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Messages by mugenfan89

    

turn Character transparent

 December 02, 2021, 12:15:42 am View in topic context
avatar  Posted by mugenfan89  in turn Character transparent (Started by mugenfan89 December 02, 2021, 12:15:42 am
 Board: M.U.G.E.N Configuration Help

As it says above I would like to turn on of my chars transparent/seethrough, what would I have to change in CNS or the AIR files?
    

How do I stop an infinite special?

 March 20, 2021, 04:52:19 pm View in topic context
avatar  Posted by mugenfan89  in How do I stop an infinite special? (Started by mugenfan89 March 20, 2021, 04:52:19 pm
 Board: M.U.G.E.N Configuration Help

So like it says I have one special move which I can perform continuously after I did it once I will usually be in able to hit him at least 5 times with the same special and keep him on the air which makes the special look kind of cheap, I tried to set juggle to 0 but still no success.

So is there anyone who knows how to solve this? If yes than please let me know.
    

Stop repeated move

 March 20, 2021, 04:33:04 am View in topic context
avatar  Posted by mugenfan89  in Stop repeated move (Started by mugenfan89 March 20, 2021, 04:33:04 am
 Board: M.U.G.E.N Configuration Help

How do I stop a special move from being in able to repeat itself and keep the CPU in the air, I would like to hit him only once or twice but I usually keep him on air after 5-6 hits with the same special which makes the special sorta cheap.

Here is the code, thank you in advance.

;Spinning Fan
[StateDef 1290];RotationFan
type = S
movetype= A
physics = S
juggle  = 1
velset = 5,0
ctrl = 0
anim = 1700
poweradd = 20
sprpriority = 2

[State 1000, 7]
type = statetypeset
trigger1 = Time = 0 && Pos y > var(57)
value = A

[State 430, 2]
type = HitDef
trigger1 =! movecontact && p2statetype != C
p2stateno = 1293
attr = C, NA
damage    = 100, 50
animtype = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
sparkno = -1
sparkxy = -18,-100
guard.sparkno = -1
hitsound = s20,2
;p2facing = 1
guardsound = s20,3
ground.cornerpush.veloff = -25
guard.cornerpush.veloff = -20
ground.type = High
guard.ctrltime = 20
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = ifelse(p2dist x < 0, 2,-2),-9
air.velocity = ifelse(p2dist x < 0, 2,-2),-8
priority = 1,miss
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.time = 16
envshake.freq = 60
envshake.ampl = 7
guard.dist = 180

[State 1040, 0.erf7]
type = selfstate
trigger1 = movehit
value = 1291

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S9,10
volumescale = 250

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1+random%2
volumescale = 350

[State 240, 1.5]
type = varset
trigger1 = time = 0
trigger2 = animtime = 0
v = 11
value = 0

[State 240, 1.5]
type = varset
trigger1 = movecontact
v = -5
value = pos y
ignorehitpause = 1
persistent = 0

[State 600, 1.5]
type = velset
trigger1 = time = [1, 30]
y = 0
x = 4
ignorehitpause = 1

[State 600, 1.5]
type = velset
trigger1 = time = [30, 37]
y = 0
x = 0
ignorehitpause = 1

[State ]
type = targetvelset
trigger1 = moveguarded && target,hitover = 0
x = -2
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = Moveguarded
value = f5,14
volumescale = 200
ignorehitpause = 1
persistent = 0

[State ]
type = ChangeState
trigger1 = numexplod(11009) > 0 && !movecontact && command = "fanup"
value = 1400
ctrl = 0

[State 431, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1291]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 1701
poweradd = 20
sprpriority = 2

[State 1000, 7]
type = statetypeset
trigger1 = Time = 0 && Pos y > var(57)
value = A

[State 430, 2]
type = HitDef
trigger1 =! movecontact
attr = C, NA
damage    = 120 ,75
animtype = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
sparkno = -1
sparkxy = -18,-100
guard.sparkno = -1
hitsound = s20,2
;p2facing = 1
guardsound = s20,3
ground.cornerpush.veloff = -25
guard.cornerpush.veloff = -20
ground.type = High
guard.ctrltime = 20
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = ifelse(p2dist x < 0, 2,-2),-7
air.velocity = ifelse(p2dist x < 0, 2,-2),-6
priority = 1,miss
yaccel = 0.315
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.time = 16
envshake.freq = 60
envshake.ampl = 7
guard.dist = 180

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S20,2
volumescale = 250

[State 430, 1]
type = PlaySnd
trigger1 = animelem = 5
value = S5,1+random%2
volumescale = 350

[State 2, Upperblood]
type = Helper
trigger1 = time = 0
trigger1 = numhelper(28) < 1
ID = 28
stateno = 28-(p2name = "motaro")
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1



[State 2, Upperblood]
type = Helper
trigger1 = time = 0
stateno = 499
persistent = 0
ignorehitpause = 1

[State 240, 1.5]
type = varset
trigger1 = time = 0
trigger2 = animtime = 0
v = 11
value = 0

[State 240, 1.5]
type = varset
trigger1 = movecontact
v = -5
value = pos y
ignorehitpause = 1
persistent = 0

[State 600, 1.5]
type = velset
trigger1 = time = [1, 30]
y = 0
x = 4
ignorehitpause = 1

[State 600, Select]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 11, 12

[State ]
type = ChangeState
trigger1 = numexplod(11009) > 0 && time > 16 && command = "fanup"
value = 1400
ctrl = 0


[State 600, 1.5]
type = velset
trigger1 = time = [17, 39]
y = 0
x = 0
ignorehitpause = 1

[State 431, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[State ]
type = targetvelset
trigger1 = moveguarded && target,hitover = 0
x = -3
ignorehitpause = 1

