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DontVirusMeBRO!!T_T

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  1. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in way to make static attack forward or backstep attack?   
    nvm I just found it out anyways, the way to do it is actually pretty basic, just tweak the velset in the statedef of the attack ?
  2. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in way to make static attack forward or backstep attack?   
    so basically, is there a way or specifically a code that makes attacks where your character stops moving and stands to perform an attack move forward or backward? like a charge attack? to put it short, how to make basic static attacks move forward?
  3. Thank You
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in coding question:   
    THANKS KIND SIR!!!! 
  4. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in How to add more win poses to one character?   
    uhmmm, the code i placed in the previous reply is all the intros part of my character, so there is no statedef 5900 code lines, and I doubled check to make sure, as well as common1. cns, my character has no common1 state set as well as 5900 statedef, all the state sets that my character has is Normal.cns, System.cns, Specials.cns, Helpers.cns, and Supers.cns, much like the same as KFM by DivineWolf. 
  5. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in How to add more win poses to one character?   
    Ah ok, so basically, the random% code is what makes it actually add more win poses? cool!
    Because i tested it, I added 1 win pose with statedef 183 and change the value 2 to 3 in Random%x code, and my character now triggers the added one besides the default 2 win poses ?
     
    Tho if you are still open to answering questions, I have 1 more question:
    How about on intros?  
    ; Introduction
    ; CNS difficulty: basic
    [Statedef 191]
    type = S
    ctrl = 0
    anim = 190
    velset = 0,0
     
    [State 191, 1] ;Freeze animation until PreIntro is over
    type = ChangeAnim
    trigger1 = RoundState = 0
    value = 190
     
    [State 191, 2] ;Assert this until you want "round 1, fight" to begin
    type = AssertSpecial
    trigger1 = 1
    flag = Intro
     
    [State 191, 3] ;Change to stand state when done
    type = ChangeState
    trigger1 = !AnimTime
    value = 0
     
    [State 191, Voice]
    type = PlaySnd
    trigger1 = !time
    value = 3,(Random % 5)
    channel = 0
     
    So basically the character im editing only has 1 intro, so this whole code line is all his on intros. In adding 1 or more intro poses, do I need to add a code like a decider one like in win poses? or i will just simply copy it and just change the state no.?  or some other way? ?
  6. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in How to add more win poses to one character?   
    I made some animation sets using the already existing ones in the current sprite and named them as win pose 3,4, etc.. since there is currently 2, and i want to add more, the code of its decider is:
    ; Win state decider
    ; CNS difficulty: basic
    [Statedef 180]
    type = S
     
    [State 181, 1]
    type = ChangeState
    trigger1 = 1
    value = 181 + (random%2)
     
    I checked the old forum that says easy to add more with this code
    ; Win state decider
    ; CNS difficulty: basic
    [Statedef 180]
    type = S
     
    [State 190, 5]
    type = ChangeState
    trigger1 = 1
    value = 18000 + (random%2)
     
    But the code does not work, cus when i tested in MUGEN, my character does not do any win poses anymore, he just stands there with his usual combat stance
    So is there other effective fool proof ways to add more win poses to a character? like is there a specific code for it to work? or one needs to be added besides using the states sheet in FF3 to add win poses?
     
  7. Thank You
    DontVirusMeBRO!!T_T reacted to Dissidia in How to add more win poses to one character?   
    Easy stuff. Keep the original code. You have to make sure that you have a statedef present for that value number, along with the animations that use it, otherwise, it will not trigger. And since you want it to trigger 2 win poses at (random%x), you need to have statedef 181, 182 and so on, depending on the number that's inside random% . Look through KFM for reference.
  8. Thank You
    DontVirusMeBRO!!T_T reacted to Werewood in coding question:   
    To make a MUGEN character's attack unblockable/unguardable, there are a number of MUGEN ways:

    Some normal MUGEN ways:
    - use the MUGEN State Controller type = HitDef with guardflag = , in your MUGEN character's attack state(s)
    - use the MUGEN State Controller type = AssertSpecial with flag = unguardable, in your MUGEN character's attack state(s)
     
    Some abnormal MUGEN ways:
    - make use of a weird MUGEN engine bug => add a red hurt box to the very 1st first frame of your MUGEN character's attack animation
      Action like this:
      ; Stand Light Punch of Kung Fu Man
      [Begin Action 200]
      Clsn1: 1                               ;;; add this red hurt box to the very 1st first frame
      Clsn1[0] =  16,-80, 61,-71  ;;; add this red hurt box to the very 1st first frame
      Clsn2Default: 2
      Clsn2[0] = -10,  0, 19,-80
      Clsn2[1] =   0,-94, 12,-80
      200,0, 0,0, 2
      then in your MUGEN character performs the above example Stand Light Punch use the MUGEN State Controller type = HitDef with  
      MUGEN Trigger like trigger1 = Time <= 0, just make sure it tries to attack your MUGEN opponent right in the beginning of its Stand
      Light Punch attack Statedef 200
      I think this way has the same principle of a throw but it works with a normal blockable/guardable attack setup
    - give an id = 200 to your MUGEN character's Stand Light Punch attack's Statedef 200 HitDef, then use the MUGEN State type =
      TargetState with MUGEN Triggers such as: triggerall = NumTarget(200) and trigger1 = MoveGuarded or Target, StateNo = [120,155]
      and value = 50000 then make a MUGEN Custom Statedef 50000 for your MUGEN opponent, in that state you can try to use MUGEN
      State Controllers like type = LifeAdd to simulate a getting-hit MUGEN opponent.......afterwards use the MUGEN State Controller type =
      SelfState to send your MUGEN opponent back to his/her/its get-hit states like Statedef 5000......
      and you need to take extra of damage dampener and hit/guard sound and hit/guard spark for your MUGEN character's attack.....
      Well like I just mentioned this is some abnormal MUGEN way...very tedious too....might be useful only in some special situations....

    Even some more weird MUGEN ways that involve making use of the MUGEN State Controller type = ReversalDef bug ("forever MUGEN Targeting") and some MUGEN Helper and MUGEN Projectile and MUGEN NULLs and MUGEN Trigger Redirections.........you can find some in those "fiercely fearsome above-god type" MUGEN characters.........

    There should be some more other MUGEN ways to do this "how to make a MUGEN character's attack unblockable/unguardable", I think some advanced MUGEN creators/authors may know how..........
  9. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in coding question:   
    coding question:
    I see that some attacks IGNORE BLOCK and went straight to hitting the enemy, I want to know how to change a regular blockable attack into a not regular unblockable attack!!! what codes are specifically in the attack def which makes it blockable and unblockable? for example, Saitama's attack ignore's block, so I want to know how to change blockable attacks to unblockable ones for the other characters. 
  10. Upvote
    DontVirusMeBRO!!T_T reacted to DontVirusMeBRO!!T_T in coding question:   
    coding question:
    I see that some attacks IGNORE BLOCK and went straight to hitting the enemy, I want to know how to change a regular blockable attack into a not regular unblockable attack!!! what codes are specifically in the attack def which makes it blockable and unblockable? for example, Saitama's attack ignore's block, so I want to know how to change blockable attacks to unblockable ones for the other characters. 
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