Trinity MUGEN

MUGEN => Tips, Tricks, and Tutorials. => Topic started by: KoopaKoot on February 26, 2009, 07:21:24 AM

Title: KoopaKoot being Stupid.....
Post by: KoopaKoot on February 26, 2009, 07:21:24 AM
Copy/Paste from the Guild. [E] recommended I get you guys attention

Basically I would like to be able to juggle an opponent after particular moves, without screwing up the limiter triggers, resulting in this. (http://www.youtube.com/watch?v=mEqqZuV8Xjo)

Thanks in advance.

Don't forget to dumb down your response, so I can understand it.
  :P

EDIT:

Crisis averted. :clpeng:
Title: KoopaKoot being stupid.....
Post by: KoopaKoot on April 03, 2009, 11:04:20 AM
Bump.....

Renamed thread rather than creating a new one.

Right. I finally overcame laziness enough to work on May Lee some more. I was working on her "Hero Uke" move and it reverses moves, like it's supposed to. But:

(http://i92.photobucket.com/albums/l28/koopakoot/mugen30.png)

I know there's no explod right now....

The hits of the move still add for a reason I can't quite understand.  ???

[State 10250, Reversal]
type=reversaldef
trigger1= animelem=4
attr = S,SA
reversal.attr= SCA,NA,SA,HA
pausetime = 0,20
sparkno = -1
sparkxy = 0,0
hitsound = s6,0
p1stateno = 10251;[This is the transition anim which also has a reversal def, so it can guard multiple hit attacks



Title: Re: KoopaKoot being Stupid.....
Post by: Anjel on April 03, 2009, 03:03:44 PM
I am not sure if there is another way but I would add
[State 0, HitAdd]
type = HitAdd
trigger1 = !time
value = -1
ignorehitpause = 1

in the next state (state 10251 for you),
Title: Re: KoopaKoot being Stupid.....
Post by: KoopaKoot on April 03, 2009, 04:07:08 PM
It works. YES. Gotta hurry before Ahuron decides to make May Lee again.   :RIDIN:

Thanks.  :)
Title: Re: KoopaKoot being Stupid.....
Post by: The_None on April 04, 2009, 02:29:45 AM
Actually, the HitAdd stctrl was not really THAT needed. All you had to do is to put the "numhits = 0" in the ReversalDef (just about any HitDef param works for ReversalDefs too).
Title: Re: KoopaKoot being Stupid.....
Post by: Anjel on April 04, 2009, 05:21:32 AM
Quote from: The_None on April 04, 2009, 02:29:45 AM
Actually, the HitAdd stctrl was not really THAT needed. All you had to do is to put the "numhits = 0" in the ReversalDef (just about any HitDef param works for ReversalDefs too).

Yeah, I knew there was another way, I just ain't so big on ReversalDefs, since I only used it once.
Title: Re: KoopaKoot being Stupid.....
Post by: KoopaKoot on April 04, 2009, 01:41:28 PM
Oh yeah, numhits, I've used those before....now you know why the thread is named a such. A more difficult problem now. I've noticed this in many characters:

When a character is hit and can be juggled, hitting them with a normal is supposed to send them into anim 5040 after the hitstun, but that doesn't happen with my characters (and others as I previously mentioned).

What is missing? If it involves custom states, then I wont bother.