[State ]
type = PlaySnd
trigger1 = Moveguarded
value = f5,14
volumescale = 200
ignorehitpause = 1
persistent = 0

[State 431, 4]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

[Statedef 1293]   ;hit by fan
type    = U
movetype= H
physics = N
juggle  = 2
anim = 21238
velset = 0,0
ctrl = 0
sprpriority = 0

[State 820, 4351]
type = velset
Trigger1 = time = [0,12]
y = -8

[State 820, 4351]
type = velset
Trigger1 = time > 13
y = 0

[State 1000, 7]
type = posadd
trigger1 = time = [0,12]
x = 1

;[State 1000, 7]
;type = posset
;trigger1 = pos y > var(57)
;y = var(57)

;[State 1000, 7]
;type = statetypeset
;trigger1 = pos y >= var(57)
;value = S

;[State 1000, 7]
;type = statetypeset
;trigger1 = pos y < var(57)
;value = A

[State 0, throw-up]
type = Explod
trigger1 = numexplod(118) = 0
anim = 888
ID = 118
removetime = -1
removeongethit = 0
ignorehitpause = 1

[state 0, throw up protection]
type = defencemulset
trigger1 = 1
value = 0.5

[State 1000, 7]
type = selfstate
triggerall = time = 25
trigger1 = alive = 0
;trigger2 = pos y < var(57)
value = 1294

[Statedef 1294]   ;hit by fan
type    = U
movetype= H
physics = N
juggle  = 2
anim = 5080
velset = 0,0
ctrl = 0
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 8
y = pos y >= var(57) && vel y > 0

[State 1050, 7]
type = selfstate
trigger1 = pos y >= var(57) && vel y > 0
value = 52
anim = 47
    

Char gets stuck during a special move

 March 16, 2021, 08:25:47 pm View in topic context
avatar  Posted by mugenfan89  in Char gets stuck during a special move (Started by mugenfan89 March 16, 2021, 08:25:47 pm
 Board: M.U.G.E.N Configuration Help

So I added a new special move for one of my chars ( Baraka) it is a sort of a grab and threw move like in this two video's which works just fine whenever I play with him.


However whenever I fight against Baraka and he uses this move against me It will usually have an error like in this video here, he will be stuck into that walking animation until the round is over.

I used debug mode while fighting against the CPU (Baraka) and this is what it shows me.

14463: Warning: Player Baraka's helper (448) in state 181: has no helper 5500

So what exactly am I supposed to do now in order to solve the error?
If there is anyone who knows how to solve this issue than please let me know, any help is appreciated.
    

error with A.I

 March 08, 2021, 02:02:14 am View in topic context
avatar  Posted by mugenfan89  in error with A.I (Started by mugenfan89 March 08, 2021, 02:02:14 am
 Board: M.U.G.E.N Configuration Help

I'm getting these errors in debug mode while one of my chars sometimes freezes whenever I fight against him.

warning : player Baraka (56) in state 131 has no target with hit id-1
warning : player Baraka (56) in state 131 has no d-th partner
warning : player Baraka (56) in state 131 has no i-the enemy

or also

warning : player Baraka (57) in state 130 has no TARGET WITH HIT ID - 1
warning : player (57) in state 130 has no d-th partner
warning : player Baraka (57) in state 130 has no I-the enemy

How can I solve this???

Please any help is appriciated.
    

Char freezes during special move

 March 06, 2021, 10:12:19 pm View in topic context
avatar  Posted by mugenfan89  in Char freezes during special move (Started by mugenfan89 March 06, 2021, 10:12:19 pm
 Board: M.U.G.E.N Configuration Help

One of my character usually freezes when he performs a certain special move while I fight against him, however when I usually play with the char the error does not occur, please if anyone know how to fix it them let me know.

Here is the code.

;face to throw
[Statedef 1400];-------------------------------------------------------------------;-------------------------------------------------------------------
type    = S
movetype= A
physics = N
velset = 10,0
ctrl = 0
sprpriority = 0
anim=1400

[State 0, randomatak]
type = PlaySnd
trigger1 = time=0
value = 130,random%3
volumescale = 100
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =  time=0
value = F5,153;F=common snd
volumescale = 200

[State 0, FACE_snd_SAW]
type = PlaySnd
trigger1= time =1
value = 20,random%2
volumescale = 100
channel = -1
freqmul = 1.0
loop = 0


[State 0, VelSet]
type = VelSet
trigger1 = animelem=3,=0
x = 6

[State 0, VelSet]
type = VelSet
trigger1 = animelem=4,=0
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem=4,=7
x = 0

[State 800, normal]
type = HitDef
Trigger1 = !movecontact
damage =  (Var(9) = 0)
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
guardflag = HL
hitflag = AFHL          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
hitsound = -1
sparkno = -1          ;No spark
p2facing = 1       ;Force p2 to face KFM
p1stateno =25
p2stateno =  26
numhits = 0
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
fall.damage =(Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 0, iskra]
type = Explod
trigger1 =moveguarded=[1,3]
anim = 1006
ID = 1006
pos = 90,-115
postype = p1;  p2,front,back,left,right
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 25,15
removetime = -2;"-2" odin raz; "-1" forever
scale = .5,.5
sprpriority = 6
ownpal = 1
removeongethit = 0
angle=random/3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = moveguarded
trigger2 = animelem=5,>2
movetype = I        ;I,A,H

[State 0, FACE_snd_SAWend]
type = PlaySnd
trigger1 = animtime = 0
value = 60,0
volumescale = 50
channel = -1
freqmul = 1.0
loop = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded=4
value =1700
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value =0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

; D U me

    

attack counts too many hits

 March 05, 2021, 05:23:30 pm View in topic context
avatar  Posted by mugenfan89  in attack counts too many hits (Started by mugenfan89 March 05, 2021, 05:23:30 pm
 Board: M.U.G.E.N Configuration Help

Like it says whenever I do a certain special move it will usually show me 20+ hits while I barely hit him only a couple of times, so my question is what could be the issue and how am I supposed to fix it?

