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 A Mega Man Megabuster charge move...

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Mega_Man

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Posts : 128
Join date : 2016-01-23

PostSubject: A Mega Man Megabuster charge move...   January 23rd 2016, 10:40 am

Hey, how can I make Standing Heavy Punch become a charging move like Megaman's buster in MVC with 3 pellets per non-charge?


Basically,

Tap the button to shoot a pellet, you can have 3 at the screen at the same time.

Hold the button to make it more powerful and only one charge shot can be at the screen.
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Doom

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Posts : 4210
Join date : 2014-08-22

PostSubject: Re: A Mega Man Megabuster charge move...   January 23rd 2016, 11:08 am


I do not know ... lol!

But I welcome you to the forum ... cheers

You can pass through here if you want to present yourself with others ...

http://mugenmultiverse.fanbb.net/t280p210-introduce-yourself sonic
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borewood2013

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PostSubject: Re: A Mega Man Megabuster charge move...   February 5th 2016, 3:17 pm

Hmmm....I think of something like this:

First, you need to make a "holdz" Command in your .cmd file:
[Command]
name = "holdz"
command = /z
time = 1

Next, in your Standing Heavy Punch state (i.e. StateDef 220):

[State 220, ChangeState] ; release button z hold for level 1 charge set off after state time is in [25,50)
type = ChangeState
triggerall = Time >= 25 && Time < 50
trigger1 = Command != "holdz"
value = 221

[State 220, ChangeState] ; release button z hold for level 2 charge set off after state time is in [50,75)
type = ChangeState
triggerall = Time >= 50 && Time < 75
trigger1 = Command != "holdz"
value = 222

[State 220, ChangeState] ; release button z hold for level 3 charge set off after state time is greater than 75
type = ChangeState
triggerall = Time >= 75
trigger1 = Command != "holdz"
value = 223
ctrl = 0

[State 220, ChangeState] ; level 3 charge set off if you don't release holding the button z
type = ChangeState
trigger1 = AnimTime = 0
value = 223
ctrl = 0

Or, you can use some MUGEN variables to make some time counter for some cases in which you are not able to access your state time.........
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