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Blaze mugen forums
| Mr. Game & Watch |
| Waluigi99 | Date: Tuesday, 2008-03-11, 9:13 Pm | Message # 1 |
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| I need Help Doing Mr. Game & Watches Judgement move in mugen (The move ware he pulls out different numbers 1 - 9 Randomly Generated) So if somebody could help me with how to use the random varialble or something that would be nice.
Waluigi
Message edited by Waluigi99 - Tuesday, 2008-03-11, 9:27 Pm |
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| Sir_Killzalot | Date: Wednesday, 2008-03-12, 6:43 Pm | Message # 2 |
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MuGeN Expert
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| the way to randomize moves is use the random trigger info: Code ------------------------------------------------------------
Random
------------------------------------------------------------
R eturns a random number between 0 and 999, inclusive.
Format:
Random
Arguments:
none
Return type:
int
Error conditions:
none
Example:
trigger1 = Random <= 249
Triggers if the random number returned is less than or equal to
249. (This occurs with 25% probability.) Should be pretty easy to understand.
Message edited by Sir_Killzalot - Wednesday, 2008-03-12, 6:47 Pm |
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| Waluigi99 | Date: Wednesday, 2008-03-12, 10:01 Pm | Message # 3 |
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| What Does The 249 Represent?
Waluigi
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| Omnifox | Date: Thursday, 2008-03-13, 5:14 Am | Message # 4 |
 MuGeN Mayhem
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| 249 is the max number you want to generate. So you want to replace 249 with 9 when you code the move. Do you understand the rest?
Current W.I.P. : .... still have not added all the required sprites yet. <_<
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| Sir_Killzalot | Date: Thursday, 2008-03-13, 1:43 Pm | Message # 5 |
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MuGeN Expert
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| Quote 249 is the max number you want to generate. So you want to replace 249 with 9 when you code the move. Do you understand the rest? Sorry that is not right. ok a random generator generates 1 number between 0 to 999 in the current state so... trigger1 = random <= 111 ;would be when the number is bellow 111 or a 11.111111% chance trigger1 = random > 111 ; would be when the number is greater than 111 or a 88.8888888% chance
Message edited by Sir_Killzalot - Thursday, 2008-03-13, 1:44 Pm |
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| Waluigi99 | Date: Thursday, 2008-03-13, 3:06 Pm | Message # 6 |
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| I want it to randomly pick between 9 Different ANIMATIONS because for each one the sprites are different. I don't Quite Understand what you were explaining.
Waluigi
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| Sir_Killzalot | Date: Friday, 2008-03-14, 1:16 Pm | Message # 7 |
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MuGeN Expert
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| use a changeanim with a random trigger Code ------------------------------------------------------------
ChangeAnim
------------------------------------------------------------
Changes the action number of the player's animation.
Required parameters:
value = anim_no (int)
anim_no is the action number to change to.
Optional parameters:
elem = elem_no (int)
elem_no is the element number within the specified action
to start from.
Example:
none
ex: [State *] type = ChangeAnim trigger1 = random <= 111 value = 210
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| Omnifox | Date: Friday, 2008-03-14, 10:54 Pm | Message # 8 |
 MuGeN Mayhem
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| lol sorry about that I was thinking about some other code.
Current W.I.P. : .... still have not added all the required sprites yet. <_<
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| Waluigi99 | Date: Saturday, 2008-03-15, 4:29 Pm | Message # 9 |
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| Now I Just Have One Question, How Would I Code the Hole Move, just give Me What I need so I understand.
Waluigi
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| Sir_Killzalot | Date: Sunday, 2008-03-16, 12:58 Pm | Message # 10 |
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| You will need 9 hitdefs and 9 changeanim 1 hitdef and 1 changeanim per level just use the same random trigger for the hitdef and changanim of the specific level ...and then add any other effects you want to the attack.
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| Waluigi99 | Date: Monday, 2008-03-17, 11:45 Am | Message # 11 |
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| [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1001 poweradd = 20 sprpriority = 2 [State 1001, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 23 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = random < 111 value = 1001 ;----------------------------------- [StateDef 1002] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1002 poweradd = 20 sprpriority = 2 [State 1002, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 23 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1002] type = ChangeAnim trigger1 = random < 111 value = 1002 If this is what you meen it does not Work that Well.
Waluigi
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| Sir_Killzalot | Date: Monday, 2008-03-17, 1:14 Pm | Message # 12 |
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MuGeN Expert
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| you really only need one statedef for all attacks. Also the hitdefs trigger should also be a random trigger
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| Waluigi99 | Date: Monday, 2008-03-17, 4:35 Pm | Message # 13 |
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| Its Not working, I keep getting errors and i dont know how to keep it in all one statedef. My error is I need at leased 1 trigger.
Waluigi
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| Sir_Killzalot | Date: Monday, 2008-03-17, 8:10 Pm | Message # 14 |
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MuGeN Expert
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| One of your states is missing a trigger1 so find the state that has it missing Example of one statedef with two different types of attacks: [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1001 poweradd = 20 sprpriority = 2 [State 1001, 1] type = HitDef trigger1 = random < 111 attr = S, NA damage = 23 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = random < 111 value = 1001 [State 1001, 2] type = HitDef trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = random > 111 value = 1002
Message edited by Sir_Killzalot - Monday, 2008-03-17, 8:10 Pm |
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| blazeinc | Date: Tuesday, 2008-03-18, 4:35 Pm | Message # 15 |
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| nice codes sirkillzalot and thanks for helping out on the site, but i guess the blazeMuGeN project will not ever start since NOBODY WILL DO ANYTHING ABOUT IT, and NOBODY REALLY CARES. It dont matter i will make this project with other people in private and i will make mugen version 2, my style.
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| Waluigi99 | Date: Wednesday, 2008-03-19, 6:51 Am | Message # 16 |
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| I put the code you gave an example for and it just sits there on the first animation. And he sits there until he gets attacked.
Waluigi
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| Sir_Killzalot | Date: Wednesday, 2008-03-19, 1:24 Pm | Message # 17 |
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MuGeN Expert
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| add this to the code above: [State 1001, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 Then it should go back to stand state. Note: This should be put at the end of all moves.
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| blazeinc | Date: Thursday, 2008-03-20, 6:14 Am | Message # 18 |
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| Code add this to the code above:
[State 1001, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
Then it should go back to stand state.
Note: This should be put at the end of all moves. lol this should even be generated by fighter factory or when u make a hit def. who ever dont have Code [State 1001, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 should seriously fix up in mugen or at least start learning mugen beofre posting stupid things but what ever.
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| Waluigi99 | Date: Thursday, 2008-03-20, 7:35 Am | Message # 19 |
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Training
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| Even With That Code There it randomly chooses an animation but it sits at the first frame till attacked
Waluigi
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| Sir_Killzalot | Date: Thursday, 2008-03-20, 1:57 Pm | Message # 20 |
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MuGeN Expert
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| I forgot a trigger that must be added. add this to each of the states trigger1 = anim = (1001 or 1002 depending on which group you are adding the trigger too) Without this line of code there will be an infinite loop.
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