Here is the special move

;----------------------spear loop
[Statedef 2070]
type    = S
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1488
velset = 1,0;

[State 2100]
type = PlaySnd
trigger1 = TimeMod = 24,1
value = 40,0
channel = 0;

[State 1200, 2at]  ;
type = Explod
trigger1 = time = 0
anim = 1489
pos = 0,0
postype = p1
ID = 2070
sprpriority  = 2
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1


[State 1200, 2at]  ;
type = Explod
trigger1 = time = 0
anim = 1490
pos = 0,0
postype = p1
ID = 2070
sprpriority  = 2
removetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = movecontact
anim = 888
ID = 2080
removetime = 160
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 430, 2]
type = HitDef
trigger1 = 1
attr = S, NA
damage    = 14, 7
animtype  = Back
hitflag = MAF ;
guardflag = HL
pausetime = 1,3
sparkno = -1
sparkxy = -18,-100
guard.sparkno = -1
hitsound   = s20,4
p2facing = 1
guardsound = 89,0
ground.cornerpush.veloff = -30
ground.type = High
guard.ctrltime = 20
guard.slidetime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 2.8,-3;
air.velocity = 2.8,-3 ;
yaccel = 0.37
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 1, Miss;

[State 2100]
type = StateTypeSet
trigger1 = movecontact
physics = S
persistent = 0;

[State 1200, 2at]  ;
type = RemoveExplod
trigger1 = time = 48
ID = 2070;

[State 2, blood111] ;
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = p2dist X,-abs(p2dist Y)-100  ;
postype = p1
ignorehitpause = 1
ownpal = 1;

[State -1, more]
type = ChangeState
value = 2070
triggerall = command = "holdx"
trigger1 = time >= 12
trigger1 = !movecontact

[State 430, 4]
type = ChangeState
trigger1 = time = 48 ;
value = 0
ctrl = 1;


     Posted: March 06, 2021, 04:20:33 pm
Come on nobody has an answer?????
    

exchange hit box

 March 04, 2021, 06:07:17 pm View in topic context
avatar  Posted by mugenfan89  in exchange hit box (Started by mugenfan89 March 04, 2021, 06:07:17 pm
 Board: M.U.G.E.N Configuration Help

Hi I would like to exchange the hit boxes between two groups of anims, the anim 1011 is usually the one which hits the opponent but I would like to have anim 498 to do the job, so how do I get this done?

Here is the code, thanks in advance.
;---------------------

[Statedef 1900]     ;erdeschossen
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
anim = 1010
ctrl = 0

[State 10000, open]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4, 21

[State 1000, 0.1]
type = Posset
trigger1 = Pos Y != 0
trigger1 = time = 0
Y = var(57)

[State 1601, explosion]
type = Envshake
trigger1 = animelem = 6
time = 12
freq = 70
ampl = 7

[State 9251,misil]
type = Helper
trigger1 = animelem = 7
ID = 815
postype = p1
pos = 0,0
stateno = 1510
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
[Statedef 1510]     ;un misil
type    = S
movetype= A
physics = S
juggle  = 2
velset = 6,0
anim = 1011--------------------------------------This one here-------------------------------------

[State 0, AngleDraw]
type = Assertspecial
trigger1 = 1
flag = noshadow
time = 9999
ignorehitpause = 1

[State 10000, rakieta]
type = PlaySnd
trigger1 = time%12 = 4
value = 50, 0
volume = 30

[State 10000, rakieta]
type = envshake
trigger1 = time%12 = 4
time = 6
freq = 70
ampl = 5

[State 10000, rakieta]
type = veladd
trigger1 = 1
X = 6

[State 1601, explosion]
type = Explod
trigger1 = time%12 = 4
anim = 498--------------------------------------------------------and this one here---------------------------------
pos = 6,0
postype = p1
sprpriority = -2
facing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 0,2
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 0.7, ifelse(random>500,1,.7)
sprpriority = -6
ontop = 0
ownpal = 1
persistent=4
trans=add

[State 1601, explosion]
type = Explod
trigger1 = time%12 = 4
anim = f34
pos = 10,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-3
random = 60,50
ownpal = 1

[State 1601, explosion]
type = Explod
trigger1 = time%12 = 4
anim = 1005 + random%3
pos = 4,0
postype = p1
sprpriority = -2
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1; -1 forever
random = 0,2
removetime = -2;"-2" odin raz; "-1" forever
pausemovetime = 0
scale = 1, ifelse(random>500,1,.7)
sprpriority = -6
ontop = 0
ownpal = 1
persistent=4
trans=add

[State 0, always]
type = Explod
trigger1 =time=0
anim = 1904
ID = 12001
pos = 0,4
postype = p1;  p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1; -1 forever
scale = .8,.5
sprpriority = -1
ownpal = 1
removeongethit = 0
trans=add



[State 1601, Hit]
type = HitDef
trigger1 = !movecontact
attr = S, HP
pausetime = 0,2
damage    = 199, 98
animtype = back
air.animtype = Back
guardflag = L
sparkno = -1
guard.sparkno = -1
hitsound   = 5,0
guardsound = 5,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-12
air.velocity = 0,-8
air.fall = 1
fall.recover = 0
air.juggle = 3
yaccel = .45
kill       = root, Var(9) = 0
fall.kill  = root, Var(9) = 0
guard.kill = root, Var(9) = 0

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 10000, rakieta]
type = destroyself
trigger1 = time = 72

[Statedef 5120]
type    = L
movetype= I
physics = N
anim = 5120
ctrl = 0

[State 810, reset]
type = nothitby
trigger1 = time = 0
value = SCA,NA,SA
time = 1

