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Author Topic: Dash Attack w/ AfterImage (THATS NOT RAINBOW DASH!!!)  (Read 1462 times)

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Offline RonanZer0

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Dash Attack w/ AfterImage (THATS NOT RAINBOW DASH!!!)
« on: February 18, 2014, 10:29:29 AM »
Yes I have been posting a crapton in the help section... but this is next to IMPOSSIBLE to find ANYTHING about dash attacking on MUGEN thanks to a FLOOOOOOD of "mugen rainbo dash char down lode!!! - YouTube"

I. DON'T. WANT. RAINBOW DASH.  o.O#
So I could only find 1 thread anywhere even related to something thats with char making and not rainbow dash char downloading and it's this:
http://s8.zetaboards.com/One_Piece_MUGEN/topic/8358477/1/
but the code there is confusing and doesn't even work... so I created my OWN dashing code but it has several problems.

CMD
Code: [Select]
[State -1 Dash]
type = ChangeState
value = 3000
trigger1 = command = "b"
triggerall = command != "holddown"
triggerall = statetype = S && stateno=100

CNS
Code: [Select]
[Statedef 3000]
type    = S
movetype= A
physics = S
anim = 3000
sprpriority = 3

[State 3000]
Type = VarSet
Trigger1 = Time = 0
Var(0) = 1
 

[State 3000, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 3000, 1]
type = HitDef
trigger1 = Var(0) = 1
attr = S, NA
damage = 40, 20
animtype = Light
guardflag = M
hitflag = MA
priority = 5, Hit
pausetime = 6, 6
hitsound = 5,4
guardsound = 5,4
ground.type = High
ground.slidetime = 14
ground.hittime  = 1
ground.velocity = -10
airguard.velocity = -2,-4
air.type = High
air.velocity = -2,-4.5
air.hittime = 10

[State 3000, AfterImage]
type = Afterimage
trigger1 = Time = 0
timegap = 1
framegap = 3
time = 20
length = 10
palbright = 30,10,10
palcontrast = 120,0,0

[State 3000, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 3000, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 3000, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

[State 3000, 4]
type = ChangeState
trigger1 = Time = 20
value = 0

Problems with this dash attack:
- Only hits once, no matter how big the CLSN1 box is and even if you stay on to the enemy you just sit there in a dash animation not hurting anyone looking stupid.
- Can't find ANY way to have the afterimage stay forever while dashing and 100% go away when not dashing
- Only works while pressing forward + b but not just b
- Also can't find how to cancel attack on hit
« Last Edit: February 18, 2014, 10:37:12 AM by RonanZer0 »



Offline Cyanide

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Re: Dash Attack w/ AfterImage (THATS NOT RAINBOW DASH!!!)
« Reply #1 on: February 19, 2014, 01:49:53 AM »
That needs some mangling to work right. No variable required, please remove it. We'll make the attack hit via another method. Here is your new hitting trigger

trigger1 = time%5 = 0

That will cause a hit every 5 ticks. Adjust as necessary.

Get rid of this altogether
[State 3000, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
That makes the attack drop out if you're not holding fwd which could cause you to hit nothing at all.

The whole permanent afterimage thing can be a bit of a pain. What effect is your current code giving you? I mean, without the above, that should be stopping as you end the state. I suppose if you want to cancel the attack then you're going to need to use the below under statedef -2

[State -2]
type = afterimagetime
trigger1 = prevstateno = 3000
trigger1 = time = 1
value = 0

To shut it off.

Cancelling is easy. Pick an attack. For examples sake, i'm going to pick a light punch usig state 200

[State -1, Light Punch]
Type = Changestate
triggerall = command = "x"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 3000 && movehit

That's a really simple cancel. Basically if in state 3000, and the move has made contact, you can press X to get LP to come out.

Offline RonanZer0

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  • Posts: 21
  • Country: United States us
  • Last Login:March 18, 2014, 04:51:47 PM
  • Hi! I'm new!!
Re: Dash Attack w/ AfterImage (THATS NOT RAINBOW DASH!!!)
« Reply #2 on: February 20, 2014, 03:24:16 PM »
is there a way to go through the opponent? i want to be able to go through him but i should still be able to be hit by projectiles that fly onto, say, my head
« Last Edit: February 20, 2014, 03:53:40 PM by RonanZer0 »

Offline Cyanide

  • MUGEN Content Architect
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  • Posts: 813
  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: Dash Attack w/ AfterImage (THATS NOT RAINBOW DASH!!!)
« Reply #3 on: February 21, 2014, 12:09:02 AM »
[State PlayerPush]
type = playerpush
trigger1 = 1
value = 0

That will do it.

 


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