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MUGEN's Hitdef controller is officially broken


RicePigeon

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MUGEN's Hitdef controller is officially broken

Originally posted at http://mugenguild.com/forum/topics/hitdef-multiple-attributes-179097.0.html

 

Ever wondered if you could assign multiple properties to a hitdef, but didn't want multiple hitdefs conflicting with each other each tick? Thanks to a discovery by a friend of mine, you might not need to:

 

Quote

DoomBowser: ...
DoomBowser: Why the hell is it possibly to assign multiple attributions to a hitdef?
DoomBowser: Elecbyte wtf
Midori: WAIT WHAT
Jenngra505: Does this mean we can make Command Normals by having it be both a Normal and a Special?
DoomBowser: No
DoomBowser: It means it's both a Normal and a Special
DoomBowser: At the same time
DoomBowser: I need to look further into this
DoomBowser: Set a character's LP to be both NA and NP
DoomBowser: The attack still interacts with counters that only counter melee attacks, but also interacts with things like Yukari's gap, which only absorbs projectiles
DoomBowser: So it's both a melee attack and a projectile at the same time
DoomBowser: But why is this possible, and for what reason?
Midori: so you can type A,SA,SP?
DoomBowser: Yes, and it would probably be both
Midori: oh damn
Midori: Question
Midori: what happens if you put a hitdef that's NA,NT and there was a NotHitBy by NT
DoomBowser: I need to double check that one
DoomBowser: The opponent gets hit
Midori: !!!!
Jenngra505: Can you have an attack that's standing, crouching and aerial all at once?
DoomBowser: By the looks of it, yes
DoomBowser: SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT is completely valid for a hitdef's attr parameter
DoomBowser: What's odd is that this is an extension of what I found with that crappy Futo the other day where there's AA, AP and AT functions
DoomBowser: S,AA = Standing Normal/Special/Hyper Attack
DoomBowser: Then I just happen do find the multi-function parameter in Aperson's Robotnik
DoomBowser: Robotnik's Pissed off slap worked both against Youmu's melee counter and Yukari's gap, because the hitdef attribution is S, SA,AP
RicePigeon: can we get a gif of him using it on the gap just for lulz?
DoomBowser: Sure
DoomBowser: .eJwNzNERgyAMANBdGIBgxFx0jG5AEZGrEg_iV6-
DoomBowser: It's a bit of a cheaply made gif, but you get the point
RicePigeon: oh man thats fresh
RicePigeon: lol
RicePigeon: and its not even Yukari's fault this time :p
RicePigeon: assuming Doom hasnt done it already, Im gonna go post that finding about the hitdef's attr parameter on guild
RicePigeon: out of curiousity if you have an attack classed as S,SA,SP and the opponent has two different hitoverrides active, one for melee and the other for projectiles, which one takes precedence?
DoomBowser: I haven't checked that one
DoomBowser: Is there a character I can test this on? I'm not sure if I have a character like that on me
RicePigeon: none that I know of, but I can probably whip up something real quick for testing purposes
DoomBowser: Alrighty then
RicePigeon: Okay so just tested it
RicePigeon: it seems like the hitoverride with the lower slot number takes precedence
RicePigeon: tested it first with the melee override in slot 0 and projectile in slot 1, the melee override took effect
RicePigeon: reversed the slots and the projectile override occurred
RicePigeon: Imagine what kind of broken shit you can do with this discovery

 

The tested code in question:


 

Quote

 

[Statedef -2]

[State 0, HitOverride]

type = HitOverride

trigger1 = 1

attr = SCA,AA

slot = 1;0

stateno = 1200 ;Melee counter state

time = 1

forceair = 0

ignorehitpause = 1

[State 0, HitOverride]

type = HitOverride

trigger1 = 1

attr = SCA,AP

slot = 0;1

stateno = 1300 ;Projectile counter state

time = 1

forceair = 0

ignorehitpause = 1

 

 

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