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Archimonde

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Messages by Archimonde

    

Re: Expressions using Life/LifeMax not calculating correctly

 September 19, 2020, 09:47:11 AM View in topic context
avatar  Posted by Archimonde  in Expressions using Life/LifeMax not calculating correctly (Started by Minakata Moriya August 31, 2020, 10:13:01 PM
 Board: M.U.G.E.N Development Help

convert life and lifemax to floating-point data type In your case it should like this:
[State 780, Activate]
type = VarSet
trigger1 = animelem = 4
v = 10
value = floor(1280*(life*1.0/lifemax*1.0))

Since there was a same problem while u use 'enemy,life' trigger so u need to convert ;Life' or anything related with 'life' trigger(lifemax/enemy,life/enemy,lifemax) to floating-point data type before u used it. and also if u want to store it in integer variable like var(10) of your so u need to round down it, otherwise u dont have to.
    

Re: Redirects of Redirects and New Redirects. Cond() Exploit

 July 06, 2020, 12:00:48 PM View in topic context
avatar  Posted by Archimonde  in Redirects of Redirects and New Redirects. Cond() Exploit (Started by inktrebuchet January 30, 2019, 04:27:22 PM
 Board: Code Library

Hi guys, I have tried the code in different ways but it never returns the helper's iD, why would it be?

Helper ID or Helper's playerID.
HelperID like helper(123): helper with an ID 123
Helper's player ID is an ID which be generated by an engine itself and it CANNOT be assign by your own code.
    

Re: Hitoverride using helpers

 April 19, 2020, 11:02:02 AM View in topic context
avatar  Posted by Archimonde  in Hitoverride using helpers (Started by Plum April 15, 2020, 06:09:13 PM
 Board: M.U.G.E.N Development Help

;---------------------------------------------------------------------------
[Statedef 5150]
type    = U
movetype= U
physics = U
ctrl    = 0
sprpriority = 2147483647
movehitpersist  = 1
hitdefpersist   = 1
hitcountpersist = 1

[State H.A]
type = statetypeset
trigger1 = ishelper(150)
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State H.A]
type = assertspecial
trigger1 = ishelper(150)
flag = noshadow
flag2 = invisible
flag3 = nokosnd
ignorehitpause = 1

[State H.A]
type = changeanim
trigger1 = ishelper(150)
value = ... ;Using blank anim with CLSN2 box
ignorehitpause = 1

[State H.A]
type = hitby
trigger1 = ishelper(150)
value = SCA,AA,AP,AT
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef -2]

[State H.A]
type = Helper
trigger1 = !ishelper
trigger1 = !Numhelper(150)
ID = 150
Stateno = 5150
HelperType = Player
Postype = p1
keyctrl = 0
name = "Archimonde"
Pos = 0,0
Sprpriority = 2147483647
ignorehitpause = 1
Supermovetime = 2147483647
Pausemovetime = 2147483647

[State -2]
type = selfstate
trigger1 = ishelper(150)
value = 5150
ignorehitpause = 1

...
    

Re: MUGEN Crashes Compilation

 March 26, 2020, 07:08:51 AM View in topic context
avatar  Posted by Archimonde  in MUGEN Crashes Compilation (Started by Noctis February 22, 2016, 08:08:27 PM
 Board: MUGEN Class

In Mugen 1.0, setting the character's internal name (not the displayname parameter) past a certain character limit will cause the character to be automatically KOed at the beginning of a match, among other issues.

Typo example: forgetting to close parenthesis in triggers:
Code:
[State 200, CS]
type = changestate
trigger1 = (var(20)=1 ;note that the first set of parenthesis is left often
value = 0

I don't think the character internal name did any crash. In the mugen memory, any character in the field i have only one space to store value, including internal name, and i have to say that the internal name has a same space with displayname and authorname, and that space does not include any pointer in there. so there is no reason that chars internal name can crashed mugen.
    

Re: Coding an intro for the next round after a lose

 March 13, 2020, 04:00:34 AM View in topic context
avatar  Posted by Archimonde  in Coding an intro for the next round after a lose (Started by MangeX March 13, 2020, 01:35:33 AM
 Board: Code Library

You should at least consider of character's intpersistindex. Before doing this technique.
    

Re: Does the Time trigger break when life = 0?

 March 09, 2020, 03:39:12 AM View in topic context
avatar  Posted by Archimonde  in Does the Time trigger break when life = 0? (Started by Disconcorde December 18, 2019, 02:56:52 PM
 Board: M.U.G.E.N Development Help

You should put noko flag into statedef -2. Second time trigger can also work in minus state but started from time = 1 instead of time = 0 in positive state. if you want do the resurrection drama. you need to put noko flag in statedef -2 and it only trigger when your chars in gethit state(movetype = H). If you use life = 0 is condition to trigger noko flag. You will have 1 steps late. so the best thing is using movetype = H to trigger it. After noko flag is triggered your life will be maintance to the value of 1 if life value is 0. After that you use selfstate sctrl, put it into statedef -2 and use your res statedef number into selfstate's value to trigger resurrection drama. Done. You are being resurrected
    

Re: Immunity to SuperPause?

 March 09, 2020, 03:31:27 AM View in topic context
avatar  Posted by Archimonde  in Immunity to SuperPause? (Started by Disconcorde October 04, 2019, 07:09:28 PM
 Board: M.U.G.E.N Development Help

Besure to adding the destoyself in the last of the state. Cause when superpause or pause sctrl is active. Both helper's supermovetime and pausemovetime will be remove and the helper will be pause when the opponent triggered the same sctrl in his own state and the same with others player.
    

Re: What kind of hit detection is this ?

 March 09, 2020, 03:26:39 AM View in topic context
avatar  Posted by Archimonde  in What kind of hit detection is this ? (Started by Ichida February 26, 2020, 04:29:55 AM
 Board: M.U.G.E.N Development Help

cho juggle = 0 hết ở chỗ statedef. Nếu khó hỉu thì cứ tìm tôi. Tôi giải đáp thêm.

FB:https://www.facebook.com/TheForSakenAdel
    

Re: Redirects of Redirects and New Redirects. Cond() Exploit

 March 09, 2020, 03:15:06 AM View in topic context
avatar  Posted by Archimonde  in Redirects of Redirects and New Redirects. Cond() Exploit (Started by inktrebuchet January 30, 2019, 04:27:22 PM
 Board: Code Library

Late reply, but adding more to it:

Explaining a bit on how it actually works, without any of the examples Ink posted.

Cond was made with the intention to get information out of the source, check if its true/false and return a or b

Code:
Cond( Condition, a, b)
Cond( Condition = true, return a, b)
Cond( Condition = false, a, return b)

(IfElse works similarly but won't work for this kind of application).


with that in mind you can almost see how it works

If I Write

Code:
Cond(1, ID, 0)

100% of the time, that code will get me the ID value, since the info that cond is checking is ‘1’, which means ‘true’, it will return the id. if 1 would be considered ‘false’ then it would return 0 (but that won’t happen. (Unless you’re from a parallel universe lol).

But, why would you use cond that way? because all we care about its the “return a - b” scenario.

The other way around to do that would be by writing:
Code:
Cond(0, 0, ID)

this will prefetch the b-data.

and using that with other instances inside mugen, give you the same. Catch my thought yet?

What if we could get the id of a helper that’s attacking the player in just 1 line?
We need to do as it follows:
-Check if there’s a player nearby
-Check if that same player, has an active helper with attacking properties
-If everything above is true - return it’s ID.

 Coding that in game:

Cond(NumEnemy,
Cond(Enemy, NumHelper,
Cond(Helper, MoveType = A
Return ID.

I’ve separated just so you get the jist of it.

Lost?

All we are doing is redirecting data inside other objects(players/helpers) until it gets to the object you need. Its like a chain of redirects that go 1 by 1, until it reaches it's destination. That's why there's cond on top of conds.


The var setting using the := operator also works using this method:

Code:
Helper(200), Cond(1, Var(10) := 1, 0)

This will set the var 10 of that Helper(200) to 1. Remember that, mugen works like this:

Check condition > if true, apply whatever effect from whatever sctrl; While true, do not check for any more objects that this is not true.

What does that mean in practice? That’s gonna check for the first spawned helper(200), and set its var while the helper is ingame. if by any chance another helper 200 is summoned. it won’t get the same effect as long as the first helper is still there. To overcome this problem, there’s a lot of different solutions. I’ll leave that as an open topic.



This exploit was found in mid-ish 2018. Me and a couple of friends have stress tested this and we can say it's totally reliable. (As long as you know how to use it, and you're fully aware of how mugen checks conditions).

Funny enough, Electbyte coded Cond, because IfElse had problems with how it had try to check the conditions, and to fix that they created Cond, which makes it possible to cross-redirect any type of data in between all available ids. Helper from your team or not, it can be accessed and their info can be checked directly from any id without any kind of hacking code that would only work on full games. IfElse on the other hand, can't be used to do that. It wont work.

Also it’s kinda weird that i've just came across this exploit 10 years later since the first time Cond was actually introduced but oh well.

A bit more additional note is if you want the helper to use the root var but the caller of this operation is not from the helper but root instance. You may to use this:

[State -2]
type = null
triggerall = !ishelper ;Owner is not the helper, by all mean is Root himself.
trigger1 = 1||fvar(36):=... ;assign value to fvar(36).
trigger1 = 1||cond(numhelper(...),(helper(...),cond(1,fvar(36):=root,fvar(36),0)),0) ;THIS WILL TELLING THE HELPER TO TAKE HIS ROOT'S FVAR(36)

This is very useful in some advance technique like sending the damage back to the enemy who hit him.
You can also do the same trick in reverse caller sign. Also you can do the same if you want sending the value to enemy's helper without a custom state.
    

Re: How do I break through the absolute NoKO?

 December 24, 2019, 03:33:20 AM View in topic context
avatar  Posted by Archimonde  in How do I break through the absolute NoKO? (Started by Shadow97 February 10, 2019, 05:00:06 PM
 Board: M.U.G.E.N Development Help

@Archimonde

I can only have a max of 512 controllers though...

Anyway, I don't wanna be told off for derailing the thread, so is it okay if you make a different thread about this null stuff and elaborate a bit?

It require hitpausetime.
    

Re: MUGEN Crash When Hitting Two Targets Simultaneously

 December 19, 2019, 05:11:20 AM View in topic context
avatar  Posted by Archimonde  in MUGEN Crash When Hitting Two Targets Simultaneously (Started by Nep Heart November 05, 2019, 09:52:13 AM
 Board: M.U.G.E.N Development Help

You might want to use targetdrop to eliminate any clone target. Cause target's redirector work only with one target. If there is more than 1 target and you use this target redirector. Mugen Engine don't know which target are you prefer to and the don't know which target's pointer is it. cause program will be freezed and cannot complete your code order
    

Re: How do I break through the absolute NoKO?

 December 19, 2019, 04:28:13 AM View in topic context
avatar  Posted by Archimonde  in How do I break through the absolute NoKO? (Started by Shadow97 February 10, 2019, 05:00:06 PM
 Board: M.U.G.E.N Development Help

@Archimonde

A little unrelated, but do you know if any of these nulls are avaliable to download? I want to have a look at how the null exploit works in 1.0/1.1...

[Statedef 666]
type = U
movetype = U
physics = N
ctrl = 0
[State 1]
type = ChangeState
trigger1 = authorname = "H.A"
value = ifelse(ishelper,5150,sysvar(1))
persistent = 256
ignorehitpause = 1
[State 2]
type = varset
trigger1 = 1
sysvar(0) = 0
ignorehitpause = 1
[State 3]
type = varset
trigger1 = 1
sysvar(1) = 0
ignorehitpause = 1
[State 4]
type = varset
trigger1 = 1
sysvar(2) = 0
ignorehitpause = 1
[State 5]
type = varset
trigger1 = 1
sysvar(3) = 0
ignorehitpause = 1
[State 6]
type = varset
trigger1 = 1
sysvar(4) = 0
ignorehitpause = 1
[State 7]
type = varset
trigger1 = 1
sysfvar(0) = 0
ignorehitpause = 1
[State 8]
type = varset
trigger1 = 1
sysfvar(1) = 0
ignorehitpause = 1
[State 9]
type = varset
trigger1 = 1
sysfvar(2) = 0
ignorehitpause = 1
[State 10]
type = varset
trigger1 = 1
sysfvar(3) = 0
ignorehitpause = 1
[state 11]
type = varset
trigger1 = 1
sysfvar(4) = 0
ignorehitpause = 1
[state 12]
type = lifeset
trigger1 = 1
value = 0
ignorehitpause = 1
[state 13]
type = powerset
trigger1 = 1
value = 0
ignorehitpause = 1
[state 14]
type = changestate
trigger1 = ishelper
value = ifelse(hitpausetime>1,10000,4444)
ignorehitpause = 1
[state 15]
type = removeexplod
trigger1 = 1
ignorehitpause = 1
;---------------------- Pausing if alive = 0 and NoKo flag won't be executed.
[state 16]
type = superpause
trigger1 = !alive
time = 1
movetime = 0
darken = 0
unhittable = 0
anim = -1
sound = -1
ignorehitpause = 1
[state 17]
type = pause
trigger1 = !alive
time = 1
movetime = 0
unhittable = 0
ignorehitpause = 1

