A place to have fun with Mugen
 
PortalHomeFAQMemberlistSearchRegisterComic WIP TrackerDownloadsLog inChat
Translate the Website
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Latest topics
» [FORUM GAME] Alphabet Soup!
by goodbot16 Today at 5:30 pm

» The WitchBlade Masane Amaha
by borewood2013 Today at 3:33 pm

» Dragon Altar by yakisobaUFQ
by borewood2013 Today at 3:30 pm

» Metal Slug Mugen Apocalyptic War stage (Release)
by borewood2013 Today at 3:23 pm

» Artifical Monster Mouth
by borewood2013 Today at 3:22 pm

» WIP Valkyrie Marvel by Regisc and Cristianomelo w/video preview 11/18
by ParaDo0x Today at 2:57 pm

Special Features at MMV








Share | 
 

 Ricochet Shield Move For Captain America

View previous topic View next topic Go down 
AuthorMessage
MDS_GEIST



Posts : 137
Join date : 2012-06-25

PostSubject: Ricochet Shield Move For Captain America   November 25th 2015, 11:27 am



This is an edited version of Buckus's Cap with new SFF and new ricochet move where projectiles bounce off Cap's shield. I made the move work fine but I have one problem. Everytime I perform the move the shield disapears then reappears when the move is over. Can anyone help me who knows knowledge on coding helpers, I've been looking online for months on how to fix but can seem to figure it out. Ireally want to release this as a Christmas Mugen present. =/

P.S. I hope i posted the .GIF right lol =P
Back to top Go down
View user profile
borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Ricochet Shield Move For Captain America   November 25th 2015, 2:07 pm

Yo can you please post your Captain America edited the shield move animation (from .air file for example) and the shield move MUGEN code (from .cns file for example) here please? Question
Back to top Go down
View user profile https://onedrive.live.com/?cid=7DB65F02B0BBD12E
MDS_GEIST



Posts : 137
Join date : 2012-06-25

PostSubject: Re: Ricochet Shield Move For Captain America   November 25th 2015, 3:01 pm

The shield is bound to all other attacks cap has but when i perform this one it flys off screen and when move is done comes back

So the code is here:

;-----------------------------------------------
[Statedef 1030]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 5

[State 0, ChangeAnim]<=======I TRIED PUTTING THIS THINKING IT WOULD WORK SOMEHOW IDK =(
type = ChangeAnim
triggerall = !time
trigger1 = Helper(10000),stateno!=10000
value = 130;ifelse(Helper(10000),stateno=10000 ,222 ,220)))
ignorehitpause = 1
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1030,(0+(random%4))
volume = 255
channel = -1



[State 1000, var initialize]
type = VarSet
var(4) = 1
trigger1 = time = 0

[State 1030, 1]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value = 1032

[State 1002, gethit colorize]
type = PalFX
add = 255,128,0
trigger1 = time = 0
trigger1 = var(4) > 1
time = 5

[State 1002, take damage]
type = LifeAdd
trigger1 = time = 0
var(4) > 1
value = -gethitvar(damage)
kill = 0



[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NP,SP,HP;,NT,ST,HT
stateno = 1031
slot = 5
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NA,SA,HA
stateno = 1033
slot = 6
ignorehitpause = 0



[State 1030, PalfX]
type = PalFX
trigger1 = time = 1
add = 100,100,100
mul = 256,256,256
time = 3
ignorehitpause = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  time =95
value = 1031
;elem = 1
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1







;------------------------------------------
[StateDef 1031]
type = S
movetype = I
physics = S
anim = 1033
pos = 0,0
ctrl = 0
velset = 0,0
poweradd = 30

[State 1000, var increment]
type = VarAdd
var(4) = 1
trigger1 = 1


; [State 0, ChangeAnim]
; type = ChangeAnim
; triggerall = PrevStateNo != 9000
; trigger1 =  time = 0
; value = anim = 1033
; ;elem = 1
; ;ignorehitpause =
; ;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP;,NT,ST,HT
stateno = 1032
time = 10
slot = 2
ignorehitpause = 0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  time = 20
value = 1031


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 25
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


;-------------------------------
[StateDef 1032]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0


[State 1032, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,1



[State 0, Projectile]
type = Projectile
triggerall = PrevStateNo != 9000
trigger1 = time = 0
ProjID = 2030
projanim = 2030
projhitanim = 8022
projremanim = 8022
projcancelanim = 8022
projscale = .5,.5
projremove = 1
projremovetime = -1
velocity = 16,-2 + random/225
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,-80
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 70,1
pausetime = 3,3
sparkno = 3
sparkxy = 30,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 15
ground.hittime = 25
air.hittime = 20
ground.velocity = -3,0-2
air.velocity = -4,-3
fall = 1




[State 1030, VarSet]
type = ParentVarSet
trigger1 = movecontact
fv = 26
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 1031
ctrl = 0

;-------------------------------

[StateDef 1033]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
pos = 0,0
ctrl = 0
anim = 1003
poweradd = 20
sprpriority = 1


[State 1000, var increment]
type = VarAdd
var(4) = 1
trigger1 = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 13
anim = 30
sound = S10,0
pos = 0,0
movetime = 5
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =





[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1;ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 150
;p2stateno = 1042
fall = 1
guard.dist = 0




[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1
;ignorehitpause =
;persistent =



[State 1050, end]
type = ChangeState
triggerall = p2stateno != 1033
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------
;----------------------------------------------------------------------
[Statedef 1042]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1041

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 1
value = 5
;ignorehitpause =
;persistent =


[State 0, Turn]
type = Turn
trigger1 =!animelemtime(3) && enemynear,var(13)=-1
ignorehitpause =1

;-------------------------------------


and here is animation




This is where the shield matches the animation



second part of attack





Buckus codes shield attack like this



sorry if its alot
Back to top Go down
View user profile
borewood2013



Posts : 3162
Join date : 2014-08-11

PostSubject: Re: Ricochet Shield Move For Captain America   December 4th 2015, 3:24 am

Hmmmmmm.....Buckus' MUGEN CNS seems fine to me....and I couldn't find the cap shield animation numbers (both 10032 and 10033) in your edited MUGEN CNS code posted............also some MUGEN state controllers need a "ignorehitpause = 1" if there is a move contact pause happening..............and, please double check any of the shield's animations have negative frame time (i.e. Time: -1) too...........
Back to top Go down
View user profile https://onedrive.live.com/?cid=7DB65F02B0BBD12E
 
Ricochet Shield Move For Captain America
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
The Mugen Multiverse :: Mugen :: Mugen Help-
Jump to: