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duda sobre defenza en el personaje

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full duda sobre defenza en el personaje

Mensaje por Invitado el Mar 21 Ago 2012 - 17:16

Mi duda es la siguiente, use la plantilla normal de Kun-fu-man para el char, pero aunque le cree una defenza tipo evangelion (campo AT)
la matacha tiende a hecharse para atras en vez de cubirse, es mas si juego en Vs la defenza no sirbe y me golpean como emigrante en frontera.

codigo que use es:

Código:

[Data]
life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.5
yscale = 0.5
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 0, -85
mid.pos = 0, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 1.8
walk.back = -1
run.fwd  = 6.078125, 0
run.back = -4.5,-3.8
jump.neu = 0,-6.6015625
jump.back = -3.30078125
jump.fwd = 3.30078125
runjump.back = -4.94921875
runjump.fwd = 4.94921875
airjump.neu = 0,-8.8
airjump.back = -2.55
airjump.fwd = 2.5

[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .33
stand.friction = .85
crouch.friction = .82


;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = !numhelper(8105)
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131


[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131


[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 1806, 5]
type = Explod
trigger1 = NumExplod(10130) = 1
id = 10131
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10131
scale=1,1;


[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10131) = 1
ID = 10130

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------


;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
physics = N
velset = 0,0




[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131




[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»–¢‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = !var(41)
movetype = H

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = var(41)
movetype = I



[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
physics = S
anim = 150

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131




[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»–¢‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = !var(41)
movetype = H

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = var(41)
movetype = I

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
physics = N
velset = 0,0

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»–¢‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = !var(41)
movetype = H

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = var(41)
movetype = I




[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
physics = C
anim = 151

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131


[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»–¢‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = !var(41)
movetype = H

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = var(41)
movetype = I

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
physics = N
velset = 0,0

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131



[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»–¢‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = !var(41)
movetype = H

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = var(41)
movetype = I

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4



;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
physics = N
anim = 152

[State 1806, 5]
type = Explod
trigger1 = var(41)
trigger1 = NumExplod(10130) = 0
id = 10130
ownpal = 0
sprpriority = 99
pos= 0,0-30*(statetype =A) + 30*(statetype =C)
postype = p1
bindtime = -1
anim = 10130
scale=1,1;
removeongethit=1
removetime = -1

[State -2, 0]
type = removeexplod
trigger1 = NumExplod(10130) = 1
ID = 10131


[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»–¢‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = !var(41)
movetype = H

[State 155, í‚èƒ_ƒ[ƒW—L–³Ø‚è‘Ö‚¦iŠ»‘•”õŽžj]
type = StateTypeSet
triggerall = 1
trigger1 = var(41)
movetype = I

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

Sera algun problema de A.I no lo se, pero si la uso en arcade y versus igual no tengo guardia.
saludos.

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full Re: duda sobre defenza en el personaje

Mensaje por Invitado el Mar 21 Ago 2012 - 18:06

Defensa tipo evangelio no entendí ni papa :S
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full Re: duda sobre defenza en el personaje

Mensaje por Invitado el Miér 22 Ago 2012 - 9:51

Mas bien creo que el problema esta es en el comando, que no me reconoce el retroceso en pausa como guardia ( retroceso estatico) y la muñeca lo reconoce es como palanca atras y camina hacia esa dirección en vez de defenderse como se debe.

laguien tiene un codigo de defenza para comado, osea la palanquita de atari en el FF a ver si al reemplazarlo se arregla?


gracias anticipadas a quien pueda ayudar.
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full Re: duda sobre defenza en el personaje

Mensaje por Callejon el Miér 22 Ago 2012 - 9:55

Checa cambiando este codigo
; GUARD (start)
[Statedef 120]
type = U
physics = U

Por este
; GUARD (start)
[Statedef 120]
type = S
physics = S

comenta que sucede


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Callejon
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full Re: duda sobre defenza en el personaje

Mensaje por Invitado el Miér 22 Ago 2012 - 10:47

hice el cambio y sigue igual:

creo que es error de comando, en vez de alguna dirección atrás debería ser:
B
$B
no se exactamente que será.?
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full Re: duda sobre defenza en el personaje

Mensaje por Callejon el Miér 22 Ago 2012 - 11:23

bien entonces deja eso tal y como estaba antes ahora nos vamos al statedef 150

lo tienes asi
; SGUARDHIT (shaking)
[Statedef 150]
type = S
physics = N
velset = 0,0

AGREGALE el movetype = H
asi
; SGUARDHIT (shaking)
[Statedef 150]
type = S
movetype= H
physics = N
velset = 0,0


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Callejon
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Join date : 21/12/2009
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full Re: duda sobre defenza en el personaje

Mensaje por Invitado el Mar 28 Ago 2012 - 12:34

Gracias, ya lo solucione, lo que pasa es que estaba en japones dentro del
comand -1, era x esto que no podia defenderme ni que encontraba la orden:

[State -1, no‚‡‚•‚‚’‚„]
type = AssertSpecial
trigger1 = 1
flag = noairguard
flag2 = nocrouchguard
flag3 = nostandguard

retire la orden y listo, ahora la muñequita se defiende. Saludos!.



Spoiler:
Posdata: Iori rompio su defensa pero con otra tecnica, ja ja ja.
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full Re: duda sobre defenza en el personaje

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