UPLOAD, SHARE, PRESERVE MUGEN FOR ETERNITY!

Results 1 to 7 of 7

Thread: I'm changing Itachi's command buttons (New at This)

  1. #1
    Join Date
    Jan 2019
    Location
    Posts
    3
    Uploads
    0
    Comments
    16

    Arrow I'm changing Itachi's command buttons (New at This)

    Hi everyone , {i got a question} i recently started to modify my mugen (adding characters,music,stages etc...) and i'm getting familiar about coding AIs , sprites and characters.

    as the title says ''Im changing Itachi's command buttons'' , specifically about changing command buttons in order to trigger the special motions , i figured out how to do it openning itachi.cmd and putting a command letter on triggerall = command =

    the question is how do i do, for example to assign a trigger command for x movement like a holding DOWN + any command button i already know how to do it with one command button for example (x,y,z), but i wanted to do it with a combination(holding DOWN + any command button). If you could help me , i'll be thankful

    PD : I'm new at this don't judge me

    filename: itachi.cmd
    -----------------------
    [State -1, Sharingan]
    type = changestate
    value = 789
    triggerall = power >= 1000
    triggerall = var(10) = 0
    triggerall = var(39) = 0
    triggerall = command = "sha"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl

    [State -1,Mizu Bunshin]
    type = changestate
    value = 6542
    triggerall = numhelper(16001) < 10
    triggerall = power >= 1000
    triggerall = var(39) = 0
    triggerall = command = "mizu"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl

    [State -1, Bunshin]
    type = changestate
    value = 654
    triggerall = numhelper(15001) < 10
    triggerall = power >= 1000
    triggerall = var(39) = 0
    triggerall = command = "bun"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl

    [State -1, Bunshin Atk2]
    type = changestate
    value = 6552
    triggerall = power >= 500
    triggerall = var(39) = 0
    triggerall = numhelper(656) < 5
    triggerall = numhelper(15008) < 2
    triggerall = command = "bun3"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl

    [State -1, Bunshin Atk]
    type = changestate
    value = 655
    triggerall = power >= 100
    triggerall = var(39) = 0
    triggerall = numhelper(656) < 5
    triggerall = numhelper(15008) < 2
    triggerall = command = "bun2"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl

    ; Swords
    [State -1, Swords]
    type = ChangeState
    value = 845
    triggerall = var(39) = 0
    triggerall = power >= 2000
    triggerall = command = "z"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl

    ; Fire
    [State -1, Fire thingy]
    type = ChangeState
    value = 745
    triggerall = var(39) = 0
    triggerall = power >= 1500
    triggerall = command = "a"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl



  2. #2
    Join Date
    Jan 2019
    Location
    Posts
    139
    Uploads
    0
    Comments
    0

    Default Re: I'm changing Itachi's command buttons (New at This)

    Interesting.

    Looks like most of your command lines read:
    triggerall = command !=

    "!=" means NOT equal. Cheange it to just "="
    See if that works

  3. #3
    Join Date
    Jan 2019
    Location
    Posts
    3
    Uploads
    0
    Comments
    16

    Default Re: I'm changing Itachi's command buttons (New at This)

    The command button line is alright i'm changing the command button from triggerall = command = . So it works , but I'm just trying to figure out how to assign a combination of commands (DOWN + a,b.x,y,z) to trigger a motion at triggerall = command = ''_'' any idea?

  4. #4
    Join Date
    Jan 2019
    Location
    Posts
    139
    Uploads
    0
    Comments
    0

    Default Re: I'm changing Itachi's command buttons (New at This)

    Not sure what you mean but let me show you some commands from your first quote:

    Quote Originally Posted by nflboi1999 View Post
    filename: itachi.cmd
    -----------------------
    [State -1, Sharingan]
    type = changestate
    value = 789
    triggerall = command = "sha"
    triggerall = command != "holddown"


    [State -1,Mizu Bunshin]
    type = changestate
    value = 6542
    triggerall = command = "mizu"
    triggerall = command != "holddown"

    Try eliminating the "!=" from those and replace them with just "="
    That is, if I'm understanding your question correctly

  5. #5
    Join Date
    Jan 2019
    Location
    Posts
    3
    Uploads
    0
    Comments
    16

    Default Re: I'm changing Itachi's command buttons (New at This)

    Thanks for all i already did it , i just changed:

    trigger1 = statetype = S , and put C (Crouch) instead S (Standing), i figured out how to do it following a tutorial written on itachi.cmd in order to make the movement pressing down + (x/y/z)

    - Useful triggers to know:
    ; - statetype
    ; S, C or A : current state-type of player (stand, crouch, air)

  6. #6
    Join Date
    Jan 2019
    Location
    Posts
    139
    Uploads
    0
    Comments
    0

    Default Re: I'm changing Itachi's command buttons (New at This)

    Ah, I missed that upon first reading too. Alrighty. Good find.

  7. #7
    Join Date
    Jan 2019
    Location
    Posts
    139
    Uploads
    0
    Comments
    0

    Default Re: I'm changing Itachi's command buttons (New at This)

    Double Posting. This is for people with a bit more experience who may run into the same problem and need a fix.