[State 1001, combo receive]
type = selfstate
triggerall = abs(p2dist x) < 60 || abs(p2bodydist x) < 12
trigger1 = p2stateno = 24 && numexplod(24) = 0; not sure
value = 0
ctrl = 1

[State 810, Grab Sound]
type = Statetypeset
trigger1 = time = 12
value = C

[State 810, Grab Sound]
type = Statetypeset
trigger1 = time = 20
trigger2 = AnimTime = 0 && p2dist x < -20
value = S


[State 810, Grab Sound]
type = ctrlset
trigger1 = time = 20 && life > 1
trigger1 = p2dist x > 0
value = 1

[State 810, Grab Sound]
type = assertspecial
trigger1 = time >= 12
flag = nowalk

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-
    

Re: Char doesn't get up after being knocked to the ground

 February 19, 2021, 04:33:44 pm View in topic context
avatar  Posted by mugenfan89  in Char doesn't get up after being knocked to the ground (Started by mugenfan89 February 19, 2021, 05:12:24 am
 Board: M.U.G.E.N Configuration Help

Hmm. No P2stateno detected in  HitDef, nor TargetState. Which means the opponent didn't get put into a custom state. Instead, lots of complicated ChangeState(s) and SelfState(s) detected in 5120 - a non-custom StateDef.

I just gave your code a run on my character. Here's a quick fix that I used on the code.

;-
[Statedef 5120]
type    = L
movetype= I
physics = N
anim = 5120
ctrl = 0

[State 810, reset]
type = nothitby
trigger1 = time = 0
value = SCA,NA,SA
time = 1

[State 1001, combo receive]
type = selfstate
triggerall = abs(p2dist x) < 60 || abs(p2bodydist x) < 12
trigger1 = p2stateno = 24 && numexplod(24) = 0; not sure
value = 0
ctrl = 1

[State 810, Grab Sound]
type = Statetypeset
trigger1 = time = 12
value = C

[State 810, Grab Sound]
type = Statetypeset
trigger1 = time = 20
trigger2 = AnimTime = 0 && p2dist x < -20
value = S


[State 810, Grab Sound]
type = ctrlset
trigger1 = time = 20 && life > 1
trigger1 = p2dist x > 0
value = 1

[State 810, Grab Sound]
type = assertspecial
trigger1 = time >= 12
flag = nowalk

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-

Remove the current [StateDef 5120] and paste this instead. Your problem should be fixed by indicating the "stand-up" animation and remove a couple of redundant ChangeState(s) and SelfState(s).

Thank you friend it seems to work now properly
    

Re: Char doesn't get up after being knocked to the ground

 February 19, 2021, 05:37:54 am View in topic context
avatar  Posted by mugenfan89  in Char doesn't get up after being knocked to the ground (Started by mugenfan89 February 19, 2021, 05:12:24 am
 Board: M.U.G.E.N Configuration Help

You can try to open his .cns file, check the "liedown.time" line and reduce the number to 60 or lower. This line determines how long the character lies until he gets up back.

Thank you but I forgot to mention that I coded a special move before he started to get that error I believe it must have affected it somehow, however this is the code.

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

[Statedef 1900]     ;erdeschossen
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
anim = 1010
ctrl = 0

[State 10000, open]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4, 21

[State 1000, 0.1]
type = Posset
trigger1 = Pos Y != 0
trigger1 = time = 0
Y = var(57)

[State 1601, explosion]
type = Envshake
trigger1 = animelem = 6
time = 12
freq = 70
ampl = 7

[State 9251,misil]
type = Helper
trigger1 = animelem = 7
ID = 815
postype = p1
pos = 0,0
stateno = 1510
ownpal = 1
size.xscale = 0.6
size.yscale = 0.6

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------
[Statedef 1510]     ;un misil
type    = S
movetype= A
physics = S
juggle  = 2
velset = 6,0
anim = 1011

[State 0, AngleDraw]
type = Assertspecial
trigger1 = 1
flag = noshadow
time = 9999
ignorehitpause = 1

[State 10000, rakieta]
type = PlaySnd
trigger1 = time%12 = 4
value = 0, 6
volume = 30

[State 10000, rakieta]
type = envshake
trigger1 = time%12 = 4
time = 6
freq = 70
ampl = 5

[State 10000, rakieta]
type = veladd
trigger1 = 1
X = 6

[State 1601, explosion]
type = Explod
trigger1 = time%12 = 4
anim = 498
pos = 0,0
postype = p1
sprpriority = -1 + 2*(random%2)
vel = 0,-1
random = 40,40
ownpal = 1

[State 1601, explosion]
type = Explod
trigger1 = time%12 = 4
anim = f34
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-3
random = 60,50
ownpal = 1

[State 1601, explosion]
type = Explod
trigger1 = time%12 = 4
anim = 1005 + random%3
pos = 0,5
postype = p1
sprpriority = -2
facing = -1 + 2*(random%2)
vfacing = -1 + 2*(random%2)
scale = 0.8,0.4
vel = 0,0
ownpal = 1
ignorehitpause = 1


[State 1601, Hit]
type = HitDef
trigger1 = !movecontact
attr = S, HP
pausetime = 0,2
damage    = 199, 98
animtype = back
air.animtype = Back
guardflag = L
sparkno = -1
guard.sparkno = -1
hitsound   = 5,0
guardsound = 5,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-12
air.velocity = 0,-8
air.fall = 1
fall.recover = 0
air.juggle = 3
yaccel = .45
kill       = root, Var(9) = 0
fall.kill  = root, Var(9) = 0
guard.kill = root, Var(9) = 0