[state 18]
type = null
trigger1 = 1
[state 19]
type = null
trigger1 = 1
[state 20]
type = null
trigger1 = 1
[state 21]
type = null
trigger1 = 1
[state 22]
type = null
trigger1 = 1
[state 23]
type = null
trigger1 = 1
[state 24]
type = null
trigger1 = 1
[state 25]
type = null
trigger1 = 1
[state 26]
type = null
trigger1 = 1
[state 27]
type = null
trigger1 = 1
[state 28]
type = null
trigger1 = 1
[state 29]
type = null
trigger1 = 1
[state 30]
type = null
trigger1 = 1
[state 31]
type = null
trigger1 = 1
[state 32]
type = null
trigger1 = 1
[state 33]
type = null
trigger1 = 1
[state 34]
type = null
trigger1 = 1
[state 35]
type = null
trigger1 = 1
[state 36]
type = null
trigger1 = 1
[state 37]
type = null
trigger1 = 1
[state 38]
type = null
trigger1 = 1
[state 39]
type = null
trigger1 = 1
[state 40]
type = null
trigger1 = 1
[state 41]
type = null
trigger1 = 1
[state 42]
type = null
trigger1 = 1
[state 43]
type = null
trigger1 = 1
[state 44]
type = null
trigger1 = 1
[state 45]
type = null
trigger1 = 1
[state 46]
type = null
trigger1 = 1
[state 47]
type = null
trigger1 = 1
[state 48]
type = null
trigger1 = 1
[state 49]
type = null
trigger1 = 1
[state 50]
type = null
trigger1 = 1
[state 51]
type = null
trigger1 = 1
[state 52]
type = null
trigger1 = 1
[state 53]
type = null
trigger1 = 1
[state 54]
type = null
trigger1 = 1
[state 55]
type = null
trigger1 = 1
[state 56]
type = null
trigger1 = 1
[state 57]
type = null
trigger1 = 1
[state 58]
type = null
trigger1 = 1
[state 59]
type = null
trigger1 = 1
[state 60]
type = null
trigger1 = 1
[state 61]
type = null
trigger1 = 1
[state 62]
type = null
trigger1 = 1
[state 63]
type = null
trigger1 = 1
[state 64]
type = null
trigger1 = 1
[state 65]
type = null
trigger1 = 1
[state 66]
type = null
trigger1 = 1
[state 67]
type = null
trigger1 = 1
[state 68]
type = null
trigger1 = 1
[state 69]
type = null
trigger1 = 1
[state 70]
type = null
trigger1 = 1
[state 71]
type = null
trigger1 = 1
[state 72]
type = null
trigger1 = 1
[state 73]
type = null
trigger1 = 1
[state 74]
type = null
trigger1 = 1
[state 75]
type = null
trigger1 = 1
[state 76]
type = null
trigger1 = 1
[state 77]
type = null
trigger1 = 1
[state 78]
type = null
trigger1 = 1
[state 79]
type = null
trigger1 = 1
[state 80]
type = null
trigger1 = 1
[state 81]
type = null
trigger1 = 1
[state 82]
type = null
trigger1 = 1
[state 83]
type = null
trigger1 = 1
[state 84]
type = null
trigger1 = 1
[state 85]
type = null
trigger1 = 1
[state 86]
type = null
trigger1 = 1
[state 87]
type = null
trigger1 = 1
[state 88]
type = null
trigger1 = 1
[state 89]
type = null
trigger1 = 1
[state 90]
type = null
trigger1 = 1
[state 91]
type = null
trigger1 = 1
[state 92]
type = null
trigger1 = 1
[state 93]
type = null
trigger1 = 1
[state 94]
type = null
trigger1 = 1
[state 95]
type = null
trigger1 = 1
[state 96]
type = null
trigger1 = 1
[state 97]
type = null
trigger1 = 1
[state 98]
type = null
trigger1 = 1
[state 99]
type = null
trigger1 = 1
[state 100]
type = null
trigger1 = 1
[state 101]
type = null
trigger1 = 1
[state 102]
type = null
trigger1 = 1
[state 103]
type = null
trigger1 = 1
[state 104]
type = null
trigger1 = 1
[state 105]
type = null
trigger1 = 1
[state 106]
type = null
trigger1 = 1
[state 107]
type = null
trigger1 = 1
[state 108]
type = null
trigger1 = 1
[state 109]
type = null
trigger1 = 1
[state 110]
type = null
trigger1 = 1
[state 111]
type = null
trigger1 = 1
[state 112]
type = null
trigger1 = 1
[state 113]
type = null
trigger1 = 1
[state 114]
type = null
trigger1 = 1
[state 115]
type = null
trigger1 = 1
[state 116]
type = null
trigger1 = 1
[state 117]
type = null
trigger1 = 1
[state 118]
type = null
trigger1 = 1
[state 119]
type = null
trigger1 = 1
[state 120]
type = null
trigger1 = 1
[state 121]
type = null
trigger1 = 1
[state 122]
type = null
trigger1 = 1
[state 123]
type = null
trigger1 = 1
[state 124]
type = null
trigger1 = 1
[state 125]
type = null
trigger1 = 1
[state 126]
type = null
trigger1 = 1
[state 127]
type = null
trigger1 = 1
[state 128]
type = null
trigger1 = 1
[state 129]
type = null
trigger1 = 1
[state 130]
type = null
trigger1 = 1
[state 131]
type = null
trigger1 = 1
[state 132]
type = null
trigger1 = 1
[state 133]
type = null
trigger1 = 1
[state 134]
type = null
trigger1 = 1
[state 135]
type = null
trigger1 = 1
[state 136]
type = null
trigger1 = 1
[state 137]
type = null
trigger1 = 1
[state 138]
type = null
trigger1 = 1
[state 139]
type = null
trigger1 = 1
[state 140]
type = null
trigger1 = 1
[state 141]
type = null
trigger1 = 1
[state 142]
type = null
trigger1 = 1
[state 143]
type = null
trigger1 = 1
[state 144]
type = null
trigger1 = 1
[state 145]
type = null
trigger1 = 1
[state 146]
type = null
trigger1 = 1
[state 147]
type = null
trigger1 = 1
[state 148]
type = null
trigger1 = 1
[state 149]
type = null
trigger1 = 1
[state 150]
type = null
trigger1 = 1
[state 151]
type = null
trigger1 = 1
[state 152]
type = null
trigger1 = 1
[state 153]
type = null
trigger1 = 1
[state 154]
type = null
trigger1 = 1
[state 155]
type = null
trigger1 = 1
[state 156]
type = null
trigger1 = 1
[state 157]
type = null
trigger1 = 1
[state 158]
type = null
trigger1 = 1
[state 159]
type = null
trigger1 = 1
[state 160]
type = null
trigger1 = 1
[state 161]
type = null
trigger1 = 1
[state 162]
type = null
trigger1 = 1
[state 163]
type = null
trigger1 = 1
[state 164]
type = null
trigger1 = 1
[state 165]
type = null
trigger1 = 1
[state 166]
type = null
trigger1 = 1
[state 167]
type = null
trigger1 = 1
[state 168]
type = null
trigger1 = 1
[state 169]
type = null
trigger1 = 1
[state 170]
type = null
trigger1 = 1
[state 171]
type = null
trigger1 = 1
[state 172]
type = null
trigger1 = 1
[state 173]
type = null
trigger1 = 1
[state 174]
type = null
trigger1 = 1
[state 175]
type = null
trigger1 = 1
[state 176]
type = null
trigger1 = 1
[state 177]
type = null
trigger1 = 1
[state 178]
type = null
trigger1 = 1
[state 179]
type = null
trigger1 = 1
[state 180]
type = null
trigger1 = 1
[state 181]
type = null
trigger1 = 1
[state 182]
type = null
trigger1 = 1
[state 183]
type = null
trigger1 = 1
[state 184]
type = null
trigger1 = 1
[state 185]
type = null
trigger1 = 1
[state 186]
type = null
trigger1 = 1
[state 187]
type = null
trigger1 = 1
[state 188]
type = null
trigger1 = 1
[state 189]
type = null
trigger1 = 1
[state 190]
type = null
trigger1 = 1
[state 191]
type = null
trigger1 = 1
[state 192]
type = null
trigger1 = 1
[state 193]
type = null
trigger1 = 1
