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Immunity to certain moves (Read 2925 times)

Started by TRUEMicah, August 28, 2010, 10:39:18 pm
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Immunity to certain moves
#1  August 28, 2010, 10:39:18 pm
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Hi there, like most, I have very limited coding knowledge however, I am willing and trying to learn. 
How would I go about making a character immune to a certain move?   

Ex: Sachiel's Desperation move Vs. Segalow?
Re: Immunity to certain moves
#2  August 28, 2010, 11:42:50 pm
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As far as I'm concerned, this is only feastable in fullgames.
There isn't such a thing as immunity to certain moves.

Like a guy being immune to fire attacks? In general mugen, it's just a fire effect.
We could easily edit the fire out if we want. You probably can't determine whether or not an attack is of a certain kind. Not in normal mugen at least.

Re: Immunity to certain moves
#3  August 29, 2010, 01:08:15 am
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Yea, I know this.
Elements/effects isnt anything but extra stuff added to a normal move.

However immunity to certain attacks is definitely possible.
Ex: Batman by Alucard can be edited in a way that he will do absolutely no damage to Superman in his Kryptonite form.

My question is how would I code this into Sachiel's desperation move so that Segalow will not be harmed?
Re: Immunity to certain moves
#4  August 29, 2010, 02:49:30 am
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I presume crap involving triggers which are the character's names.
And for the record, it isn't the name that the game shows.
It's the actual name.

It's in the DEF.
Re: Immunity to certain moves
#5  August 29, 2010, 06:38:05 am
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I'm not as new to Mugen as I may seem.
Thanks for your input though.
Re: Immunity to certain moves
#6  August 29, 2010, 11:45:32 am
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As said, it involves the trigger P2Name.
If you code the invincibility in Sachiel, you can add to Sachiel's HitDefs (of the DM) something like
triggerall=P2Name!="Segalow"

You can also code the invincibility into Segalow, by using in state -2 something like NotHitBy triggered by P2Name="Sachiel" && P2StateNo=stateno_of_sachiel_in_his_DM_state.
Re: Immunity to certain moves
#7  September 01, 2010, 10:34:38 pm
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*Edit*
I'm doing exactly what you're saying and it's sort of difficult.
I think I maybe able to get through this one though.
Thanks Cy, your F'n awesome dude.

Spoiler, click to toggle visibilty
looks a little dead but I'm working on it.
Last Edit: September 01, 2010, 10:57:21 pm by TRUEMicah
Re: Immunity to certain moves
#8  September 01, 2010, 11:04:46 pm
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Are you sure Sachiel is in state 240 when performing his DM move ? Looks like a low number for a DM.
To be sure, go in Mugen, and press Ctrl+D to activate Debug Mode. Take Sachiel as your character (P1, on the left) and perform the DM. Look at the stateno(s) in which Rachiel is during the whole DM (he may go through several statenos)

For the example, let's say he goes from state 2000 to state 2003.

Your code would be (under state -2):

[state -2]
type= NotHitBy
trigger1= P2Name="Sachiel" && (P2StateNo= [2000,2003])
value = SCA ;can't remember what to put exactly, you'll have to look at the docs
Re: Immunity to certain moves
#9  September 03, 2010, 03:14:39 pm
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It worked Cy.
Once again, appreciate the help dude.
Spoiler, click to toggle visibilty
Re: Immunity to certain moves
#10  September 03, 2010, 06:11:22 pm
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SCA

NA, SA, HA ---> Normal attack, super attack, hyper attack
NP, SP, HP ---> Normal proj, Super Proj, hyper Proj
NT,ST,HT ---> Normal trip, super trip, hyper trip

Don´t know if exactly means that - maybe docs help- but, probably, you should let SCA flag alone to get full invincibility

As far I know. Other guys can help you a lot more.
Re: Immunity to certain moves
#11  September 03, 2010, 11:55:02 pm
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S, NP, HT

For example would make you immune to EVERY standing move as well as SCA normal projectiles and SCA hyper throws.