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 1601, explosion]
type = Explod
trigger1 = movehit = 1
anim = f30 + random%2
pos = 0,0
postype = p1
sprpriority = -3 + 6*(random%2)
vel = 0,-6
random = 60,50
ownpal = 1
persistent = 0
removetime = 44

[State 10000, rakieta]
type = destroyself
trigger1 = time = 72

[Statedef 5120]
type    = L
movetype= I
physics = N
ctrl = 0

[State 810, reset]
type = nothitby
trigger1 = time = 0
value = SCA,NA,SA
time = 1

[State 1001, combo receive]
type = selfstate
triggerall = abs(p2dist x) < 60 || abs(p2bodydist x) < 12
trigger1 = p2stateno = 24 && numexplod(24) = 0; not sure
value = 0
ctrl = 1

[State 810, Grab Sound]
type = Statetypeset
trigger1 = time = 12
value = C

[State 810, Grab Sound]
type = Statetypeset
trigger1 = time = 20
trigger2 = AnimTime = 0 && p2dist x < -20
value = S


[State 810, Grab Sound]
type = ctrlset
trigger1 = time = 20 && life > 1
trigger1 = p2dist x > 0
value = 1

[State 810, Grab Sound]
type = assertspecial
trigger1 = time >= 12
flag = nowalk

[State 5110, 11] ;If just died
type = ChangeState
trigger1 = var(50) = 0 && command = "holddown"
triggerall = time > 12
triggerall = life > 1
triggerall = fvar(5) != 116
trigger2 = var(50) = 1 && random%12 < AILevel && p2bodydist x < 30
trigger2 = p2stateno = 200||p2stateno = 210||p2stateno = 240||p2stateno = 430
value = 11

[State 5110, 11] ;If just died
type = ChangeState
trigger1 = var(50) = 0 && command = "holdup"
triggerall = time > 6
triggerall = life > 1
trigger2 = var(50) = 1 && random%12 < AILevel && abs(p2bodydist x) < 100
trigger2 = p2stateno = 245
value = 40

[State 5110, 11] ;If just died
type = selfState
trigger1 = var(50) = 0 && command = "blok"
triggerall = time > 0
triggerall = life > 1
trigger2 = var(50) = 1 && random%12 < AILevel
trigger2 = inguarddist||(p2movetype = A&&enemy,movecontact = 0&&abs(p2dist x) < ifelse(p2stateno = 245, 120, 80))
triggerall = fvar(5) != 103
value = 120

    

Char doesn't get up after being knocked to the ground

 February 19, 2021, 05:12:24 am View in topic context
avatar  Posted by mugenfan89  in Char doesn't get up after being knocked to the ground (Started by mugenfan89 February 19, 2021, 05:12:24 am
 Board: M.U.G.E.N Configuration Help

Whenever I play a certain char in my mugen I always usually have to press a button so he can get up again I'm sure it must be some coding error but not quite exactly sure where the problem could lie. Please guys I appreciate any help
    

tune down sliding speed

 February 17, 2021, 01:26:01 am View in topic context
avatar  Posted by mugenfan89  in tune down sliding speed (Started by mugenfan89 February 17, 2021, 01:26:01 am
 Board: M.U.G.E.N Configuration Help

Like it says I would like to slow the sliding of one of my Characters special move but don't know how there are two animation which I would slow down a bit, anim = 300 and anim = 301,

 Also if possible I would like to know how It can be shortened cause the slide feels quite long he reach almost the half of the screen when he slides. Thank you in advance.

Here is the code

;double punches ---------------------------------------------------------------------------------------
[Statedef 1040]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 300
ctrl = 0
velset = 0,0
sprpriority = -5


[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 2,12
channel = 3
;volumescale = 200

[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50

[State 0, ex]
type = Explod
trigger1 = time = 0
ID = 1400
anim = 888
removetime = 90
ignorehitpause = 1

[State ]
type = Hitdef
trigger1 = !time
damage = 120,20
pausetime = 1,15
attr = S,NA
guardflag = M
animtype = high
air.animtype = back
priority = 1, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 30
ground.velocity = 0, 0
guard.ctrltime = 10
guard.slidetime = 20
guard.velocity = -4
air.velocity = -4, -8
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = 0.5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
guard.dist = 10
forcestand = 1

[State 1000, 7]
type = playsnd
trigger1 = time = 0
value = 4,16
volumescale = 120
channel = -1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 300 && animelem = 2
x = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
x = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 301
ctrl = 0
sprpriority = 2

[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 4,10
channel = 3

[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Back
damage    = 150, 20
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -4,-8
air.velocity = -4,-8
air.hittime = 17
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 5

;[State 0, VelAdd]
;type = VelSet
;trigger1 = anim = 1441 && animelem = 1
;x = 5

[State 0, TargetVelSet]
type = Targetstate
trigger1 = moveguarded
value = 1999
persistent = 0

[State 0, VelAdd]
type = VelSet
trigger1 = anim = 301 && animelem = 5
x = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================================================

    

Re: Char goes through another char when he attacks

 February 14, 2021, 07:13:05 pm View in topic context
avatar  Posted by mugenfan89  in Char goes through another char when he attacks (Started by mugenfan89 February 14, 2021, 06:05:58 am
 Board: M.U.G.E.N Configuration Help

[State ]
type = posadd
trigger1 = !time
x = 103

[State ]
type = posadd
trigger1 = animelem = 9
x = -103

you already have velsets, you should work with those more.
Having big posadds like those will make the character go past the enemy.

Thank you, I lowered both x=103 and x = -103 to 53, and it does seem to work properly now
    

Re: Char goes through another char when he attacks

 February 14, 2021, 05:40:18 pm View in topic context
avatar  Posted by mugenfan89  in Char goes through another char when he attacks (Started by mugenfan89 February 14, 2021, 06:05:58 am
 Board: M.U.G.E.N Configuration Help

The problem should be solved by itself once you put a collision box to the animation.