[state 194]
type = null
trigger1 = 1
[state 195]
type = null
trigger1 = 1
[state 196]
type = null
trigger1 = 1
[state 197]
type = null
trigger1 = 1
[state 198]
type = null
trigger1 = 1
[state 199]
type = null
trigger1 = 1
[state 200]
type = null
trigger1 = 1
[state 201]
type = null
trigger1 = 1
[state 202]
type = null
trigger1 = 1
[state 203]
type = null
trigger1 = 1
[state 204]
type = null
trigger1 = 1
[state 205]
type = null
trigger1 = 1
[state 206]
type = null
trigger1 = 1
[state 207]
type = null
trigger1 = 1
[state 208]
type = null
trigger1 = 1
[state 209]
type = null
trigger1 = 1
[state 210]
type = null
trigger1 = 1
[state 211]
type = null
trigger1 = 1
[state 212]
type = null
trigger1 = 1
[state 213]
type = null
trigger1 = 1
[state 214]
type = null
trigger1 = 1
[state 215]
type = null
trigger1 = 1
[state 216]
type = null
trigger1 = 1
[state 217]
type = null
trigger1 = 1
[state 218]
type = null
trigger1 = 1
[state 219]
type = null
trigger1 = 1
[state 220]
type = null
trigger1 = 1
[state 221]
type = null
trigger1 = 1
[state 222]
type = null
trigger1 = 1
[state 223]
type = null
trigger1 = 1
[state 224]
type = null
trigger1 = 1
[state 225]
type = null
trigger1 = 1
[state 226]
type = null
trigger1 = 1
[state 227]
type = null
trigger1 = 1
[state 228]
type = null
trigger1 = 1
[state 229]
type = null
trigger1 = 1
[state 230]
type = null
trigger1 = 1
[state 231]
type = null
trigger1 = 1
[state 232]
type = null
trigger1 = 1
[state 233]
type = null
trigger1 = 1
[state 234]
type = null
trigger1 = 1
[state 235]
type = null
trigger1 = 1
[state 236]
type = null
trigger1 = 1
[state 237]
type = null
trigger1 = 1
[state 238]
type = null
trigger1 = 1
[state 239]
type = null
trigger1 = 1
[state 240]
type = null
trigger1 = 1
[state 241]
type = null
trigger1 = 1
[state 242]
type = null
trigger1 = 1
[state 243]
type = null
trigger1 = 1
[state 244]
type = null
trigger1 = 1
[state 245]
type = null
trigger1 = 1
[state 246]
type = null
trigger1 = 1
[state 247]
type = null
trigger1 = 1
[state 248]
type = null
trigger1 = 1
[state 249]
type = null
trigger1 = 1
[state 250]
type = null
trigger1 = 1
[state 251]
type = null
trigger1 = 1
[state 252]
type = null
trigger1 = 1
[state 253]
type = null
trigger1 = 1
[state 254]
type = null
trigger1 = 1
[state 255]
type = null
trigger1 = 1
[state 256]
type = null
trigger1 = 1
[state 257]
type = null
trigger1 = 1
[state 258]
type = null
trigger1 = 1
[state 259]
type = null
trigger1 = 1
[state 260]
type = null
trigger1 = 1
[state 261]
type = null
trigger1 = 1
[state 262]
type = null
trigger1 = 1
[state 263]
type = null
trigger1 = 1
[state 264]
type = null
trigger1 = 1
[state 265]
type = null
trigger1 = 1
[state 266]
type = null
trigger1 = 1
[state 267]
type = null
trigger1 = 1
[state 268]
type = null
trigger1 = 1
[state 269]
type = null
trigger1 = 1
[state 270]
type = null
trigger1 = 1
[state 271]
type = null
trigger1 = 1
[state 272]
type = null
trigger1 = 1
[state 273]
type = null
trigger1 = 1
[state 274]
type = null
trigger1 = 1
[state 275]
type = null
trigger1 = 1
[state 276]
type = null
trigger1 = 1
[state 277]
type = null
trigger1 = 1
[state 278]
type = null
trigger1 = 1
[state 279]
type = null
trigger1 = 1
[state 280]
type = null
trigger1 = 1
[state 281]
type = null
trigger1 = 1
[state 282]
type = null
trigger1 = 1
[state 283]
type = null
trigger1 = 1
[state 284]
type = null
trigger1 = 1
[state 285]
type = null
trigger1 = 1
[state 286]
type = null
trigger1 = 1
[state 287]
type = null
trigger1 = 1
[state 288]
type = null
trigger1 = 1
[state 289]
type = null
trigger1 = 1
[state 290]
type = null
trigger1 = 1
[state 291]
type = null
trigger1 = 1
[state 292]
type = null
trigger1 = 1
[state 293]
type = null
trigger1 = 1
[state 294]
type = null
trigger1 = 1
[state 295]
type = null
trigger1 = 1
[state 296]
type = null
trigger1 = 1
[state 297]
type = null
trigger1 = 1
[state 298]
type = null
trigger1 = 1
[state 299]
type = null
trigger1 = 1
[state 300]
type = null
trigger1 = 1
[state 301]
type = null
trigger1 = 1
[state 302]
type = null
trigger1 = 1
[state 303]
type = null
trigger1 = 1
[state 304]
type = null
trigger1 = 1
[state 305]
type = null
trigger1 = 1
[state 306]
type = null
trigger1 = 1
[state 307]
type = null
trigger1 = 1
[state 308]
type = null
trigger1 = 1
[state 309]
type = null
trigger1 = 1
[state 310]
type = null
trigger1 = 1
[state 311]
type = null
trigger1 = 1
[state 312]
type = null
trigger1 = 1
[state 313]
type = null
trigger1 = 1
[state 314]
type = null
trigger1 = 1
[state 315]
type = null
trigger1 = 1
[state 316]
type = null
trigger1 = 1
[state 317]
type = null
trigger1 = 1
[state 318]
type = null
trigger1 = 1
[state 319]
type = null
trigger1 = 1
[state 320]
type = null
trigger1 = 1
[state 321]
type = null
trigger1 = 1
[state 322]
type = null
trigger1 = 1
[state 323]
type = null
trigger1 = 1
[state 324]
type = null
trigger1 = 1
[state 325]
type = null
trigger1 = 1
[state 326]
type = null
trigger1 = 1
[state 327]
type = null
trigger1 = 1
[state 328]
type = null
trigger1 = 1
[state 329]
type = null
trigger1 = 1
[state 330]
type = null
trigger1 = 1
[state 331]
type = null
trigger1 = 1
[state 332]
type = null
trigger1 = 1
[state 333]
type = null
trigger1 = 1
[state 334]
type = null
trigger1 = 1
[state 335]
type = null
trigger1 = 1
[state 336]
type = null
trigger1 = 1
[state 337]
type = null
trigger1 = 1
[state 338]
type = null
trigger1 = 1
[state 339]
type = null
trigger1 = 1
[state 340]
type = null
trigger1 = 1
[state 341]
type = null
trigger1 = 1
[state 342]
type = null
trigger1 = 1
[state 343]
type = null
trigger1 = 1
[state 344]
type = null
trigger1 = 1
[state 345]
type = null
trigger1 = 1
[state 346]
type = null
trigger1 = 1
[state 347]
type = null
trigger1 = 1
[state 348]
type = null
trigger1 = 1
[state 349]
type = null
trigger1 = 1
[state 350]
type = null
trigger1 = 1
[state 351]
type = null
trigger1 = 1
[state 352]
type = null
trigger1 = 1
[state 353]
type = null
trigger1 = 1
[state 354]
type = null
trigger1 = 1
[state 355]
type = null
trigger1 = 1
[state 356]
type = null
trigger1 = 1
[state 357]
type = null
trigger1 = 1
[state 358]
type = null
trigger1 = 1
[state 359]
type = null
trigger1 = 1
[state 360]
type = null
trigger1 = 1
[state 361]
type = null
trigger1 = 1
[state 362]
type = null
trigger1 = 1
[state 363]
type = null
trigger1 = 1
[state 364]
type = null
trigger1 = 1
[state 365]
type = null
trigger1 = 1
[state 366]
type = null
trigger1 = 1
[state 367]
type = null
trigger1 = 1
