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Posts posted by Sweets
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this is the code i use to stop all blocking.
1.first you have to add a common1 from a kong fu man folder to your char folder, just drag and drop.
2.in common1 paste this code anywhere
;------------------------------------------------------------
[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nocrouchguard
flag2 = noairguard
ignorehitpause = 1
persistent = 1;---------------------------------------------------------
3. i found that it is not 100 perfect unless u change all the attacks movetypes to H found on all the hitdefs
movetype=H
4. and all the projectiles have to be helper codes with movetype=H or esle the char still blocks
5.its done no blocking
if someone finds a better let me know
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I've added transformation codeing for standing state and walking state and it works.
I don't know we're to add it in the jumping states to make it work can I see anyone's coding.
Thanks for helping use noobs
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type = A
physics = A[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0,41,ifelse((vel x)>0, 42, 43))[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > Const720p(-8)
trigger1 = SelfAnimExist(anim + 3)
trigger1 = anim >=41 && anim <= 43
persistent = 0
value = Anim + 3;---------------------------------------------------------------------------
Im coding tranfromation in this stlye for example
value = ifelse(var(10)=0,20,30)
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And add any sounds you want there to
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How I would do that is by using fighter factory.
Add on the win pose states what ever pictures u want to add when he wins.
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were could look to learn how to rip sounds from a game?
12 hours ago, GarchompMatt said:I'm afraid I can't help you in that regard, as I too have no idea where to get them outside of ripping them from the game yourself.
I might use a game recorder as a last resort.
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thank bro
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thanks bro
I wanted to get sounds from digimon battle spirit but I cant find any website that has them. I made exact replicas of the chars and I would really like to get the sounds to make them perfact
2 hours ago, GarchompMatt said:Audacity.
Literally open your .mp3 up and resave as .wav.
Heck, you can even batch convert to .wav.
is there a way to get those hit sounds?
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I'm done with my two char there really good I just need to add sounds. my question is what program do I use to change my mp3 sounds so they can be used in mugen?
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Do you have the fighter factory program? you will need it to do this.
On 6/18/2016 at 6:04 PM, AniGa said:I'd like to reduce the stats for her p7 to make her a more fun character to play.
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HI, I'm coding my characters punches and kicks and they work fine. Then i had an idea. i wanted my characters punch attack to cause the enemy to knock up instead of knocking back.
Is there a clean way to do this i want it to look nice.
The reason why i want the enemy to knock up is because its a good way to start a combo
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Do you have fighter factory program? Your ganna need it to do this. Ill tell you how if you do have it.
On 5/29/2016 at 8:40 AM, Risotto said:You just have to modify values in states files, some super moves are in the main cns,bwhen you have multiple cns files try to find the one with the moves inside. So open your char in fighter factory then go for the states files then use alt+f and search for the super move by typing the correct animation number then you will find the values you have to modify, usually the "damage" ones.
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srry but I guess it didn't work. I wanted the animation to be on top of the target even if the target walks or jumps or flys away you know binding it no matter what.
10 hours ago, Ryon said:you can use a bindtotarget code or a posset code.
[State 0, BindToTarget] type = BindToTarget trigger1 = !time time = 99 ID = -1 pos = 0,0,Mid or [State 0, PosSet] type = PosSet trigger1 = 1 x = target,pos x y = 0
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haha well ill be dammed it worked you are a genius.
I added the bindtotarget on the exploding state
and it works like a miracle.
how could I get the target to move back because the
ground.velocity doest effect him anymore.
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hey friends I used a helper code as a projectile and I wanted to add an animation to the enemy char when it gets hurt by the projectile. I wanted the animation to stick on the enemy even if he gets pushed back or falls. How could I code something like this.
heres what I got so far.
