YesNoOk
avatar

chars able to guard in opposite direction (Read 2678 times)

Started by concord23, May 20, 2016, 10:15:27 pm
Share this topic:
chars able to guard in opposite direction
#1  May 20, 2016, 10:15:27 pm
  • **
  • always trying to edit mugen chars as original game
hy guys I have a serious question I see that most of mugen guild forum are CVS fans and there are who even make their own chars,but they still
have not coded those chars with guard in opposite direction and this is important issue that must be solved ,i tried on my own to code chars with that ability and i ask the mugen chars coders to give an interest so here is the code with full explanation and you can critic me and correct me if am wrong watch this video of my edit  to kulaxii with that ability:
https://www.youtube.com/watch?v=chTAVo1vFyA&feature=youtu.be
Last Edit: May 24, 2016, 07:26:44 pm by concord23
Re: chars able to guard in opposite direction
#2  May 20, 2016, 10:45:29 pm
  • ******
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
are you asking for help, or are you teasing us for whatever stuff you are offering?

P.S: No one cares in what country are you living
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: chars able to guard in opposite direction
#3  May 21, 2016, 12:43:47 pm
  • **
  • always trying to edit mugen chars as original game
are you asking for help, or are you teasing us for whatever stuff you are offering?

P.S: No one cares in what country are you living

no i am not teasing
here is the code :
[Statedef 6999];the opposite direction detection helper
type = A
ctrl = 0
anim = 99999
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 181, 1]
type = turn
trigger1 = parent,facing != facing
[State 181, 1]
type = posset
trigger1 = parent,facing = 1
x = parent,pos X-1   ;just to try the accurate opposite guard dictance detection it    is not obligatory
y = 0
[State 181, 1]
type = posset
trigger1 = parent,facing = -1
x = parent,pos X+1  ;just to try the accurate opposite guard x dictance detection it   is not obligatory
y = 0
[State 181, 1] ;force the calculation of the enemy's jumps in the root's var(38) at  the  [statedef -2] below
type = parentvarset
trigger1 = inguarddist
var(38) = 1
[State 181, 1]
type = parentvarset
trigger1 = inguarddist = 0
var(38) = 0
now in the [statedef -2]:
[State -2]; the opposite guard detection helper
type = Helper
trigger1=roundstate=2
trigger1 = numhelper(6999) = 0
ID = 6999
postype = p1
pos = 0,0
stateno = 6999
pausemovetime = 123456789
supermovetime = 123456789
[State 40, 2]
type = VarSet
trigger1=stateno!=40&&stateno!=50&&stateno!=55
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 2]
type = VarSet
trigger1=stateno!=40&&stateno!=50&&stateno!=55;this useful to avoid sysvar(1) interferences
trigger1 = command = "holdback"
sysvar(1) = -1
[State 40, 2]
type = VarSet
trigger1=stateno!=40&&stateno!=50&&stateno!=55;this useful to avoid sysvar(1) interferences
trigger1 = command != "holdfwd"
var(49) = 0
[State 40, 2];for detecting the player hloding forward in order to opposite guard
type = VarSet
trigger1=stateno!=40&&stateno!=50&&stateno!=55
trigger1 = command = "holdfwd"
var(49) = 1
[State 40, 2];turn off the opposite guard in special enmy's jump cirrcumstances
type = VarSet
trigger1 = enemy,prevstateno=55;this is for disabling opposite guarding against    positive x dist short jump 
trigger1=p2bodydist x>0
trigger2=enemy,vel x<=enemy,const(velocity.jump.fwd.x)-2&&enemy,movetype=A
;the trigger2 is for disabling opposite guarding against neural jumps
var(38) = 0
[State 40, 2];this is the forced enemy's jump forward calaculation by the helper6999's parentvarset above
type = VarSet
triggerall=enemy,vel y=enemy,const(velocity.airjump.y)
trigger1 = enemy,movetype=I
trigger1 =enemy,vel x>=enemy,const(velocity.jump.fwd.x)
trigger1=1
var(38) = 1

[State 20, 3]
type = changestate
triggerall=facing!=enemy,facing
triggerall=enemy,statetype=A
triggerall=ctrl&&var(49)!=0
triggerall=p2bodydist x<-3;the right distance from wich the player can opposite guard before the enmy will get   behind
triggerall=sysvar(1)=1
trigger1=var(38)!=0
trigger1 = enemy,movetype=A
value = 130


Last Edit: May 23, 2016, 09:20:09 pm by concord23
Re: chars able to guard in opposite direction
#4  May 21, 2016, 02:22:57 pm
  • ******
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
then why are you posting that in the "Help" section, dude?
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: chars able to guard in opposite direction
#5  May 21, 2016, 08:28:44 pm
  • **
  • always trying to edit mugen chars as original game
I want some mugen advanced coder enhance my coding or provide me a better one unless you are meaning my coding is almost perfect
Re: chars able to guard in opposite direction
#6  May 22, 2016, 10:54:01 am
  • ******
  • Hedgehog Whisperer
  • Red Bull addict
    • Spain
    • xgargoyle.mgbr.net
then you should have started by posting the code and then asking for help to optimize it. What you did so far looked like a poor attempt to promote your edited characters and acting like "yo, I'm the best coder in town. Now download my characters and try to find my 1337 code"
XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!
Re: chars able to guard in opposite direction
#7  May 22, 2016, 06:41:44 pm
  • **
  • always trying to edit mugen chars as original game
no,absolultely not I posted the links first in order to give interest at my issue  and of curse if they try those links
they give their oppinion directly that is if the practical precede the theory they will judge easily at advance
Last Edit: May 22, 2016, 06:51:39 pm by concord23
Re: chars able to guard in opposite direction
#8  May 23, 2016, 12:14:23 am
  • *****
  • Shame on you!
    • USA
P.S: No one cares in what country are you living
I actually do. I find out what language people speak and it helps me understand their English a little better. I always use dont instead of don't. If I think they're translating English back into their native language I use don't. (I usually drop the apostrophe on most words)

concord23 don't worry about making people upset. Just don't bad mouth the moderators. Pissing people off on a forum is going to happen. Just try not to purposefully attack people and you'll be fine.

As for helping the code out

[State 181, 1] ;force the calculation of the enemy's jumps in the root's var(38) at  the  [statedef -2] below
type = parentvarset
trigger1 = inguarddist
var(38) = 1
[State 181, 1]
type = parentvarset
trigger1 = inguarddist = 0
var(38) = 0

I think you can use the
:=
to reduce it down to one chunk of code
vVv Gouken718 vVv
Last Edit: May 23, 2016, 12:19:56 am by Odb718
Re: chars able to guard in opposite direction
New #9  May 25, 2016, 12:32:11 pm
  • **
  • always trying to edit mugen chars as original game
thanks odb718 I didn't know there exists an assignement opperator like the programming langages,if you already tested that against some char's crossup attack i want to know if it match closely the original games kof,cvs,last blades ...
and the likes as for the code i rather make changestate to 130 to avoid the transitive state 120 also deleted the null statecontroller
and that has given me better results , I wish that the authors include that feature in their futur releases
finally,the idea of the helper forcing root's enemy jump claculation will lead to considerable innovation
and I hope that someone will do the AI version of that guard ability for i am not good in ai coding
well I should consider my coding almost correct!!!!!!!!!!!!!!!!!
Last Edit: May 26, 2016, 12:28:42 pm by concord23