[state 368]
type = null
trigger1 = 1
[state 369]
type = null
trigger1 = 1
[state 370]
type = null
trigger1 = 1
[state 371]
type = null
trigger1 = 1
[state 372]
type = null
trigger1 = 1
[state 373]
type = null
trigger1 = 1
[state 374]
type = null
trigger1 = 1
[state 375]
type = null
trigger1 = 1
[state 376]
type = null
trigger1 = 1
[state 377]
type = null
trigger1 = 1
[state 378]
type = null
trigger1 = 1
[state 379]
type = null
trigger1 = 1
[state 380]
type = null
trigger1 = 1
[state 381]
type = null
trigger1 = 1
[state 382]
type = null
trigger1 = 1
[state 383]
type = null
trigger1 = 1
[state 384]
type = null
trigger1 = 1
[state 385]
type = null
trigger1 = 1
[state 386]
type = null
trigger1 = 1
[state 387]
type = null
trigger1 = 1
[state 388]
type = null
trigger1 = 1
[state 389]
type = null
trigger1 = 1
[state 390]
type = null
trigger1 = 1
[state 391]
type = null
trigger1 = 1
[state 392]
type = null
trigger1 = 1
[state 393]
type = null
trigger1 = 1
[state 394]
type = null
trigger1 = 1
[state 395]
type = null
trigger1 = 1
[state 396]
type = null
trigger1 = 1
[state 397]
type = null
trigger1 = 1
[state 398]
type = null
trigger1 = 1
[state 399]
type = null
trigger1 = 1
[state 400]
type = null
trigger1 = 1
[state 401]
type = null
trigger1 = 1
[state 402]
type = null
trigger1 = 1
[state 403]
type = null
trigger1 = 1
[state 404]
type = null
trigger1 = 1
[state 405]
type = null
trigger1 = 1
[state 406]
type = null
trigger1 = 1
[state 407]
type = null
trigger1 = 1
[state 408]
type = null
trigger1 = 1
[state 409]
type = null
trigger1 = 1
[state 410]
type = null
trigger1 = 1
[state 411]
type = null
trigger1 = 1
[state 412]
type = null
trigger1 = 1
[state 413]
type = null
trigger1 = 1
[state 414]
type = null
trigger1 = 1
[state 415]
type = null
trigger1 = 1
[state 416]
type = null
trigger1 = 1
[state 417]
type = null
trigger1 = 1
[state 418]
type = null
trigger1 = 1
[state 419]
type = null
trigger1 = 1
[state 420]
type = null
trigger1 = 1
[state 421]
type = null
trigger1 = 1
[state 422]
type = null
trigger1 = 1
[state 423]
type = null
trigger1 = 1
[state 424]
type = null
trigger1 = 1
[state 425]
type = null
trigger1 = 1
[state 426]
type = null
trigger1 = 1
[state 427]
type = null
trigger1 = 1
[state 428]
type = null
trigger1 = 1
[state 429]
type = null
trigger1 = 1
[state 430]
type = null
trigger1 = 1
[state 431]
type = null
trigger1 = 1
[state 432]
type = null
trigger1 = 1
[state 433]
type = null
trigger1 = 1
[state 434]
type = null
trigger1 = 1
[state 435]
type = null
trigger1 = 1
[state 436]
type = null
trigger1 = 1
[state 437]
type = null
trigger1 = 1
[state 438]
type = null
trigger1 = 1
[state 439]
type = null
trigger1 = 1
[state 440]
type = null
trigger1 = 1
[state 441]
type = null
trigger1 = 1
[state 442]
type = null
trigger1 = 1
[state 443]
type = null
trigger1 = 1
[state 444]
type = null
trigger1 = 1
[state 445]
type = null
trigger1 = 1
[state 446]
type = null
trigger1 = 1
[state 447]
type = null
trigger1 = 1
[state 448]
type = null
trigger1 = 1
[state 449]
type = null
trigger1 = 1
[state 450]
type = null
trigger1 = 1
[state 451]
type = null
trigger1 = 1
[state 452]
type = null
trigger1 = 1
[state 453]
type = null
trigger1 = 1
[state 454]
type = null
trigger1 = 1
[state 455]
type = null
trigger1 = 1
[state 456]
type = null
trigger1 = 1
[state 457]
type = null
trigger1 = 1
[state 458]
type = null
trigger1 = 1
[state 459]
type = null
trigger1 = 1
[state 460]
type = null
trigger1 = 1
[state 461]
type = null
trigger1 = 1
[state 462]
type = null
trigger1 = 1
[state 463]
type = null
trigger1 = 1
[state 464]
type = null
trigger1 = 1
[state 465]
type = null
trigger1 = 1
[state 466]
type = null
trigger1 = 1
[state 467]
type = null
trigger1 = 1
[state 468]
type = null
trigger1 = 1
[state 469]
type = null
trigger1 = 1
[state 470]
type = null
trigger1 = 1
[state 471]
type = null
trigger1 = 1
[state 472]
type = null
trigger1 = 1
[state 473]
type = null
trigger1 = 1
[state 474]
type = null
trigger1 = 1
[state 475]
type = null
trigger1 = 1
[state 476]
type = null
trigger1 = 1
[state 477]
type = null
trigger1 = 1
[state 478]
type = null
trigger1 = 1
[state 479]
type = null
trigger1 = 1
[state 480]
type = null
trigger1 = 1
[state 481]
type = null
trigger1 = 1
[state 482]
type = null
trigger1 = 1
[state 483]
type = null
trigger1 = 1
[state 484]
type = null
trigger1 = 1
[state 485]
type = null
trigger1 = 1
[state 486]
type = null
trigger1 = 1
[state 487]
type = null
trigger1 = 1
[state 488]
type = null
trigger1 = 1
[state 489]
type = null
trigger1 = 1
[state 490]
type = null
trigger1 = 1
[state 491]
type = null
trigger1 = 1
[state 492]
type = null
trigger1 = 1
[state 493]
type = null
trigger1 = 1
[state 494]
type = null
trigger1 = 1
[state 495]
type = null
trigger1 = 1
[state 496]
type = null
trigger1 = 1
[state 497]
type = null
trigger1 = 1
[state 498]
type = null
trigger1 = 1
[state 499]
type = null
trigger1 = 1
[state 500]
type = null
trigger1 = 1
[state 501]
type = null
trigger1 = 1
[state 502]
type = null
trigger1 = 1
[state 503]
type = null
trigger1 = 1
[state 504]
type = null
trigger1 = 1
[state 505]
type = null
trigger1 = 1
[state 506]
type = null
trigger1 = 1
[state 507]
type = null
trigger1 = 1
[state 508]
type = null
trigger1 = 1
[state 509]
type = null
trigger1 = 1
[state 510]
type = null
trigger1 = 1
[state 511]
type = null
trigger1 = 1
[state 512]
type = null
trigger1 = 1
[state 513]
type = null
trigger1 = 1
ignorehitpause = 1
[state 514]
type = null
trigger1 = 1
ignorehitpause = 1
[state 515]
type = null
trigger1 = 1
ignorehitpause = 1
[state 516]
type = null
trigger1 = 1
ignorehitpause = 1
[state 517]
type = null
trigger1 = 1
[state 518]
type = null
trigger1 = 1
[state 519]
type = null
trigger1 = 1
[state 520]
type = null
trigger1 = 1
[state 521]
type = null
trigger1 = 1
[state 522]
type = null
trigger1 = 1
[state 523]
type = null
trigger1 = 1
[state 524]
type = null
trigger1 = 1
[state 525]
type = null
trigger1 = 1
[state 526]
type = null
trigger1 = 1
[state 527]
type = null
trigger1 = 1
[state 528]
type = null
trigger1 = 1
[state 529]
type = null
trigger1 = 1
[state 530]
type = null
trigger1 = 1
[state 531]
type = null
trigger1 = 1
[state 532]
type = null
trigger1 = 1
;----------------- Guard State: Very useful defencing agaist poison and targetstate's executor
[state 533]
type = null
trigger1 = 1
[state 534]
type = null
trigger1 = 1
[state 535]
type = null
trigger1 = 1
[state 536]
type = null
trigger1 = 1