    Quote Originally Posted by nflboi1999 View Post
    Thanks for all i already did it , i just changed:

    trigger1 = statetype = S , and put C (Crouch) instead S (Standing), i figured out how to do it following a tutorial written on itachi.cmd in order to make the movement pressing down + (x/y/z)

    - Useful triggers to know:
    ; - statetype
    ; S, C or A : current state-type of player (stand, crouch, air)
    Soooo, I did some experimenting with this specifically with N64Mario's Balrog and found that several solutions are plainly inefficient.

    Just to address this, making this Statetype = C means that it will no longer trigger when "standing" so you might experience problems with that as well.
    The better option is to use one of these 3:
    statetype != A
    statetype != A && statetype != L
    statetype = S || Statetype = C



    Now, here's the part that makes this kind of incomplete coding on the part of Elecbyte (although they're really amazing other EXCEPT NotHitBy):
    I tried this in several iterations, none of which worked:
    ; Dash Trip
    [Command]
    name = "dtrip_x"
    command = ~40$B, DF, x
    time = 60
    [Command]
    name = "dtrip_y"
    command = ~40$B, DF, y
    time = 60
    [Command]
    name = "dtrip_z"
    command = ~40$B, DF, z
    time = 60
    [Command]
    name = "dtrip_x"
    command = ~40$B, ~DF, x
    time = 60
    [Command]
    name = "dtrip_y"
    command = ~40$B, ~DF, y
    time = 60
    [Command]
    name = "dtrip_z"
    command = ~40$B, ~DF, z
    time = 60

    [Command]
    name = "dtrip_x"
    command = ~40$B, D, F, x
    time = 60
    [Command]
    name = "dtrip_y"
    command = ~40$B, D, F, y
    time = 60
    [Command]
    name = "dtrip_z"
    command = ~40$B, D, F, z
    time = 60

    [Command]
    name = "dtrip_x"
    command = ~40$B, ~D, F, x
    time = 60
    [Command]
    name = "dtrip_y"
    command = ~40$B, ~D, F, y
    time = 60
    [Command]
    name = "dtrip_z"
    command = ~40$B, ~D, F, z
    time = 60

    [Command]
    name = "dtrip_x"
    command = ~40$B, ~D, ~F, x
    time = 60
    [Command]
    name = "dtrip_y"
    command = ~40$B, ~D, ~F, y
    time = 60
    [Command]
    name = "dtrip_z"
    command = ~40$B, ~D, ~F, z
    time = 60
    ==============================
    ;---------------------------------------------------------------------------
    ; Dash Trip
    [State -1, State]
    type = ChangeState
    value = 1020
    triggerall = Var(50) > 0
    triggerall = (command = "dtrip_x" || command = "dtrip_y" || command = "dtrip_z") && (command = "holddownfwd" || command = "holddown" || command = "down");
    trigger1 = statetype != A
    ;trigger1 = ctrl
    trigger2 = var(20) > 0



    There's no way he tested that move because it should literally be impossible to trigger the way he had it (at least at Fast 4 and beyond although I'm pretty sure this should be the case at any speed).


    The solution was to edit the CNS and manipulate a pre-animation.
    Sooo, Balrog has a Dashing Straight vs. a Dashing Trip. Common to those are the animation for State 1000 the actual dash before the punch. Because of that, the solution was to go to State 1000 and up to a particular animelem 'before the punch' depending on the keys you are pressing make Balrog do wither the Dashing Straight or Dashing Trip.
    So, the workaround was this:

    Code:
    ;---------------------------------------------------------------------------
    ; Dash Punch
    [Statedef 1000]
    type = S
    movetype = A
    physics = N
    juggle = 8
    poweradd = 42
    sprpriority = 2
    velset = 8,0
    anim = 1000
    ctrl = 0
    
    
    ;EXPLANATION
    ;If your command is holddown or holddownfwd while your animation is the pre-punch rushing animation, switch states and do the Trip Punch
    ;If your command is NOT holddown or holddownfwd while your animation is the pre-punch rushing animation, continue in State 1000 and do the Dashing Straight
    
    [State 1000, State]
    type = ChangeState
    trigger1 = anim = 1000
    trigger1 = (command = "holddownfwd" || command = "holddown")
    value = 1020

    EXPLANATION
    If your command is holddown or holddownfwd while your animation is the pre-punch rushing animation, switch states and do the Trip Punch
    If your command is NOT holddown or holddownfwd while your animation is the pre-punch rushing animation, continue in State 1000 and do the Dashing Straight


    Anywho an interesting experiment

Similar Threads

  1. How do I see the chars attack buttons?
    By Gabriel Oliveira in forum MUGEN Configuration Help
    Replies: 12
    Last Post: Dec 22, 2018, 06:37
  2. changing buttons
    By Aquatica in forum MUGEN Configuration Help
    Replies: 4
    Last Post: Aug 29, 2018, 22:40
  3. Replies: 2
    Last Post: Jul 15, 2018, 06:08
  4. Suggestions for a 6 buttons gamepad with dpad.
    By amugenfan in forum General MUGEN discussions
    Replies: 0
    Last Post: Nov 05, 2017, 18:43
  5. How to deactivacte the extra F1+ buttons?
    By JoćoPedroGaming in forum MUGEN Configuration Help
    Replies: 2
    Last Post: Jun 26, 2017, 00:22

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •