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Little things a mugen progamer should get to find out.
GozarDate: Sunday, 2011-10-16, 1:13 AM | Message # 1
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These are things that are fun to use, but most people don't know how to make.

Insta-Kills: Make the attack you want to kill an opponent. Then, for the good part, set this parameter in the move: "p2lifeset = 0". That way, the target will die no matter what.
Known Glitches/Errors: Enemy may still be able to die even if the attack misses.

Power Charge:Make the animations for the power up and then in the move, put: " poweradd = (Insert number here)". Make it a hold button and loopable. How high the number is decides how fast you will charge the bar. I suggest 100 in the spot after poweradd.
Known Glitches/Errors: May get stuck in loop for a short bit, but i haven't seen a case of permanent loop with this.

Reversals: Simple. Just put "reversal." before "attr". Then put a change state after it to go into the hit.
Known Glitches/Errors: None

Health regeneration:On ALL moves put: "lifeadd = (How much you want to regenerate per loop)". I suggest small standards for stance and movement, and something big for attacks.
Known Glitches/Errors: None

Fatalities: Make two versions of all attacks. On the first, put "trigger1 = roundstate = 1". All the others, put: "trigger1 = !roundstate = 1" and put: "kill = 0" on all of them in cns. Then for the fatality, make two parts. First put: "p2life = < 2". Then "kill = 0" on the first part. Make the first part most of the attack. Then on the 2nd, put: p2lifeset = 0". Make the 2nd part the part where you want it to say K.O.(the end of the move).
Known Glitches/Errors: The changestate may wind up failing.

Stage kills: Use the Insta-Kill method and put down "stagestate = (whatever the stage is). The animations for the kill will need to go in a character, not the stage.
Known Glitches/Errors: The move may accidentally be performable outside of that stage.

Life/Energy steal: Put : "p2lifeadd = -(how much you want to drain)", and "p1lifeadd = (how much you want). Change "life" to "power" for the energy result. Or put both for a drain of both.

Suicidal moves: Make the intended move without hitboxes, first. Then put: "p1lifeset = 0". Then you have made a suicide move.
Known Glitches/Errors: You may be able to cancel out of it.-and- May not kill you.

Kamikaze moves: Use the suicide move method, but put red hitboxes rather than none. Also, put "p2lifeset = 0".
Known Glitches/Errors: The user/target could possibly survive.

Heal your partner: Make a move and put "kill = 0" and "damage = 0" on the move. Then put: "p3lifeadd = (how much you want them to be healed by)". Then put Red hitboxes where the heal area is. And don't put stun time for the target.
Known Glitches/Errors: None

Kill your partner: Put: "p3lifeset = 0" on the move.
Known Glitches/Errors: None

Resurrection: Put: "p1life = < 1". And then put: "p1lifeset = (Character's max health).
Known Glitches/Errors: F1 can disable this.

Preventing specific moves from killing someone: Put: "kill = 0" on the move that isn't allowed to kill the target.
Known Glitches/Errors: None

Anything else you may want to know, ask and i will see if i know how to do it.

Edit: Also, it's okay to put replies that don't ask for rare coding.



Dora, Dora, Dora, the explorer! >:3


Message edited by Gozar - Sunday, 2011-10-16, 8:13 AM
 
NatsuDragneelDate: Sunday, 2011-10-16, 10:17 AM | Message # 2
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thnx for the info xD


Batman+Natsu : level facepalm.
 
GozarDate: Thursday, 2011-11-03, 3:11 AM | Message # 3
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Quote (NatsuDragneel)
thnx for the info xD

It's what i do. cool

Added (2011-11-03, 3:11 Am)
---------------------------------------------
Update:

Transformations: Make a transformation animation, and then make the attacks/ transformations for it. Then make the stance for it 10000.(Make all in the 10000s except for transformation animation.)Make a state that enters the animation. then add a changestate and put "end.stateno = #of transformation state" Then put "anim = 10000". This should do it.
Known Glitches/Errors: May not go into transformed stance(Rare).



Dora, Dora, Dora, the explorer! >:3
 
KIXDate: Friday, 2011-11-04, 10:13 AM | Message # 4
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how about how to make a char smile

http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
 
NatsuDragneelDate: Friday, 2011-11-04, 1:51 PM | Message # 5
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theyre are many vids for that


Batman+Natsu : level facepalm.
 
GozarDate: Saturday, 2011-11-05, 0:46 AM | Message # 6
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Quote (NatsuDragneel)
theyre are many vids for that

He isn't talking about a damn vid. - _-

Quote (KIX)
how about how to make a char smile

Give this a go.



Dora, Dora, Dora, the explorer! >:3
 
KIXDate: Saturday, 2011-11-05, 2:01 PM | Message # 7
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thnx

http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
 
GozarDate: Saturday, 2011-11-05, 11:14 PM | Message # 8
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Quote (KIX)
thnx

I reiterate, it's what i do. cool



Dora, Dora, Dora, the explorer! >:3
 
KIXDate: Sunday, 2011-11-06, 10:47 AM | Message # 9
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lol

http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
 
GozarDate: Monday, 2011-11-07, 1:05 AM | Message # 10
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Quote (KIX)
lol

A little pointless, but okay.



Dora, Dora, Dora, the explorer! >:3
 
KIXDate: Monday, 2011-11-07, 6:53 AM | Message # 11
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hey gozar can u create a char with this sprite


http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
 
GozarDate: Monday, 2011-11-07, 7:05 AM | Message # 12
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I'll add that to my character to-do-list.


Dora, Dora, Dora, the explorer! >:3
 
sgn_15Date: Monday, 2011-11-07, 7:27 AM | Message # 13
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Quote (Gozar)
Transformations: Make a transformation animation, and then make the attacks/ transformations for it. Then make the stance for it 10000.(Make all in the 10000s except for transformation animation.)Make a state that enters the animation. then add a changestate and put "end.stateno = #of transformation state" Then put "anim = 10000". This should do it.
Known Glitches/Errors: May not go into transformed stance(Rare).

you have to tell mugen that you are transforming. changing state to transformation stance after transformation anim alone is not enough.


 
GozarDate: Monday, 2011-11-07, 7:40 AM | Message # 14
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Quote (sgn_15)
you have to tell mugen that you are transforming.

Like how?

Added (2011-11-07, 7:35 Am)
---------------------------------------------
Oh and KIX, would you prefer him with insta-kills, fatalities, or both? I like characters to have flashy kill moves.

Quote (Gozar)
Quote (sgn_15)
you have to tell mugen that you are transforming.

Like how?

So, like you add "stateno = 10000" to transformed attacks? Probably should have included that.



Dora, Dora, Dora, the explorer! >:3


Message edited by Gozar - Monday, 2011-11-07, 7:40 AM
 
sgn_15Date: Monday, 2011-11-07, 7:41 AM | Message # 15
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Quote (Gozar)
Like how?

use a variable like a switch. varset in the state of actual transformation, then var(#) != 0 will be the trigger for changeanim for basic movements/damage poses in ALL states in common1.cns

but you are correct to make it uniform by adding 10000 or 1000 or whatever number (the point is to make it uniform for easy debugging and also for possible shortcut codes) to the anim number of the original anims.

there was a shortcut code for transformation back then but it never worked perfectly. it never works for walking. so for now it is better to use the long method, which is to make changeanim in every state in common1.cns, the attacks are for the coder to decide

and yeah change state to state 0 (if transformation works, it should use anim 10000 instead of anim 0)


 
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