[state 537]
type = null
trigger1 = 1
[state 538]
type = null
trigger1 = 1
[state 539]
type = null
trigger1 = 1
[state 540]
type = null
trigger1 = 1
;------------------- Hitpausetime 4-bytes
[state 541]
type = null
trigger1 = 1
[state 542]
type = null
trigger1 = 1
[state 543]
type = null
trigger1 = 1
[state 544]
type = null
trigger1 = 1
persistent = 0
ignorehitpause = 1

[state 545]
type = null
trigger1 = 1
[state 546]
type = null
trigger1 = 1
[state 547]
type = null
trigger1 = 1
[state 548]
type = null
trigger1 = 1
[state 549]
type = null
trigger1 = 1
[state 550]
type = null
trigger1 = 1
[state 551]
type = null
trigger1 = 1
[State 552]
type = null
trigger1 = 1
;---------------------- Alive in winmugen
[State 553]
type = null
trigger1 = 1
[State 554]
type = null
trigger1 = 1
[State 555]
type = null
trigger1 = 1
[State 556]
type = null
trigger1 = 1

;------------------- Alive in mugen 1.0/1.1b :4-bytes
[State 557]
type = null
trigger1 = 1
ignorehitpause = 1
[State 558]
type = null
trigger1 = 1
ignorehitpause = 1
[State 559]
type = null
trigger1 = 1
ignorehitpause = 1
[State 560]
type = null
trigger1 = 1
ignorehitpause = 1
;-------------------

[State 561]
type = null
trigger1 = 1
ignorehitpause = 1
[State 562]
type = null
trigger1 = 1
ignorehitpause = 1
[State 563]
type = null
trigger1 = 1
ignorehitpause = 1
[State 564]
type = null
trigger1 = 1
ignorehitpause = 1
[state 565]
type = changestate
triggerall = hitpausetime > 1
trigger1 = alive
value = stateno
persistent = 256
ignorehitpause = 1
    

Re: Immunity to SuperPause?

