Fataity....

Started by scorpion, February 03, 2014, 10:37:38 AM

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scorpion

Hi!how to create fatality & stage fatality on mortal kombat project mugen?

Sheng Long

Is it for closed game project? or fatalities in general?

If it's fatalities in general, you need t set a kill = Var(#) in all your hitdefs so they don't kill the opponent in the last round.
Then set a Clsn1 hitdef positioned right on opponent after they get up from the last hit, and force them into dizzy state.
The last should be self explanatory.

"You must defeat my flaming
dragon punch to stand a chance."

scorpion

Quote from: N-Mario on February 06, 2014, 07:07:30 AM
Is it for closed game project? or fatalities in general?

If it's fatalities in general, you need t set a kill = Var(#) in all your hitdefs so they don't kill the opponent in the last round.
Then set a Clsn1 hitdef positioned right on opponent after they get up from the last hit, and force them into dizzy state.
The last should be self explanatory.

give me example,please.

Sheng Long

#3
What do you mean give example? After you do that what I said, then all you need to do is limit the command to only work when the fatality variable is active, and the clsn1 hitbox exists on top of opponent, etc. It should work like any other command except limited to variable use.


Here's what a simple statedef 200 should look like
Spoiler (click to show)
;---------------------------------------------------------------------------
; Attack
[Statedef 200]
type = S
movetype = A
physics = S
velset = 10,0
anim = 0
ctrl = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 80, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 11
sparkxy = 0, -50
hitsound = S2, 0
guardsound = S3, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -10
airguard.velocity = -5,-1
air.type = Low
air.velocity = -5,-1
air.hittime = 10
kill = var(10)

[State 200, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Then you'll need to set up the hitbox, somehow in the override:
Spoiler (click to show)

[Statedef -2]

[State -2, Final]
type = Helper
triggerall = RoundNo >= 2
triggerall = NumHelper(6000) = 0
trigger1 = P2StateNo < 5300
trigger1 = RoundState = 2
trigger1 = MoveType != A
trigger1 = P2Life > 0
trigger1 = P2Life < 10
stateno = 6000
name = "Final"
id = 6000
pos = 0, -20
postype = p2
ignorehitpause = 1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 0
under = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundNo > 1
trigger1 = P2Life > 10
v = 10
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = RoundNo > 1
trigger1 = P2Life < 10
trigger1 = P2MoveType != H
trigger2 = RoundNo <= 1
v = 10
value = 1

Then the helper statedef
Spoiler (click to show)

;---------------------------------------------------------------------------
; Final Attack Activation
[Statedef 6000]
type = S
movetype = A
physics = N
velset = 0,0
anim = 200
ctrl = 0

[State 6000, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6000, 0]
type = Width
trigger1 = 1
value = -40,-50

[State 6000, 0]
type = PosSet
trigger1 = 1
x = EnemyNear, Pos X
y = EnemyNear, Pos Y - 20

[State 6000, 1]
type = HitDef
trigger1 = P2Life < 10
trigger1 = P2MoveType != H
trigger1 = P2StateType != A
attr = S, NA
hitflag = M
numhits = 0
sparkno = -1
p2stateno = 5300
numhits = 0
kill = 0

[State 6000, Destroy]
type = DestroySelf
trigger1 = P2Life > 10
trigger2 = P2StateNo >= 5300
trigger3 = Root, MoveType = A

It's a little vague, but it should be something like that. Well, it's how I coded a fatality in one of my old characters anyway.
You may also need to fix the kill variable from activating under wrong conditions that it isn't supposed to happen.

"You must defeat my flaming
dragon punch to stand a chance."

scorpion

Quote from: N-Mario on February 06, 2014, 08:44:10 PM
What do you mean give example? After you do that what I said, then all you need to do is limit the command to only work when the fatality variable is active, and the clsn1 hitbox exists on top of opponent, etc. It should work like any other command except limited to variable use.


Here's what a simple statedef 200 should look like
Spoiler (click to show)
;---------------------------------------------------------------------------
; Attack
[Statedef 200]
type = S
movetype = A
physics = S
velset = 10,0
anim = 0
ctrl = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 80, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 11
sparkxy = 0, -50
hitsound = S2, 0
guardsound = S3, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -10
airguard.velocity = -5,-1
air.type = Low
air.velocity = -5,-1
air.hittime = 10
kill = var(10)

[State 200, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Then you'll need to set up the hitbox, somehow in the override:
Spoiler (click to show)

[Statedef -2]

[State -2, Final]
type = Helper
triggerall = RoundNo >= 2
triggerall = NumHelper(6000) = 0
trigger1 = P2StateNo < 5300
trigger1 = RoundState = 2
trigger1 = MoveType != A
trigger1 = P2Life > 0
trigger1 = P2Life < 10
stateno = 6000
name = "Final"
id = 6000
pos = 0, -20
postype = p2
ignorehitpause = 1
helpertype = normal
sprpriority = 1
keyctrl = 0
ownpal = 0
under = 1

[State -2, VarSet]
type = VarSet
trigger1 = RoundNo > 1
trigger1 = P2Life > 10
v = 10
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = RoundNo > 1
trigger1 = P2Life < 10
trigger1 = P2MoveType != H
trigger2 = RoundNo <= 1
v = 10
value = 1

Then the helper statedef
Spoiler (click to show)

;---------------------------------------------------------------------------
; Final Attack Activation
[Statedef 6000]
type = S
movetype = A
physics = N
velset = 0,0
anim = 200
ctrl = 0

[State 6000, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6000, 0]
type = Width
trigger1 = 1
value = -40,-50

[State 6000, 0]
type = PosSet
trigger1 = 1
x = EnemyNear, Pos X
y = EnemyNear, Pos Y - 20

[State 6000, 1]
type = HitDef
trigger1 = P2Life < 10
trigger1 = P2MoveType != H
trigger1 = P2StateType != A
attr = S, NA
hitflag = M
numhits = 0
sparkno = -1
p2stateno = 5300
numhits = 0
kill = 0

[State 6000, Destroy]
type = DestroySelf
trigger1 = P2Life > 10
trigger2 = P2StateNo >= 5300
trigger3 = Root, MoveType = A

It's a little vague, but it should be something like that. Well, it's how I coded a fatality in one of my old characters anyway.
You may also need to fix the kill variable from activating under wrong conditions that it isn't supposed to happen.

Big thanks, how about creating stage fatality on MKP mugen?
P.S- sorry for my bad english.

Sheng Long

Hmm.... might do that in 1.0 only with the use of stagevar conditions. Make sure the stage name is identical to the stagevar trigger, etc. You should be good to go.

"You must defeat my flaming
dragon punch to stand a chance."