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 Shinnok Mortal Kombat WIP my version lol

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Dj luke
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LESSARD

LESSARD


Posts : 2221
Join date : 2016-06-19
Age : 45
Location : In your wildest mugen Dreams

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptyAugust 27th 2018, 11:10 am

I think you must use that animation like an explod, to keep it in the face of Shinnok

[State 0, Explod]
type = Explod
trigger1 =
anim =
pos = 0,0
postype = p1
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 1
ownpal = 1
removeongethit = 1

and make another "laser" animation for the proyectile
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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptyAugust 27th 2018, 11:26 am

Before I made it, added explode, but it did not work properly.
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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptyAugust 27th 2018, 12:59 pm



I made new attack. How to make it possible when the opponent is falling down, I want to hit him in the air.

I made it in the easiest way
;volcano 1555
;-----------------------
; CNS difficulty: easy
[Statedef 1555]
type = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 1555
sprpriority = 2
facep2=1

[State 1555, 2]
type = PlaySnd
trigger1 = Time = 1
value = 32, 1
volumescale = 700

[State 1555, 2]
type = PlaySnd
trigger1 = Time = 20
value = 7, 4
volumescale = 700

[State 1555, 2]
type = PlaySnd
trigger1 = Time = 30
value = 7, 4
volumescale = 700

[State 1555, 2]
type = PlaySnd
trigger1 = Time = 40
value = 7, 4
volumescale = 700

; portal1
[State 228, 3]
type = Projectile
trigger1 = Time = 10
projanim = 1404 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projremove = 0
offset = 305, 20 ;Creation offset from player (x,y)
velocity = 0, 0 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 120
projscale = .4,.4
; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 0,0
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = 999999
sparkxy = 0, 0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
airguard.velocity = -13,5
air.velocity = -2.5,-5.5
air.juggle = 3
fall =0

;portal2
[State 228, 3]
type = Projectile
trigger1 = Time = 20
projanim = 1404 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projremove = 0
offset = 205, 20 ;Creation offset from player (x,y)
velocity = 0, 0 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 120
projscale = .4,.4
; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 0,0
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = 999999
sparkxy = 0, 0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
airguard.velocity = -13,5
air.velocity = -2.5,-5.5
air.juggle = 3
fall =0

;portal3
[State 228, 3]
type = Projectile
trigger1 = Time = 30
projanim = 1404 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projremove = 0
offset = 105, 20 ;Creation offset from player (x,y)
velocity = 0, 0 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 120
projscale = .4,.4
; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 0,0
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = 999999
sparkxy = 0, 0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
airguard.velocity = -13,5
air.velocity = -2.5,-5.5
air.juggle = 3
fall =0

;fireball1
[State 1555, 4]
type = Projectile
trigger1 = Time = 20
projanim = 1556 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projremove = 0
offset = 350, 40 ;Creation offset from player (x,y)
velocity = 0, -3 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 120
projscale = .4,.4
; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 120,70
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = s1405
sparkxy = 0, 0
hitsound = 5,3
guardsound = 6,0

ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 3,-9
air.velocity = 3,-9
air.fall = 1
guard.dist = 60
fall.recover = 1
air.juggle = 3
yaccel = .375
fall = 1
fall.damage = 50


[State 1555, 5]
type = Projectile
trigger1 = Time = 30
projanim = 1556 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projremove = 0
offset = 250, 40 ;Creation offset from player (x,y)
velocity = 0, -3 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 120
projscale = .4,.4
; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 120,70
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = s1405
sparkxy = 0, 0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 3,-9
air.velocity = 3,-9
air.fall = 1
guard.dist = 60
fall.recover = 1
air.juggle = 3
yaccel = .375
fall = 1
fall.damage = 50

[State 1555, 3]
type = Projectile
trigger1 = Time = 40
projanim = 1556 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projremove = 0
offset = 150, 40 ;Creation offset from player (x,y)
velocity = 0, -3 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 120
projscale = .4,.4
; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 120,70
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = s1405
sparkxy = 0, 0
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 3,-9
air.velocity = 3,-9
air.fall = 1
guard.dist = 60
fall.recover = 1
air.juggle = 3
yaccel = .375
fall = 1
fall.damage = 50



[State 1555, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
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LESSARD

LESSARD


Posts : 2221
Join date : 2016-06-19
Age : 45
Location : In your wildest mugen Dreams

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptyAugust 27th 2018, 1:22 pm

in the hit def must add this parameters:

hitflag   = MAF


If you mean when the foe is lying in the floor; the add:

hitflag = MAFD (this means the the foa can be hitted Mid, Air, Falling, Down


Last edited by LESSARD on August 27th 2018, 1:26 pm; edited 1 time in total
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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptyAugust 27th 2018, 1:24 pm

In projectile?