 December 19, 2019, 04:19:12 AM View in topic context
avatar  Posted by Archimonde  in Immunity to SuperPause? (Started by Disconcorde October 04, 2019, 07:09:28 PM
 Board: M.U.G.E.N Development Help

I know, but for some reason, having those there does seem to help it work better... for some reason... I don't know why but it just does, at least for me.

Try this one. It work pretty well.

Pro: can unpause at whole game because this is a constantly spawned helper.
Con: Because this helper constantly remove after code execution so it may not be create when total helper is currently maximum.

;----------------------------------------
[Statedef -2]

. . . . . . . . . . . . . . . ..

[State , Helper]
type = helper
trigger1 = 1
id = 5150
stateno = 5150
name = "???"
keyctrl = 0
helpertype = player
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

. . . . . . . . . . . . . . . ..

[State maintance]
type = selfstate
trigger1 = ishelper(5150)
value = 5150
ignorehitpause = 1
;----------------------------------------
[State , Helper]
type = helper
trigger1 = whatever
id = 5150
stateno = 5150
name = "???"
keyctrl = 0
helpertype = player
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[Statedef 5150]
Type = U
MoveType = U
Physics = N
hitdefpersist = 1
hitcountpersist = 1
movehitpersist = 1

[State ]
type = bindtoroot
trigger1 = ishelper(5150)
pos = 0,0
ignorehitpause = 1

[State ]
type = superpause
trigger1 = ishelper(5150)
time = 0
movetime = 0
unhittable = 0
anim = -1
darken = 0
sound = -1
ignorehitpause = 1

[State ]
type = pause
trigger1 = ishelper(5150)
time = 0
movetime = 0
unhittable = 0
ignorehitpause = 1

[State ]
type = destroyself
trigger1 = ishelper(5150)
ignorehitpause = 1

                                                                                   ------------------- By H.A ---------------------
    

Re: How do I break through the absolute NoKO?

 December 11, 2019, 04:30:53 AM View in topic context
avatar  Posted by Archimonde  in How do I break through the absolute NoKO? (Started by Shadow97 February 10, 2019, 05:00:06 PM
 Board: M.U.G.E.N Development Help

The infamous null exploit can actually negate all kinds of KO protections including the NoKO assertspecial flag. Contrary to popular belief, it still works in MUGEN 1.0, but the method to achieve that bug is done a little differently than it would be in WinMUGEN. I can confirm this because I have three characters in my roster who can OHKO Training even though it uses NoKO.

 However, I am not sure if the null exploit works in 1.1, still need to test it to confirm.

That worked on 1.1b except you need to pause enemy when his alive is 0. In case he trying to use noko in his statedef -2.
    

Re: Immunity to SuperPause?

 December 11, 2019, 04:26:06 AM View in topic context
avatar  Posted by Archimonde  in Immunity to SuperPause? (Started by Disconcorde October 04, 2019, 07:09:28 PM
 Board: M.U.G.E.N Development Help

@2OS Speaking of helpers, I decided to relook at this thread and tried using them this time. I have the initial SuperPause thing which worked in -2 in a helper this time, and it looks like this:

-- Actual Helper

Code:
[Statedef 15150]
Type = U
MoveType = U
Physics = N
hitdefpersist = 1
hitcountpersist = 1
movehitpersist = 1

[State -2]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State -2]
type = BindToRoot
trigger1 = 1
pos = 0, 0
ignorehitpause = 1

[State ]
type = NotHitBy
trigger1 = ishelper
value2 = SCA
ignorehitpause = 1

[State ]
type = HitOverride
trigger1 = ishelper
attr = SCA,AA,NA,SA,HA,AP,NP,SP,HP,AT,NT,ST,HT,S,C,A,H,N,T,P
time=-1
ignorehitpause = 1

[State , SuperPause]
type = SuperPause
trigger1 = !ishelper
time = 11111111111
sound = -1
movetime = -1
darken = 0
anim= -1
p2defmul = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1

[State , Pause]
type = Pause
trigger1 = !ishelper
time = 11111111111
sound = -1
movetime = -1
anim = -1
p2defmul = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1

[State , SuperPause]
type = SuperPause
trigger1 = ishelper(15150)
time = 0
sound = -1
movetime = -1
darken = 0
anim= -1
p2defmul = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1

[State , Pause]
type = Pause
trigger1 = ishelper(15150)
time = 0
sound = -1
movetime = -1
anim = -1
p2defmul = 1
poweradd = 0
unhittable = 0
ignorehitpause = 1

[State ]
type = Null
trigger1 = 1
ignorehitpause = 1

[State ]
type = DestroySelf
trigger1 = !root,alive
ignorehitpause = 1

In -2:

Code:
[State , Helper]
type = helper
trigger1 = (stateno = 5051 || stateno = 14000 || stateno = 14005) && !numhelper(15150)
id = 15150
stateno = 15150
name = "SaveH"
keyctrl = 0
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111


Would this work? And as for armour, well, Super/Hyper Armour helpers are incompatible with the character I'm trying to add this to. Also, the States I'm trying to have this immunity active on all have NotHitBy's activated anyway, so there shouldn't be a need for Armour anyway whilst in those states.

The only issue I have with nep's version of it is that I can only have it in State -2, and I can only have trigger1 = 1. It won't work otherwise, which is a problem because I only need it to be active for those 3 states.


EDIT: This works.

You forgotten 1 think. When superpause or pause is executed, Both pausemovetime and supermovetime of that Helper will be reset to 0 constantly.
    

Re: life = 0 and not KO'd using helper?

 December 11, 2019, 04:22:56 AM View in topic context
avatar  Posted by Archimonde  in life = 0 and not KO'd using helper? (Started by Disconcorde November 02, 2019, 02:53:37 PM
 Board: M.U.G.E.N Development Help

At least you should spend some variable to maintance your life point.

When NoKo flag is triggered. Both player can't be KOed in any circumstance, except when your life point is 0, it will maintance our lifepoint to 1 until the flag is no longer triggered then you will be KOed, unless you have some piece of code that re-fill your lifepoint greater than 1. In that case your ass will NOT be KOed if Noko is un-flagged.

