Posted by RMaster007
in Long TIme Mugen Creator Finally Making an Account here (Started by Zobbes December 10, 2021, 11:54:20 pm
Board: Introductions and Guides
Board: Introductions and Guides
Yeah, I think the same, I've been thinking in some good claytalities for him based on some chars from 63 1/3
Also, I got a change of plans, Octohead only will have his moves, I see there're enough to be his own character instead to use Jack's moves. However, different from Tiny/Butch, I don't think to make Jack for MUGEN in a future, only Octohead
;---------------------------------------------------------------------------
;Slam Throw - Attempt
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT ;Attributes: Standing, Normal Throw
hitflag = M- ;Affect only ground people who are not being hit
priority = 1, Miss ;Throw has low priority, must be miss or dodge type.
sparkno = -1 ;No spark
p1sprpriority = -1 ;Draw p1's sprite in front of p2
;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1 ;Force p2 to face KFM
p1stateno = 810 ;On success, KFM changes to state 810
p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0 ;This prevents p2 from going into a guard state if close
fall = 1 ;Force p2 into falling down
[State 800, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = s9108104,0
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Slam Throw - Throwing the opponent
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 0
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 0
[State 810, PlaySND]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
value = s2, 8
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 25, 0
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
pos = 25, 64
[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
pos = -18, -73
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
pos = -64, -61
[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
pos = -53, -2
[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = -25, 64
[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = 18, -73
[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 8
pos = 64, -61
[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 9
pos = 53, -2
[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = -25
kill = 0
[State 810, Hurt2]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -25
kill = 1
[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 13
value = 821
[State 810, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
time = 5
freq = 3
ampl = 180
[State 810, Overlay]
type = Explod
trigger1 = AnimElem = 1
anim = 811
ID = 811
pos = 0,0
postype = p1 ;p2,front,back,left,right
vel = 0,0
bindtime = -1
removetime = -2
sprpriority = 5
scale = 1,1
ontop = 1
removeongethit = 1
[State 800, Slam Effect 1]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
anim = F62
pos = -53,0
postype = p1 ;p2,front,back,left,right
vel = 0,0
bindtime = -1
removetime = -2
sprpriority = -3
scale = 1,1
ontop = 1
removeongethit = 1
[State 800, Slam Effect 2]
type = Explod
trigger1 = AnimElem = 9
anim = F62
pos = 53,0
postype = p1 ;p2,front,back,left,right
vel = 0,0
bindtime = -1
removetime = -2
sprpriority = -3
scale = 1,1
ontop = 1
removeongethit = 1
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Thrown by Slam
; (a custom gethit state)
[Statedef 820]
type = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820
;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050
;---------------------------------------------------------------------------
;Thrown by Slam - thrown into the air
; (a custom gethit state)
[Statedef 821]
type = A
movetype= H
physics = N
velset = 4.2,0
poweradd = 40
[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = ifelse((Pos Y>=0),0,.4)
[State 821, 4] ;Hit ground
type = SelfState
trigger1 =Vel Y >=0
trigger1 =Pos Y >=-20
value = 5110;00 ;Hit ground
The stage is well drawn. But the delta should set to 1. Also jumping through the rough is fine but it looks like the roof is unfinished rather than having a hole in it. Otherwise, I'd lower the boundhigh. I'm tempted to edit this one myself. It's got good potential.
It's already been updated. Click the link and redownload it.
I downloaded from the alternate link. I see it now. You may wanna update the alt. link.
The stage is well drawn. But the delta should set to 1. Also jumping through the rough is fine but it looks like the roof is unfinished rather than having a hole in it. Otherwise, I'd lower the boundhigh. I'm tempted to edit this one myself. It's got good potential.