Open netyzh opened 4 months ago
It does 4 hits for me in the same build. Against KFM. In Mugen 1.1 it can sometimes do 5 but I think it's just because juggling acceleration is slightly different (intentionally).
https://github.com/ikemen-engine/Ikemen-GO/assets/107247004/c71f04a6-2850-4f50-91e1-dbb296221413
Can you try against KFM? Or compare the same two chars in Mugen 1.1.
Can you try against KFM? Or compare the same two chars in Mugen 1.1.
I've made a mistake. My character was ai patched by ARL. The origin chara use Movecontact in the code, but ARL patched chara use Projcontact. You can download chara and ai in: https://ux.getuploader.com/hamer5937/download/62 In mugen 1.1,the ARL patched chara does 8hits,it's strange.
https://github.com/ikemen-engine/Ikemen-GO/assets/38396687/e1fce211-a8e9-4cbd-83d1-f64b447a0d67
In State 2000 there's this block:
[State Combo];Hit調整OK
type = VarSet
trigger1 = var(27) = 1
trigger1 = projcontact(2001) = 1, >= 0
trigger1 = Random >= 750
var(27) = 0
I think that syntax for projcontact
isn't implemented correctly in Ikemen. If you replace it with projcontacttime(2001) >= 0
it does the 8 hits.
This is not a valid syntax for projcontact. See the mugen docs: https://www.elecbyte.com/mugendocs-11b1/trigger.html#projcontact If anything the engine should error out on loading or at least print debug flood to tell the creator that the character code is buggy.
I think the catch here is that Mugen does accept the syntax. And I don't mean it just tolerates it like some issues we've had in the past, but it actually works as you'd expect.
got it, we can change the compiler.go to support both syntaxes. But what is the password for that https://ux.getuploader.com/hamer5937/download/62 ? I can't download from this site to test the solution.
got it, we can change the compiler.go to support both syntaxes. But what is the password for that https://ux.getuploader.com/hamer5937/download/62 ? I can't download from this site to test the solution.
password is "mugen"
Describe the bug
Misaka Shiori(by DABA) 6426a's hitcounts is not correct.
To Reproduce
1 Download character from https://mugenarchive.com/forums/downloads.php?do=file&id=48267-shiori-misaka-daba 2 Press 6426a(stateno 2000) in the match,only 2 hits occured.
Expected behavior
According to code ,it should be at least 5 hits.Var(27) is always 1 during the skill in the video.
[State Combo];Hit回数初期化 type = VarSet trigger1 = AnimElem = 1 var(26) = 0 ignorehitpause = 1 [State Combo] type = VarSet trigger1 = AnimElem = 1 var(27) = 0 ignorehitpause = 1
[State Combo];Hit調整OK type = VarSet trigger1 = var(27) = 1 trigger1 = projcontact(2001) = 1 , >= 0 trigger1 = Random >= 750 var(27) = 0
[State HitDef] type = Projectile triggerall = Var(26) < 5 triggerall = Var(27) = 0 trigger1 = AnimElem = 4,=1 trigger2 = AnimElem = 5,=1 trigger3 = AnimElem = 6,=1 trigger4 = AnimElem = 7,=1 trigger5 = AnimElem = 8,=1 trigger6 = AnimElem = 9,=1 trigger7 = AnimElem = 10,=1 trigger8 = AnimElem = 11,=1 trigger9 = AnimElem = 12,=1 trigger10 = AnimElem = 13,=1 trigger11 = AnimElem = 14,=1 projid = 2001 projanim = 2001 projepriority = 60 projremovetime = 1 offset = 0, 0 velocity = 0, 0 Postype = p1 attr = S, HA ;立ち状態で、通常の攻撃(sは立ち、nは通常、aは攻撃を表す) damage = 52, 10 ;ダメージ量(左が当たった時、右はガードした時) animtype = Light ;当てた時の相手のポーズ(light/midium/hard/back)から選択 guardflag = M ;ガードできる状態(maは全ての状態でガード可能) hitflag = MAF ;当てる事のできる条件 priority = 5, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 1, 1 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = s7030 ;ヒットエフェクトのスプライトステート(無ければ0) guard.sparkno = s7100 ;ガードエフェクトのスプライトステート(無ければ0) sparkxy = -10, floor(p2BodyDist Y-30);ヒットエフェクトを表示する場所(相手の座標で) hitsound = s2200, 0 ;ヒットした時の音(s,にすると自分の音を使う) guardsound = s120, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 8 ;相手が後にすべる時間 ground.hittime = 18 ;コンボが繋がる時間(高くしすぎない事) ground.velocity = 0, 0 ;地上で攻撃をくらった場合の相手の移動状況(xとyで小数点可) guard.velocity = IfElse(P2Dist X < 0,4.0,-4.0);地上で攻撃で防御した場合の相手の移動状況(xとyで小数点可) airguard.velocity = IfElse(P2Dist X < 0,2.5,-2.5),-5.0;空中で攻撃で防御した場合の相手の移動状況(xとyで小数点可) air.type = High ;空中で相手がくらった場所(上と同じ) air.velocity = 0, 0 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可) air.hittime = 9999 ;空中でコンボが繋がる時間 air.fall = 1 ;空中で相手をFall(落下)状態へ (1:ON 0:OFF) fall.recover = 0 ;相手がFall(落下)状態から回復するか(1:回復可 0:回復不可) fall.recovertime = 8000-IfElse(var(23)>10,10,var(23));回復可まで必要とする時間 getpower = 0, 12 ;パワーに付加(HIt時x,防御時y) p2stateno = 7861 ;投げが成功した場合の移動する2Pのステート
[State Combo];Hit回数確認 type = VarAdd trigger1 = projcontact(2001) = 1 var(26) = 1 [State Combo];Hit調整NG type = VarSet trigger1 = var(27) = 0 trigger1 = projcontact(2001) = 1 var(27) = 1 [State Combo, HitAdd];ヒットカウント type = HitAdd trigger1 = Projhit(2001) = 1 value = 1
Screenshots / Video
https://github.com/ikemen-engine/Ikemen-GO/assets/38396687/9d95eee6-4c03-4dd0-a414-a04784d55ee5
Engine Version (or source code date)
2024-06-27
Operating system
Windows
Extra context or search terms
No response