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Video Content Creation Reference | |
| | Problem for coding call-outs | |
| | Author | Message |
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WlanmaniaX
Posts : 254 Join date : 2014-12-12 Age : 26 Location : United Kingdom
| Subject: 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:
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;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. | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: 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? And, you Bandicam output shows some already done "call-outs"? 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........ | |
| | | WlanmaniaX
Posts : 254 Join date : 2014-12-12 Age : 26 Location : United Kingdom
| Subject: 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. | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Problem for coding call-outs May 16th 2015, 8:57 am | |
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| | | WlanmaniaX
Posts : 254 Join date : 2014-12-12 Age : 26 Location : United Kingdom
| Subject: Re: Problem for coding call-outs May 16th 2015, 3:45 pm | |
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| | | Navana
Posts : 2019 Join date : 2014-06-17 Age : 30 Location : Ohio
| Subject: Re: Problem for coding call-outs May 16th 2015, 8:17 pm | |
| Good luck finding the help you need! | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Problem for coding call-outs May 19th 2015, 12:11 pm | |
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