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Offline Fredgerd

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Adding aggro block
« on: September 05, 2009, 07:50:01 PM »
How can I add an offensive guard to a character that doesn't have one? (This might be over my head but I'm up for learning if someone can teach me.)

If you don't know what I mean it's a guard that pushes the opponent back. Used in a lot of games including most later street fighter games. Basically I want to add it to some older street fighter characters and some mugen exclusive DC/Marvel characters to add balence.
« Last Edit: September 05, 2009, 07:59:13 PM by Fredgerd »
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Offline Daraku

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Re: Adding aggro block
« Reply #1 on: September 06, 2009, 01:55:53 AM »
You should look the code of "Rogue by Splode" for this option, at state 860 named "push blocking"


Offline YD

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Re: Adding aggro block
« Reply #2 on: September 10, 2009, 09:01:52 AM »
How can I add an offensive guard to a character that doesn't have one? (This might be over my head but I'm up for learning if someone can teach me.)

If you don't know what I mean it's a guard that pushes the opponent back. Used in a lot of games including most later street fighter games. Basically I want to add it to some older street fighter characters and some mugen exclusive DC/Marvel characters to add balence.

This is what is referred to as "Guard Push". Here is how to input the coding:

Code: [Select]
=====================
Guard Push
=====================
by MystikBlaze


In Capcom's Vs series, your character is able to push the opponent away while guarding
an attack. This isn't really that difficult to implement in a character. All it basically
requires is an invisible helper that pushes the opponent away.


In the CMD file, add this code:
;---------------------------------------------------------------------------
;Guard Push
[State -1, Guard Push]
type = ChangeState
value = 900
triggerall = command = "guardpush"
triggerall = statetype = S
trigger1 = stateno = [150,153] ;The guard state numbers


Now in the CNS:
;---------------------------------------------------------------------------
;Guard Push

[Statedef 900]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 900, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 900, Width]
type = Width
trigger1 = 1
value = 10,0

;Change the amount of time you want the player to not be able to get hit
[State 900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 900, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 901
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 900, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)

[Statedef 901]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 901
sprpriority = -4

[State 901, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 901, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 901, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 901, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 901, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 901, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18


Make sure you specify the helper in the AIR file as well:
;---------------------------------------------------------------------------
; Guard Push Helper
[Begin Action 901]
Clsn2: 1
 Clsn2[0] = -30,-200,30,50
-1,0, 0,0, -1

When the last part refers to AIR file that means to make an animation for this "Guard Push" to work which is simple. It an animation with one frame and no image, so basically it is an animation with nothing there except for CLSN boxes and leave everything else as is when you make it with FF. Just make the CLSN boxes as listed. :)
« Last Edit: September 10, 2009, 09:07:25 AM by youngdragun »

Offline Fredgerd

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Re: Adding aggro block
« Reply #3 on: September 10, 2009, 05:09:16 PM »
does it matter where I put these codes or can I just drop them at the end of the file.
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

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Re: Adding aggro block
« Reply #4 on: September 10, 2009, 09:17:25 PM »
does it matter where I put these codes or can I just drop them at the end of the file.

Doesn't matter where you place the coding what matters is that the statedef number is not duplicated or rather used for another move and each part has to be placed in the proper section but order does not make a difference, It looks good if the coding is in numeral order but it does not affect how the coding is used.

PS. The statedef numbers can be substituted as well, just need to make sure that the number is not used for any other move.
« Last Edit: September 10, 2009, 09:19:32 PM by youngdragun »