There is one already but I believe it must have something to do with the code, rather than the collision box.
    

Char goes through another char when he attacks

 February 14, 2021, 06:05:58 am View in topic context
avatar  Posted by mugenfan89  in Char goes through another char when he attacks (Started by mugenfan89 February 14, 2021, 06:05:58 am
 Board: M.U.G.E.N Configuration Help

I am coding a special for one of my characters, it is sort of a slide punch which I can successfully perform when I am in a larger distance to my opponent, however when I come very close to him I usually go through my opponent, kind of as if I missed him and he dodged the attack even though he didn't dodged but I simply went through without even touching him. How can solve this ?

Here is the code I appreciate every help.


;---------------------------------------
; Baton hit

[StateDef 1900]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1900
ctrl = 0

[State ]
type = PlaySnd
trigger1 = !time
value = 4,19
volumescale = 100
persistent = 0

[State ]
type = Helper
triggerall = enemy,stateno != [1810,1811]
trigger1 = movehit
stateno = 7420
pos = 0,-15
postype = p2
persistent = 0

[State ]
type = HitDef
trigger1 = !movecontact && enemy,stateno != [1810,1811]
damage = 140,20
pausetime = 0,2
attr = S,NA
hitflag = MAD
guardflag = L
animtype = light
air.animtype = back
priority = 4,hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s20,2
guardsound = 5,14
ground.type = High
guard.ctrltime = 8
guard.slidetime = 8
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = .5
ground.cornerpush.veloff = -20
guard.cornerpush.veloff = -20
guard.dist = 90
air.fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
p2stateno = 21238
forcestand = 1
p2facing = 1
hitonce = 1

[State ]
type = HitDef
trigger1 = !movecontact && enemy,stateno = [1810,1811]
damage = 140,20
pausetime = 0,2
attr = S,NA
hitflag = MAD
guardflag = HL
animtype = light
air.animtype = back
priority = 4,hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s20,2
guardsound = 5,14
ground.type = High
guard.ctrltime = 8
guard.slidetime = 8
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = .5
ground.cornerpush.veloff = -20
guard.cornerpush.veloff = -20
guard.dist = 90
air.fall = 1
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
;p2stateno = 21238
forcestand = 1
p2facing = 1
hitonce = 1

[State ]
type = StateTypeSet
trigger1 = Movecontact
movetype = I

[State ]
type = targetvelset
trigger1 = moveguarded && target,hitover = 0
x = -1.5
ignorehitpause = 1

[State var]
type = playsnd
trigger1 = moveguarded
value = 20,3
volumescale = 60
ignorehitpause = 1
persistent = 0

[State ]
type = EnvShake
trigger1 = Movecontact
time = 24
freq = 60
ampl = 1
persistent = 0

[State ]
type = ChangeState
trigger1 = !animtime && movecontact
value = 0
ctrl = 1

[State ]
type = ChangeState
trigger1 = time > 6 && !movecontact
value = 1901
ctrl = 0

[StateDef 1901]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1901
ctrl = 0

[State ]
type = posadd
trigger1 = !time
x = 103

[State ]
type = Playsnd
trigger1 = time = 1
value = f5,155
volumescale = 200

[State ]
type = HitDef
triggerall = enemy,authorname != "Boss"
triggerall = enemy,stateno != [1810,1811]
trigger1 = !movecontact
attr = S,NA
hitflag = MAD
damage = 240,50
guardflag = HL
pausetime = 2,2
priority = 1,hit
sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 24
guard.ctrltime = 24
guard.slidetime = 24
ground.hittime  = 24
ground.velocity = -3,-11
air.velocity = -3,-11
air.hittime = 17
ground.cornerpush.veloff = 0
guard.dist = 90
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
p2stateno = 1902
p2facing = 1
hitonce = 1

[State ]
type = HitDef
triggerall = enemy,authorname != "Boss"
triggerall = enemy,stateno = [1810,1811]
trigger1 = !movecontact
attr = S,NA
hitflag = MAD
damage = 240,50
guardflag = HL
pausetime = 2,2
priority = 1,hit
sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 24
guard.ctrltime = 24
guard.slidetime = 24
ground.hittime  = 24
ground.velocity = -3,-11
air.velocity = -3,-11
air.hittime = 17
ground.cornerpush.veloff = 0
guard.dist = 90
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
;p2stateno = 1502
p2facing = 1
hitonce = 1

[State ]
type = HitDef
triggerall = enemy,authorname = "Boss"
trigger1 = !movecontact
attr = S,NA
hitflag = MAF
damage = 240,50
guardflag = HL
pausetime = 2,2
priority = 1,hit
sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 24
guard.ctrltime = 24
guard.slidetime = 24
ground.hittime  = 24
ground.velocity = -3,-11
air.velocity = -3,-11
air.hittime = 17
ground.cornerpush.veloff = 0
guard.dist = 90
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
p2stateno = 21238
p2facing = 1
hitonce = 1

[State ]
type = Helper
triggerall = enemy,stateno != [1810,1811]
trigger1 = movehit
ID = 30
stateno = 28
pos = 70,-117
postype = p1
persistent = 0
ignorehitpause = 1

[State ]
type = targetvelset
trigger1 = moveguarded && target,hitover = 0
x = -2.5
ignorehitpause = 1

[State ]
type = EnvShake
trigger1 = Movecontact
time = 24
freq = 75
ampl = 2
persistent = 0

[State ]
type = posadd
trigger1 = animelem = 9
x = -103

[State ]
type = PlaySnd
trigger1 = animelem = 9
value = 4,19
volumescale = 100
persistent = 0

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

[StateDef 1902]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 21238
ctrl = 0