It's a bit counter intuitive. You need to use hitby as well to lock things off properly.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Immunity to certain moves
#12  September 04, 2010, 01:29:28 am
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Yea I've been reading the docs recently but nowhere did I see what you that.
Not doubting your knowledge though.

2OS

Re: Immunity to certain moves
#13  September 04, 2010, 01:02:42 pm
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SCA

NA, SA, HA ---> Normal attack, super attack, hyper attack
NP, SP, HP ---> Normal proj, Super Proj, hyper Proj
NT,ST,HT ---> Normal trip, super trip, hyper trip

Don´t know if exactly means that - maybe docs help- but, probably, you should let SCA flag alone to get full invincibility

As far I know. Other guys can help you a lot more.
You're almost 100% right, the T's are "throw", not "trip"

And you left out AA, AP, AT, which is All attacks, All projectiles, All throws
God it's late, I see you only used normal as an example lolol

And to better the nothitby code

[State 2OS]
type=nothitby
triggerall=(p2stateno=[2000,2003])
trigger1=p2name="Sachiel"||p4name="Sachiel
value=sca

In team mode, p1's enemy is p2, and ONLY p2, p1 is p2 to p2, and p3 is p4 to p2, p3's [ p3 is partner ] enemy is p4, and ONLY p4, p3 is p2 to p4, and p1 is p4 to p4 so, If you use enemy, name, whilst you being p1, and F1 is p4, you will die immediately, because of that technicality. This basically is why I stay away from the "enemy," code as much as possible
Might wanna keep the first half of this old quote in mind, that goes for EVERYONE, cos apparently, even PotS himself didn't know this [ I should probly sig it too ]

The second half I found a solution for, so it's now false, alternate —


[State 2OS]
type=nothitby
triggerall=(p2stateno=[2000,2003])
trigger1=enemy(0),name="Sachiel"||enemy(1),name="Sachiel"
value=sca


There is absolutely zero difference between the 2
Last Edit: September 04, 2010, 01:10:18 pm by 2OS

2OS

Re: Immunity to certain moves
#14  September 09, 2010, 09:13:44 am
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Quote
[State 2OS]
type=nothitby
triggerall=(p2stateno=[2000,2003])
trigger1=p2name="Sachiel"||p4name="Sachiel
value=sca

[State 2OS]
type=nothitby
triggerall=(p2stateno=[2000,2003])
trigger1=enemy(0),name="Sachiel"||enemy(1),name="Sachiel"
value=sca

There is absolutely zero difference between the 2
I continue to learn crap, there IS in fact a difference between the 2, one of them is a recipe for debug flood


If you have an enemy(1) code in a singular mode [ like arcade ] you'll  be debug flooded with what basically summarizes ""no enemy detected"", thankfully there's a solution

[State 2OS]
type=nothitby
triggerall=(p2stateno=[2000,2003])
trigger1=enemy,name="Sachiel"||enemy(enemy,teammode=simul),name="Sachiel"
value=sca

It'll take effect if there's a secondary enemy, it functions just like the other code, only without the god forsaken river of debug
Re: Immunity to certain moves
#15  September 09, 2010, 02:47:36 pm
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So debug flood in general, is it errors built with in a character or is it when Mugen can no longer detect a certain character?

2OS

Re: Immunity to certain moves
#16  September 09, 2010, 09:50:19 pm
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Debug flood is caused by defective / ineffective coding [ in arcade mode, enemy(1) has no effect and does nothing, so it's viewed as a(n) bug / error ], it won't actually crash you or stop detection or anything, it's more of a professional job was done if none exists

Plus, when you release something here that's one of the things immediately looked at, critiqued, and frowned upon [ if there is any ]
Re: Immunity to certain moves
#17  September 09, 2010, 11:09:38 pm
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Debug flood implies sloppy code and that you have not taken as much care with the character as you should. Also implies an unwillingness to actually fix bugs because debug is pretty obvious.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.