my char animation
[statedef 220]
type = a
movetype= a
physics = n
ctrl = 0
anim = 220
sprpriority = 1
[State 500, 1]
type = Helper
trigger1 =animelem= 14
stateno = 229
pos = 10,-28
postype = p1
ownpal = 1
supermovetime = 0
pausemovetime = 0
[state 220, 2]
type = playsnd
trigger1 = time = 2
value = 0,4
[state 220, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;my actual helper
[statedef 229]
type = a
movetype= A
physics = n
ctrl = 0
anim = 230 ;this is the projectile animetion
sprpriority = 2
velset = 1.8,-.08
[State hitdef]
type = HitDef
trigger1 = time=0
attr = S, NP
hitflag = maf
animtype = Medium
damage = 30,0
guardflag = MA
pausetime = 1,15
sparkno = s1
hitsound = s5,2
guardsound = s6,0
ground.type = high
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.7,-3
air.velocity = -4,3
[State 229, 3]
type = ChangeState
trigger1 = movecontact
trigger2 = vel y > 0
trigger2 = pos y > -vel y
value = 223
;-------------------------------------------------
;my exploding animation
[statedef 223]
type = A
movetype= A
physics = n
anim =300
ctrl = 0
sprpriority = 2
velset = 0,0
[state safe pos ground]
type = posset
trigger1 = !time
trigger1 = pos y > 0
y = 0
[State end]
type = DestroySelf
trigger1 = !animtime
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On 1/21/2016 at 8:03 AM, ShinLucho said:
Your helper is already simple, it just need some fixs
Thanks I wouldn't of gone this far without your help. I'm almost done with my char. I just need help with the controls or commands
I want to make them (up and x) but it hardly ever works it ether jumps 80℅ of the time or gabs
*jabs
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On 1/17/2016 at 7:12 PM, ShinLucho said:
Or you can just replace / with && and it will work fine :P
Ha funny but I just can't get my helper to appear it just shows my exploding animation. So do you mind giving me a simple helper code?
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Thanks ryon Ive been watching the tutorials very closely I'm really trying to understand codes. I read how velset effect my char and A or N phycis will effect my char in the air.
I think i messed up my helper code but I don't no where. I want it to shot straight down when my char is in the air. But My char won't summon my helper animation or hit the target player it just shows my exploding animation on the ground
Here is my code
- 220 is my char shooting projectile
-230 is the projectile it self
-240 is my exploding animation
[statedef 221]type = Amovetype= aphysics = njuggle = 1ctrl = 0anim = 220sprpriority = 1[State 221, 1]type = Helpertrigger1 = 1name = "power ball"ID = 222stateno = 222pos = 0,0postype = p1ownpal = 1supermovetime = 0pausemovetime = 0;size.xscale =;size.yscale =;keyctrl = 0[state 221, 2]type = playsndtrigger1 = time = 2value = 0, 4[state 221, 3]type = changestatetrigger1 = animtime = 0value = 0ctrl = 1;---------------------------------------------------------------;cammand jump special helper (projectile)itself[statedef 222]type = Amovetype= Aphysics = nctrl = 0anim = 230sprpriority = 2velset = 0,1[State 222, 1]type = HitDeftrigger1 = time = 0attr = S, NAhitflag = mafanimtype = Mediumdamage = 200,0guardflag = MApausetime = 1,1sparkno = s1hitsound = s5,2guardsound = s6,0ground.type = highground.slidetime = 0ground.hittime = 0ground.velocity = 0air.velocity = 0,0[State 222, 2]type = ChangeStatetrigger1 = movecontactvalue = 223[state 222, 3]type = changestatetrigger1 = POS Y > -5 / VEL Y > -5value = 224;---------------------------------------------------------------;cammand jump special helper (projectile) hitting player[statedef 223]type = Amovetype= Aphysics = nctrl = 0anim = 240sprpriority = 2velset = 0,0[State 223, 1]type = DestroySelftrigger1 = animtime = 0;--------------------------------------------------------------;cammand jump special helper (projectile) hitting ground[statedef 224]type = Amovetype= Aphysics = nctrl = 0anim = 240sprpriority = 2velset = 0,0[State 224, 1]type = PosSettrigger1 = 1y = 0[State 224, 2]type = DestroySelftrigger1 = animtime = 0 -
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hello guys I hope someone could help me out with coding my char. I figured out how to code normal punches and punches in the air. I'm now focused on projectiles. I know how to code projectile's while char is standing but I just can't for the life of me code my char shooting a projectile while in the air?
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Yes I also enjoy Pokemon
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Hey Im sweets I am obsessed with mugen. I'm still new to this but I've learn how to build and play the game. Im interested in coding my own char now. Its frustrating learning it all on my own I need help ha
poison effect
in [ MUGEN CODING HELP ]
Posted
i wanted my projectile to do damage over time when it hits. Its a poison arrow attack i tried coding it after reading up on it but no dice.