[State ]
type = changestate
trigger1 = Pos Y != var(57)
trigger1 = !time
value = 21240

[State ]
type = VelSet
trigger1 = time > 0
x = -3

[State ]
type = PlaySnd
trigger1 = time = 1
value = 4,1
channel = 3

[State ]
type = StopSnd
trigger1 = !animtime
channel = 3

[State ]
type = VelSet
trigger1 = !animtime
x = -1.5

[State ]
type = ChangeState
trigger1 = !animtime
value = 5050
ctrl = 0

;==============================================================
    

Character won't get up without pressing a button

 February 01, 2021, 06:25:52 pm View in topic context
avatar  Posted by mugenfan89  in Character won't get up without pressing a button (Started by mugenfan89 February 01, 2021, 06:25:52 pm
 Board: M.U.G.E.N Configuration Help

As the description says one of my Characters won't get up without pressing a key before, I am not sure where the problem could lie but I coded a move for him recently and might have done something to affect this change by mistake.

Please let me know as soon as possible, thanks in advance.
    

Help with special move CPU falling animation

 January 27, 2021, 04:13:19 pm View in topic context
avatar  Posted by mugenfan89  in Help with special move CPU falling animation (Started by mugenfan89 January 27, 2021, 04:13:19 pm
 Board: M.U.G.E.N Configuration Help

I got another issue with a Special move, whenever I successfully perform the move when I hit the opponent it will usually show some unrelated falling animations of the CPU, instead of showing him falling it will show a stance animation, on some others the turn animation a few others a dizzy animation etc. I am not quite sure where the problem could lie. Any help is appreciated.

Here is the code :


;==================================
;-------------------
[Statedef 1300]; clock work
type    = S
movetype= A
physics = N
juggle  = 0
anim = 1300
Velset = 0, 0
sprpriority = 2
ctrl = 0

[State 620, 145]
type = varset
trigger1 = 1
v = 47
value = 0
ignorehitpause = 1

[State 8000, Power bloker]
type = Explod
trigger1 = time = 0
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority  = 1
removetime = 120
ignorehitpause = 1


[State 2000, 0.5]
type = Playsnd
trigger1 = animelem = 4
value = 20,3
channel = 0

[State 2000, 0.5]
type = Playsnd
trigger1 = animelem = 11 || animelem = 19
value = f5,155

[State 2000, 0.5]
type = Playsnd
trigger1 = animelem = 3
trigger1 = p2stateno != [120,159]
trigger1 = p2stateno != [1301,1302]
trigger1 = prevstateno != [200,221]
value = 4,11
channel = 3

[State 2000, 2]
type = Veladd
trigger1 = animelem = 3
x = 3

[State 2000, 2]
type = Velmul
trigger1 = animelemtime(24) > 0
x = 0.875

[State 2000, 2]
type = Veladd
trigger1 = moveguarded = 2
x = -1

[State 2000, 2]
type = changeanim
trigger1 = movehit = 2
value = 1301
elem = animelemno(0)
persistent = 0

[State ]
type = Hitdef
trigger1 = animelem = 6
trigger2 = animelem = 14
damage = 100,10
getpower = 0,0
givepower = 0,0
pausetime = 2,2
attr = S,NA
hitflag = MAF
guardflag = M
animtype = light
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,100
guardsound = 5,14
ground.type = high;low
air.type = high
ground.slidetime = 10
guard.slidetime = 24
ground.hittime = 17
guard.hittime = 24
ground.velocity = -1, 0
air.velocity = -2, -5
guard.velocity = -9.5
yaccel = .675
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
p2facing = 1
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.freq = 90
envshake.time = 12
envshake.ampl = 4
forcestand = 1

[State 1050, 4]
type = HitDef
trigger1 = animelem = 22
attr = S, NA
damage    = 100,10
animtype  = back
air.animtype  = Back
hitflag = MAFD
guardflag = HL
priority = 7
pausetime = 0, 2
sparkno = -1
guard.sparkno = -1
sparkxy = 18,-60
hitsound   = s20,2
guardsound = 5,14
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.velocity = 0
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = 0.75
guard.slidetime = 12              ;Values for guarded attack (def: ground.slidetime)
guard.ctrltime = 5               ;Time to regain control after guard (def: guard.slidetime)
guard.dist = 120
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.freq = 90
envshake.time = 16
envshake.ampl = 8
p2stateno = 1301
p2facing = 1

[State 2000, 0.5]
type = helper
trigger1 = movehit = 2
stateno = 27
;persistent = 0


[State 2000, 0.5]
type = Playsnd
trigger1 = movecontact
trigger1 = animelem = 7 || animelem = 15 || animelem = 23
value = 20,0
volumescale = 200

[State 2000, 0.5]
type = targetvelset
trigger1 = moveguarded = [1,24]
x = -2
ignorehitpause = 1

[State 181, DIED]
type = statetypeset
trigger1 = moveguarded > 12 || p2dist x < 0
trigger2 = animelemtime(8) > 0 && !movecontact
movetype = I

[State 1050, 7]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 1301]     ;struck by clock
type    = A
movetype= H
physics = N
sprpriority = 1
ctrl = 0
facep2 = 1


[State 820, 4351]
type = varadd
Trigger1 = time = 0
v = 20
value = ceil(gethitvar(damage)*100/lifemax)

[State 820, 4351]
type = varadd
Trigger1 = time = 0
v = 21
value = 1

[State -2, 34]
type = Playsnd
trigger1 = time = 2
value = 3,0 + 2*(random%2)
channel = 3

[State 10000, open]
type = selfstate
triggerall = time = 1
trigger1 = authorname = "boss"
value = 5050


[State 10000, open]
type = velset
trigger1 = time = 0
x = -4
y = -5

[State 10000, open]
type = posadd
trigger1 = time = 0
x = -20
y = -(pos y - var(57))/2