IT works Bro Shinnok Mortal Kombat WIP my version lol - Page 2 670481599
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LESSARD

LESSARD


Posts : 2221
Join date : 2016-06-19
Age : 45
Location : In your wildest mugen Dreams

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptyAugust 27th 2018, 1:28 pm

yes, you can put it here, next to the guardflag :


; HitDef part of projectile info
attr = S, SP
getpower = 40
damage = 120,70
givepower = 60
guardflag = MA
hitflag = MAFD ;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
pausetime = 0,0
sparkno = s1405
sparkxy = 0, 0
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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 6th 2018, 12:03 pm

How to make state when every fireball are bounce back to opponent? HELP I saw it in Onaga character
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thatguy

thatguy


Posts : 1381
Join date : 2014-05-28
Age : 47
Location : Canada

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 6th 2018, 7:27 pm

Are you talking about auto-aim of a projectile (like heat seeking missile)?
Or
Reflecting a projectile back at the opponent (like Wonderwoman with her wrist bands)?


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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 6th 2018, 11:59 pm

More like wonder woman. Shinnok shows the shield and any fireballs/distance attacks are bouncing back to an opponent
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thatguy

thatguy


Posts : 1381
Join date : 2014-05-28
Age : 47
Location : Canada

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 7th 2018, 12:25 am

Here are 3 tutorials on it.

Vans made the first one and explains every part in detail: Reflecting Projectiles by Vans



Here is the second one by Elix:


Elix wrote:
Projectile reflection written by Elix



Projectile Reflection
« on: July 14, 2005, 02:11:05 AM »

________________________________________
100% reliable!!  

Reversal Code:
[State Reversal]
type = reversaldef
trigger1 = !movehit
reversal.attr = SCA, AP
p2stateno = 1901

Change Direction and Reset Code:
[Statedef 1901];projectile reflected

[State Turn]
type = turn
trigger1 = !time

[State Selfstate]
type = selfstate
trigger1 = 1
value = prevstateno
ignorehitpause = 1

Application--var(59) even = P2 reversal, var(59) odd = P1 reversal/sending  
Use (var(59)%2)=1 for enemy projectile hitdefs and use (var(59)%2)=0 for friendly attacking projectiles.
Code:
[Statedef 1601];projectile state
[...]
ctrl    = 0*((var(0):=root, anim) + (var(59):=var(59) + 1))

Own reversal Code:
[State Double Reflect]
type = changestate
trigger1 = (var(59)%2) = 0;facing != root,facing
trigger1 = root, stateno = 1900 && (root, animelem = 7 || root, animelem = 8 || root, animelem = 9) && abs(pos X -root, pos X) = [0,140]
trigger1 = pos Y = [-30,90]
value = 1901
Notice the pos x/y ranges mimic his collisions during his reversal move.

I have to thank GCNMario for his Guile and reversal code for which I copied directly initially.  If it's originally his that is.    I'm not so sure !movehit is needed, but I left it there anyway.  I tried it on Evil Ryu as another character just in case I was only getting Vega vs. Vega results and  I wasn't.  Though ER would need to consider to adjust the position for when the helper gets mirrored and affectteam = F when inverted.  But friendly reversal won't work for teammates.  



And a 3rd by unknown author:
Unknown wrote:
Basic Projectile reflection...
________________________________________
Here is a basic idea of projectile reflection i had, It's not perfect but basically works.
If anyone wants to finish it, go ahead.

Basically, the idea is a Reversal that just makes the player, or in this case a helper, turn around.

The concept requires: Helpers used as projectiles, using a constant Velset controller.