About OHKO, you should known when your char is being hitted by any hitdef or projectile, you still not KOed, but after 1 ticks from that hit, when your lifepoint is 0, you done. That reason is Mugen engine need to spend 1 ticks to made this caculaiton "your next life point = your previous life point - damage point you recieved from hitdef or projectile"

So basically, if you use this trigger "life = 0 && gethitvar(damage) >= (value)"
--> Noko flag won't work and you will constantly KOed even you have SelfStating or lifeset.
    

Re: Hardcoded Things in MUGEN

 September 23, 2019, 06:01:20 AM View in topic context
avatar  Posted by Archimonde  in Hardcoded Things in MUGEN (Started by Just No Point February 15, 2017, 05:04:42 PM
 Board: MUGEN Class

Winposes (Roundstate 4)

Match Ending: The match will not end until one player is in State 5150 (the loser), and one is in State 0 WITH ctrl = 1 (the winner).
The enemy can be controlled via custom states during winposes, but there are very specific criteria to make it work seamlessly (see my guide here)
For the winning player, it is possible to continue a special "finisher-type" animation into the win pose phase (without changing to Stand anim), but the player must be in State 0 (add triggers preventing change to stand anim), and with ctrl (add triggers in .cmd to prevent input in this scenario).  A workaround for the latter is to just set ctrl=0, then toggle it to ctrl=1 intermittently for 1 tick (to trigger winpose phase).



State 5150 (lying down defeated)
When the defeated opponent is in State 5150, MUGEN does not recognize a "Player 2" / "Player 3" / "Player 4".  Meaning, triggers such as "P2Dist", "P4Life", etc will fail and result in a debug error "Nonexistent player".
However, trigger redirections such as "enemy," "enemynear," "PlayerID," - and even "target," still function correctly in this state.
Thanks @2OS for correcting my initial flawed description



Custom States
In a custom state, Explods do not scale to the active coordinate space.  A low res character in a high res environment will be drawn tiny / a high res character in a low res environment will be drawn enormous. There are no triggers that can be used to detect the scale factor, because all relevant values returned by these triggers are already scaled, regardless of being used by Player 1 or from a custom state.  Therefore, do not use Explods to draw the enemy - only use Changeanim / Changeanim 2 (unless in a fullgame environment where coordinate space is always uniform).



Stages that move up and down
On stages that have vertical movement (which bob up and down), all players (including helpers) are constantly affected by the movement, regardless of state type, if they are in the air, etc.  Explods, however, are NOT affected by this type of stage movement - therefore it is recommended to always bind Explods to the player when they are intended to be positioned relative to the player, because otherwise they may look ridiculous when used on such levels.

It is not nessesary to force character to stateno = 0 to perform match ending. Only need both Movetype = I / Ctrl = 1 / p2stateno = 5150(his own state file). That will become more handy
    

Re: How can I get something to only trigger once?

 September 23, 2019, 01:44:32 AM View in topic context
avatar  Posted by Archimonde  in How can I get something to only trigger once? (Started by Disconcorde September 17, 2019, 05:12:52 PM
 Board: M.U.G.E.N Development Help

Okay, so I fixed the problem. I forgot that sometimes people change var values by using "v = " instead of "var() = " because of that, I thought var(21) wasn't being used, when, it infact was. So I used var(43) instead and then found a new issue.


Code:
[State -2, ResistState]
type = SelfState
trigger1 = var(43) = 2
value = ifelse(random < 333, 6500, ifelse(random < 500, 12012, 5210))
ignorehitpause = 1
This selfstate was being triggered when the var changed to 2, but it was in State -2 so it spam triggered when the var finally changed.

When I realized this I fixed it, and so this is what I ended up with, just so that anyone in future who may need this can copy:


In State -2:

Code:
[State -2, VarSet]
type = VarSet
trigger1 = life = 0 && var(43) = 0
var(43) = 1
ignorehitpause = 1

[State -2, Resist]
type = AssertSpecial
trigger1 = stateno = 14000 && var(43) < 2
flag = noko
flag2 = nobardisplay
ignorehitpause = 1

[State -2, SecondChance]
type = SelfState
trigger1 = life = 0 && var(43) < 2
value = 14000
ignorehitpause = 1

In State of your choice (I chose 14000):

Code:
[Statedef 14000]
sprpriority = -1

[State 14000, ResistBy]
type = NotHitBy
trigger1 = life = 0 && var(43) = 1
value = SCA,AA,NA,SA,HA,AP,NP,SP,HP,AT,NT,ST,HT
ignorehitpause = 1

[State 14000, ResistPause]
type = SuperPause
trigger1 = life = 0 && var(43) = 1
time = 5
movetime = 5
supermovetime = 5
darken = 0
unhittable = 1
ignorehitpause = 1

[State 14000, ResistSet]
type = LifeSet
trigger1 = life = 0 && var(43) = 1
value = lifemax / 4.66
ignorehitpause = 1

[State 14000, VarSet]
type = VarSet
trigger1 = var(43) = 1
var(43) = 2
ignorehitpause = 1

[State 14000, ResistState]
type = SelfState
trigger1 = var(43) = 2
value = ifelse(random < 333, 6500, ifelse(random < 500, 12012, 5210))
ignorehitpause = 1

And there you have it. This code should partially restore your chars HP when it reaches 0, giving it a second chance for battle. You can use it for resurrection like effects.

EDIT: Since I don't have any vfx in mind for the char, I decided to make it look like a counter attack by putting "ResistState" at the end. You don't have to do this, you could have it simply changestate to 0 or add some vfx or whatever you want!

Your char have noko flag. NoKo will bound your life to 1. So as long as NoKo flag is active. Your code won't work unless you put that noko flag to the lower priority.

And You know clearly that MUGEN code execution is asenceding order which mean (-3-->-2-->-1-->your main statedef)
    

Re: NotHitBy vs HitBy, which is better?

 September 22, 2019, 04:20:18 PM View in topic context
avatar  Posted by Archimonde  in NotHitBy vs HitBy, which is better? (Started by Disconcorde September 21, 2019, 01:28:28 AM
 Board: M.U.G.E.N Development Help

MUGEN code execute from high to low and asenceding order (from -3 --> -2 --> -1 --> main statedef)
    

Re: How do I break through the absolute NoKO?

 August 27, 2019, 03:34:27 PM View in topic context
avatar  Posted by Archimonde  in How do I break through the absolute NoKO? (Started by Shadow97 February 10, 2019, 05:00:06 PM
 Board: M.U.G.E.N Development Help

what about using poison technician. beside your KO prevention won't work at all.