[state 0, p]
type = playerpush
trigger1 = 1
value = 0

[State 10000, open]
type = changeanim2
trigger1 = time = 1
value = 5070
elem = 2


[State 1000, 7]
type = veladd
trigger1 = 1
y = 0.75

[State 1000, 7]
type = changestate
trigger1 = time > 5 && pos y > var(57) && vel y > 0
value = 1302

[Statedef 1302]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 3
anim = 5170

[State -2, 34]
type = Posset
trigger1 = time = 0
y = var(57)

[State 820, 1]
type = changeanim
Trigger1 = Time = 4
value = 5110

[State -2, 34]
type = Playsnd
trigger1 = time = 0
value = f7,0
volumescale = 200

[State 820, 1]
type = envshake
Trigger1 = Time = 0
ampl = 6
freq = 70
time = 16

[State 820, 1]
type = veladd
Trigger1 = Time = 0
x = -4
y = -4

[State 820, 1]
type = veladd
Trigger1 = Time > 0
y = 0.5

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = time > 12 && pos y > var(57) && vel y > 0
value = 5110


     Posted: January 28, 2021, 03:56:22 pm
Come on nobody ?
I only want to know how to change the falling animation when the opponent falls after I strike him with my special move.
Please any help ?
    

Re: Special move issue

 January 27, 2021, 06:26:32 am View in topic context
avatar  Posted by mugenfan89  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 pm
 Board: M.U.G.E.N Development Help



You can use a posset to bring back player down in second statedef 1402. Y = 0 brings them backdown to the ground

[State 0, PosSet]
type = PosSet
trigger1 = ; animelem = ;or anim=
x = 0
y = 0
;ignorehitpause =
;persistent =
 

Just take the y parts out of the velset if you want him on the ground. Y means up and down from a velocity point of view. Don't want up? Don't do up.

Thanks that worked out.
 
Thank you guys.

    

Re: Special move issue

 January 25, 2021, 07:12:43 pm View in topic context
avatar  Posted by mugenfan89  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 pm
 Board: M.U.G.E.N Development Help

Your velsets in Statedef 1400 are set with time < xx, which means frame 0 - xx of the state. You may want to use different conditions if you want the first kick to remain on the ground. :) Also, at the time the move changes to air, you can insert a ChangeStateType to reflect that the character is now in the air (may be useful for when the character is hit out of the move, so it won't float in the air).

Thanks but can you maybe copy paste the code so I can understand it, I am not an expert.
    

Special move issue

 January 25, 2021, 04:48:20 pm View in topic context
avatar  Posted by mugenfan89  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 pm
 Board: M.U.G.E.N Development Help

One of my chars while performing three kicks in a row will usually start to jump and perform them on air, I would like him to stay on the ground while he performs those kick and not in the air, is there any way I could change this ?

Any help is appreciated.

Here is the code.

; triple kick's------------------------------------------------

[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 1400
sprpriority = 2

[State 1976, 1]
type = VelSet
trigger1 = Time < 14
x = 7
y = -2.25

[State 1976, 2]
type = VelSet
trigger1 = Time > 14
trigger1 = Time < 18
x = 10
y = -1.25

[State 1976, 3]
type = VelSet
trigger1 = Time > 18
x = 8
y = 1

[State 3443, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 4, 10

[State 3443, 1]
type = PlaySnd
trigger1 = time = 0
value = 4, 14

[State 3443, 3]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Back
damage    = 120, 20
guardflag = HL
hitflag = MAF
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -4,-5
air.velocity = -5,-5
air.hittime = 17
fall.recover = 0
ground.cornerpush.veloff = -25
p1stateno = 1401
envshake.time = 13
envshake.freq = 60
envshake.ampl = 6
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)


[State 1000, Bounf]
type = ChangeState
trigger1 = Moveguarded = 1
value = 1402

[State 1000, BounceOff]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 0

[StateDef 1401]
type    = S
movetype= A
physics = S
juggle  = 2
ctrl = 0
anim = 1410

[State 1100, aAccell]
type = VelAdd
trigger1 = Time < 47
x = 3
y = 0

[State 3443, 1]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = 4, 10

[State 181, DI]
type = Explod
trigger1 = time = 1
anim = 888
id = 1400
removetime = 240

[State 3443, 3]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Back
damage    = 80, 40
guardflag = HL
hitflag = MAF
pausetime = 0,7
sparkno = -1
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -6,-3
air.velocity = -6,-3
air.hittime = 17
fall.recover = 0
envshake.time = 13
envshake.freq = 60
envshake.ampl = 6
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 3443, 3]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
animtype  = Back
damage    = 80, 40
guardflag = HL
hitflag = MAF
pausetime = 0,2
sparkno = -1
guard.sparkno = -1
hitsound = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -7,-4
air.velocity = -7,-5
air.hittime = 17
fall.recover = 0
p1stateno = 1402
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 3443, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = pos Y = root,var(57)
value = 0
ctrl = 1

[State 3443, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = pos Y != root,var(57)
value = 1402
ctrl = 1

;--------------------
[StateDef 1402]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 4,0
anim = 1411

[State 1000, Accellw]
type = VelSet
trigger1 = time = 0
x = 3

[State 1001, 10]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 88500, Fall]
type = ChangeState
trigger1 = animelem = 4
trigger1 = pos Y != root,var(57)
value = 1403

[Statedef 1403]; Drop
type    = A
movetype= I
physics = S
juggle  = 4
velset = 0,0
anim = 41
ctrl = 0

[State 1101]
type = Veladd
trigger1 = time > 0
y = .3

[State 1050, 7]
type = selfstate
trigger1 = pos y >= var(57) && vel y > 0
value = 52
anim = 47