For example:

;---------------------------------------------------------------------------
; Fireball 1
[Statedef 1001]
type = A
movetype= A
physics = N
anim = 1001
ctrl = 0

[State 1001, VelSet]
type = VelSet
trigger1 = 1
x = 5

; If you skip the Velset and use just the one in the statedef,
; the projectile will turn, but keeping the original trajectory.

[State 1001, 4]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, SA
damage = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy = 10, 0
hitsound = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1001, 2]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AP
slot = 0
stateno = 1002

[State 1001, ChgStat]
type = ChangeState
trigger1 = Time = 60
trigger2 = Movehit
value = 1002

Then, you need the reflect move.
In the state a reversal should look like this:

[State 900, 3]
type = ReversalDef
trigger1 = AnimElem = 3
attr = S, ST
reversal.attr = SCA, AA
pausetime = 4,4
sparkxy = 35,-80
hitsound = 6,0
p2facing = -1
fall = 1

The reversal forces a turn on every attack it touches, making a funny effect with normal moves.
Also, notice that the helper's hitdef attributes are S,SA.
Using S,SP with projectiles and SCA,AP on the reversal will NOT work.

I'm still trying to figure out a way of being hit by your own reflected projectile,
without hitting your teammate with an unreflected projectile.

Have fun!
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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 7th 2018, 12:37 am

;tarcza
[Statedef 1333]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 50
velset = 0,0
anim = 1333
ctrl = 0
sprpriority = 2



[State 1333, 1]
type = PlaySnd
trigger1 = Time = 9
value = 7, 14
volumescale = 700

[State 1333, 1]
type = PlaySnd
trigger1 = Time = 15
value = 32,1
volumescale = 500

[State 1333, 1]
type = PlaySnd
trigger1 = Time = 30
value = 7,10
volumescale = 700


[State 1333, 6]
type = Projectile
trigger1 = Time = 15
projanim = 10000 ;Action id 1005 is XHD's fireball animation
projhitanim = -1 ;Action id when fireball hits
projscale =1,1
offset = 0, 0 ;Creation offset from player (x,y)
velocity = 0, 0 ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0 ;Acceleration (opt)
projremovetime = 115
; HitDef part of projectile info
attr = S, SP
damage = 150,100
getpower = 40
givepower = 60
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 50,-50
hitsound = S20,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
airguard.velocity = -3.5
air.velocity = -2.5,-5.5
air.juggle = 3




[State 1333, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


HELP BRO Very Happy
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thatguy

thatguy


Posts : 1381
Join date : 2014-05-28
Age : 47
Location : Canada

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PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 7th 2018, 12:49 am

So what I would do is take the middle one (tutorial number 2) and check the character reference. See how it was implemented.

Guile by GNCMario (N64-Mario)
Code:
https://mega.nz/#!URtg0SgT!c7Wkz8-wDGEYXX3WS5Eh23OXsBOMlUiX-XUp19AGy9Q


If you are still stuck, I can take a quick look this weekend for you as I have to work in a few hours and need sleep soon. LOL


Last edited by thatguy on September 7th 2018, 10:15 pm; edited 1 time in total
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Dj luke

Dj luke


Posts : 378
Join date : 2016-05-11
Age : 33
Location : Poland

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 7th 2018, 12:56 am

guile can do sth like this?
I get it state 300
Shinnok Mortal Kombat WIP my version lol - Page 2 670481599  ilu

Its too hard You must help me Bro
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thatguy

thatguy


Posts : 1381
Join date : 2014-05-28
Age : 47
Location : Canada

Shinnok Mortal Kombat WIP my version lol - Page 2 Empty
PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 7th 2018, 1:02 am

No worries, yes some special coding is very tricky. I'm not too sure yet if you need code in P2 as well for it to work Neutral I'll look deeper at the code over the weekend.
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thatguy

thatguy


Posts : 1381
Join date : 2014-05-28
Age : 47
Location : Canada

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PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 EmptySeptember 7th 2018, 10:14 pm

Just so we are on the same page, you want something like this:

Original Site: http://gcnmario.free.fr/mugen/projrefl.html
[You must be registered and logged in to see this image.]
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PostSubject: Re: Shinnok Mortal Kombat WIP my version lol   Shinnok Mortal Kombat WIP my version lol - Page 2 Empty

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