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Video Content Creation Reference | |
| | Making a secondary character? | |
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Minun
Posts : 142 Join date : 2015-03-08
| Subject: Making a secondary character? March 9th 2015, 6:02 am | |
| Despite being a Mugen character maker since '09 (All of my stuff were unfortunately unarchived and neither did I save my old MUGEN since it took 10 gigs on my hardware.) I can NEVER make a second character behind the main one that copies your button pressing, jumps when you jump, moves and you move, and has the same combos as you which is what I mean by a "secondary character". That being said, how can I code a secondary character (as I described)
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| | | Minun
Posts : 142 Join date : 2015-03-08
| Subject: Re: Making a secondary character? March 9th 2015, 6:29 pm | |
| Please help... Rosalina's taunting looks weird without her little Luma thing.
Basically, it's a normal character, only it follows you around and copies your every move. | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Making a secondary character? March 10th 2015, 6:43 am | |
| Well, if I were not misunderstanding what you meant, then I guess using the Helper state controller might get what you want: Here I used my MUGEN1.0\chars\kfm for an example: - in case imgur not working for you....:
The making here: In your MUGEN character CNS file under the [Statedef -3] line: 1) make a Helper called "KFM Double" (you shall use "Luma"): - Code:
-
[State -3, Helper] type = Helper triggerall = NumHelper(0) = 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = 1 helpertype = player pausemovetime = 999999 supermovetime = 999999 name = "KFM Double" ;;;;;;;;;;; you may want to change it to your "Luma" id = 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" pos = 0, 0 postype = p1 stateno = StateNo ;;;;;;;;; I used "StateNo" just for an illustration, you may want to make your own Luma states keyctrl = 1 ;;;;; this is for your "that copies your button pressing" need ignorehitpause = 1 2) some care-taking for the made "KFM Double" Helper (you shall use "Luma"): - Code:
-
[State -3, Helper] type = BindToRoot triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = 1 time = 1 facing = 1 pos = -20, -20 ;;;;;;;;; you may want to change the positions to fit your "a second character behind the main one" need ignorehitpause = 1
[State -3, Helper] type = StateTypeSet triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateType = S statetype = S physics = S ignorehitpause = 1
[State -3, Helper] type = StateTypeSet triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateType = C statetype = C physics = C ignorehitpause = 1
[State -3, Helper] type = StateTypeSet triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateType = A statetype = A physics = A ignorehitpause = 1
[State -3, Helper] type = ChangeState triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateNo != [5020,5150] trigger1 = StateNo != Root, StateNo value = Root, StateNo ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" ctrl = 1 ignorehitpause = 1
[State -3, Helper] type = ChangeState triggerall = NumHelper(0) != 0 triggerall = IsHelper(0) trigger1 = Root, StateNo = [5020,5150] trigger1 = StateNo != Root, StateNo value = Root, StateNo ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" ctrl = 0 ignorehitpause = 1 The result may have a chance to be buggy though. You have to adjust everything yourself. The idea is to make Helper that uses some of its parent's/root's states data.
In your Luma case, you may want to make a Luma Helper that doesn't use Rosalina's states data and still acts like Rosalina and you have to work on Luma's get-hit states (if you want Luma to be able to get hits). | |
| | | Minun
Posts : 142 Join date : 2015-03-08
| Subject: Re: Making a secondary character? March 10th 2015, 3:12 pm | |
| - borewood2013 wrote:
- Well, if I were not misunderstanding what you meant, then I guess using the Helper state controller might get what you want:
Here I used my MUGEN1.0\chars\kfm for an example:
- in case imgur not working for you....:
The making here: In your MUGEN character CNS file under the [Statedef -3] line:
1) make a Helper called "KFM Double" (you shall use "Luma"): - Code:
-
[State -3, Helper] type = Helper triggerall = NumHelper(0) = 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = 1 helpertype = player pausemovetime = 999999 supermovetime = 999999 name = "KFM Double" ;;;;;;;;;;; you may want to change it to your "Luma" id = 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" pos = 0, 0 postype = p1 stateno = StateNo ;;;;;;;;; I used "StateNo" just for an illustration, you may want to make your own Luma states keyctrl = 1 ;;;;; this is for your "that copies your button pressing" need ignorehitpause = 1
2) some care-taking for the made "KFM Double" Helper (you shall use "Luma"): - Code:
-
[State -3, Helper] type = BindToRoot triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = 1 time = 1 facing = 1 pos = -20, -20 ;;;;;;;;; you may want to change the positions to fit your "a second character behind the main one" need ignorehitpause = 1
[State -3, Helper] type = StateTypeSet triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateType = S statetype = S physics = S ignorehitpause = 1
[State -3, Helper] type = StateTypeSet triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateType = C statetype = C physics = C ignorehitpause = 1
[State -3, Helper] type = StateTypeSet triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateType = A statetype = A physics = A ignorehitpause = 1
[State -3, Helper] type = ChangeState triggerall = NumHelper(0) != 0 ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" triggerall = IsHelper(0) ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" trigger1 = Root, StateNo != [5020,5150] trigger1 = StateNo != Root, StateNo value = Root, StateNo ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" ctrl = 1 ignorehitpause = 1
[State -3, Helper] type = ChangeState triggerall = NumHelper(0) != 0 triggerall = IsHelper(0) trigger1 = Root, StateNo = [5020,5150] trigger1 = StateNo != Root, StateNo value = Root, StateNo ;;;;;;;;; you may want to change "0" to a more suiting number for your "Luma" ctrl = 0 ignorehitpause = 1 The result may have a chance to be buggy though. You have to adjust everything yourself. The idea is to make Helper that uses some of its parent's/root's states data.
In your Luma case, you may want to make a Luma Helper that doesn't use Rosalina's states data and still acts like Rosalina and you have to work on Luma's get-hit states (if you want Luma to be able to get hits). This worked for me. Thanks. | |
| | | Minun
Posts : 142 Join date : 2015-03-08
| Subject: Re: Making a secondary character? March 11th 2015, 5:25 pm | |
| How do I give it a life stat? | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Making a secondary character? March 14th 2015, 6:22 am | |
| - PrincessOfTheGalaxy wrote:
- How do I give it a life stat?
As far as I know, a MUGEN Helper is using the same life value of its Parent/Root.........so for example, KFM's life value = 1000 then all his Helper's are having the same life value = 1000. Of course you can use LifeAdd and/or LifeSet to deliberately setup your Helper's life outline........ | |
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