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Resurrection issue/Forcing fall?

Started by Ricepigeon, March 09, 2016, 05:30:11 PM

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Ricepigeon

So I was recently made aware of an issue with my Mokou's resurrection super that I'm pretty much scratching my head over.

The resurrection seems to work fine when in she's hit standing or hit by an attack that causes knockdown/fall. However, if she's in the air and hit by an attack that doesn't cause a fall state, she'll simply land on her feet without going into the resurrection state. The method more or less uses the NoKo Assertspecial method outlined here. I figured that using a HitFallSet controller would rectify this issue but to no avail.

Cyanide

[State -2]
type = changestate
trigger1 = life = 0
value = 5050

?? That should kick in prior to you entering the resurrection state. It's ugly sure, but it oughta work. You could even make a special fall state rather than the standard ones to allow you to apply a guaranteed velocity.


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.

Odb718

Yeah I'd think you'd need to switch to a neutral state automatically so the landing doesnt take over and switch for you.

You could do something like Cyanide suggests and for the fall down state do
[Statedef 5555]
type    = U
movetype= I
physics = N
anim = 5555
sprpriority = 2

;[State 5555, NoVelX]   ;you may want to comment back in depending on the look
;type = VelSet
;trigger1 = Time = 0
;X = 0

[State 5555, Gravity]
type = VelAdd
trigger1 = 1
y = 0.40

[State 5555, NoVelY]
type = VelSet
trigger1 = Pos Y >= 0 && Vel Y > 0
Y = 0

[State 5555, Set]
type = PosSet
trigger1 = Pos Y > 0
Y = 0

[State 5555, Land]
type = changestate
trigger1 = Pos Y >= 0
value = 6666                ;switch to your resurrection
ctrl = 0

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