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 Problem for coding call-outs

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WlanmaniaX



Posts : 130
Join date : 2014-12-12
Age : 18
Location : United Kingdom

PostSubject: Problem for coding call-outs   May 13th 2015, 5:17 am

Hey, guys!

I was finishing with Danger Mouse, Ren and Stimpy. It was too difficult how to code call-outs, as I tried to. Technically, they have six call-outs.

Here's what it seems like:



Here' the code for the call-outs:

Code:
;Damage Dampener ==================================================
;The damage dampener exists for public release of a character. In general
;since the MvC style characters can chain more attacks together it's
;easier to defeat other "normal" mugen characters. This damage dampener
;esists to help mitigate this issue. This dampener will be disabled for the
;1.0 full release of SMvC - EoH.

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=0

[State -2, Dampener]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)<9,ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .86**fvar(12))),.25)
ignorehitpause=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value= fvar(10)
ignorehitpause=1

; Combo Messages and Score control =====================================
[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(6) = 1+(var(8)>4)+(var(8)>5)+(var(8)>7)+(var(8)>9)+(var(8)>29)+(var(8)>49)+(var(8)>69)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(6) !=1 && roundstate=2 && life = [1,250]
var(8) = 8
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(5)=0 && var(6)!=0
trigger2 = var(5)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = 8100+var(6)
ID = 8701
postype = left
pos = 70,50
ontop = 1
bindtime = -1
removetime = 60;90
ownpal = 1
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.3,0.3
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
trigger1 = var(5)=0 && var(6)!=0
trigger2 = var(5)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = 8200+var(6)
ID = 8701
postype = right
pos = -189,50
ontop = 1
bindtime = -1
removetime = 60;90
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.3,0.3
persistent = 0;1
ownpal = 1
ignorehitpause = 1

[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(5)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(5) = 1 + (var(5)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
trigger1 = var(5)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(5)=-1 && stateno = [5000,5899]
var(5) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(5)=0
var(6) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(5)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(2) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(8)< partner, var(8)
var(7) = partner, var(8)

[State -2, Is Danger]
type = VarSet
trigger2 = var(7) = 0 && life <= 250
trigger1 = var(7) = 1 && roundstate!=2
var(7) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(5) != -1
var(5) = 0
ignorehitpause = 1

If someone who is great at coding call-outs, I will be happy.
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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Problem for coding call-outs   May 16th 2015, 6:38 am

Sorry but what do you mean by "call-outs" please?  Are those just....strikers/helpers/assistants? Question

And, you Bandicam output shows some already done "call-outs"? Question Question

Also, the MUGEN code you put in here has nothing to do with MUGEN strikers/helpers/assistants........that is just about recording hits and damages and some status reactions.....you should have posted the MUGEN code that produces that Bandicam output of yours........ riiiggghhht
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WlanmaniaX



Posts : 130
Join date : 2014-12-12
Age : 18
Location : United Kingdom

PostSubject: Re: Problem for coding call-outs   May 16th 2015, 8:22 am

That's okay.

I tried to code the different call-outs for DangerMouse, Ren and Stimpy.
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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Problem for coding call-outs   May 16th 2015, 8:57 am

@WlanmaniaX wrote:
That's okay.

I tried to code the different call-outs for DangerMouse, Ren and Stimpy.

From your Bandicam output, I read it as some strikers/helpers/assistants that enter to hit enemies when you call them out........am I right about the "call-outs" you are talking about? Question Question Question Question

Actually, what are "call-outs" please?  Question   How does it look and sound like please? Question Question   Under what condition(s) must it meet please? Question Question Question

I ask because I really don't know what "call-outs" is.........if you tell me what it is then I might be able help.......
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WlanmaniaX



Posts : 130
Join date : 2014-12-12
Age : 18
Location : United Kingdom

PostSubject: Re: Problem for coding call-outs   May 16th 2015, 3:45 pm

@borewood2013 wrote:
@WlanmaniaX wrote:
That's okay.

I tried to code the different call-outs for DangerMouse, Ren and Stimpy.

From your Bandicam output, I read it as some strikers/helpers/assistants that enter to hit enemies when you call them out........am I right about the "call-outs" you are talking about? Question Question Question Question

Actually, what are "call-outs" please?  Question   How does it look and sound like please? Question Question   Under what condition(s) must it meet please? Question Question Question

I ask because I really don't know what "call-outs" is.........if you tell me what it is then I might be able help.......

"Call-outs" is when a MvC-ish styled plaits the opponent, when the "First Attack!" comes in.

If you press F2, "Danger" call-out will come.
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Neophyte



Posts : 1627
Join date : 2014-06-17
Age : 22
Location : Ohio

PostSubject: Re: Problem for coding call-outs   May 16th 2015, 8:17 pm

Good luck finding the help you need!
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borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Problem for coding call-outs   May 19th 2015, 12:11 pm

@WlanmaniaX wrote:
@borewood2013 wrote:
@WlanmaniaX wrote:
That's okay.

I tried to code the different call-outs for DangerMouse, Ren and Stimpy.

From your Bandicam output, I read it as some strikers/helpers/assistants that enter to hit enemies when you call them out........am I right about the "call-outs" you are talking about? Question Question Question Question

Actually, what are "call-outs" please?  Question   How does it look and sound like please? Question Question   Under what condition(s) must it meet please? Question Question Question

I ask because I really don't know what "call-outs" is.........if you tell me what it is then I might be able help.......

"Call-outs" is when a MvC-ish styled plaits the opponent, when the "First Attack!" comes in.

If you press F2, "Danger" call-out will come.

Oh I see now!  Sorry I totally misunderstood your meaning of "call-outs"! Embarassed

Yeah, it is cool for you to have figured out your way to make "call-outs" for your MUGEN characters!
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