergeorgeify  in Helper is able to be hit (Started by Mastergeorgeify October 04, 2019, 05:08:30 PM
 Board: M.U.G.E.N Development Help

    

Re: Helper is able to be hit

 October 04, 2019, 08:58:04 PM View in topic context
 Posted by Mastergeorgeify  in Helper is able to be hit (Started by Mastergeorgeify October 04, 2019, 05:08:30 PM
 Board: M.U.G.E.N Development Help

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AP,AT

That means the helper is not affected by projectiles and throws. But he can still be hit by attacks

I'm not sure I understand. I thought the value there made this helper is invincible. What else do I need?

    

Helper is able to be hit

 October 04, 2019, 05:08:30 PM View in topic context
 Posted by Mastergeorgeify  in Helper is able to be hit (Started by Mastergeorgeify October 04, 2019, 05:08:30 PM
 Board: M.U.G.E.N Development Help

This Helper is created and binded to the parent after the parent complete specific moves. That part works. However, the issue is that this Helper is somehow able to be hit and that leads to it becoming a clone of the parent.

Thing is: I noticed that this happens when the helper is targeted by something.
Initially the helper had no Blue collision. But out of wishful thinking I added Blue collision and there was still the same result.

As an experiment I tried various things: HitOverride, DestroySelf if Move or Statetype changes.

This is a trend that happens with all of my helpers not just this one. Knowing me, it's probably a really obvious mistake. Nonetheless, this is driving me crazy.


[Statedef 2998]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
anim = 4
ctrl = 0
sprpriority = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,AP,AT

[State 2998, AssertSpecial]
type = AssertSpecial
trigger1 = Stateno = 2998
flag = noshadow
flag2 = unguardable

[State 2998, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = S,SA     
hitflag = MAF       
animtype = Light         
air.animtype = light
priority = 4,Hit
damage = 3,0
pausetime = 0 ,0
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High     
ground.slidetime = 0
ground.hittime = 10
air.hittime = 30
guard.dist = 45
ground.velocity = 0,0
air.velocity = 0,0
p1getp2facing = 0
p2facing = 0
fall = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 2998, BindToParent]
type = BindToParent
trigger1 = Stateno = 2998
pos = 0,-40

[State 2998, DestroySelf]
type = DestroySelf
trigger1 = Parent,Var(3) != 0
trigger2 = Time = 500
trigger3 = MoveType != A
trigger4 = StateType != S

Thanks in advance.