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- ;==============================================================================================
- ;==========================================<GUARDING>==========================================
- ;==============================================================================================
- ;==============================================================================================
- ;Here, we override the MUGEN's default guard system when the character is airborne, and add our
- ;own triggers. This will ensure that the player can always block as long as they are holding a
- ;direction away from the opponent. This block of code also adds "chicken guarding", which is allowing
- ;the player to air guard by holding not only back, but down-back and up-back.
- ;It is also recommended that you also override the guard states (120, 130, 131, 132, 140, 150, 151,
- ;152, 154, 155) with an updated version that uses the EXPLODsive buffering system. A copy of those
- ;fixed states can be found here: http://network.mugenguild.com/jmorphman/resources/EXPLODsiveBuffering_GuardStates.txt
- ;==============================================================================================
- [State -1, AssertSpecial: NoAirGuard]
- type = AssertSpecial
- trigger1 = P2dist x < 0 && StateType = A
- trigger1 = !AILevel
- flag = NoAirGuard
- ignoreHitPause = 0
- [State -1, Air Blocking]
- type = ChangeState
- triggerAll = !AILevel
- triggerAll = InGuardDist
- triggerAll = StateType = A
- triggerAll = ctrl
- triggerAll = !(StateNo = [120,155])
- triggerAll = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
- trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006))
- trigger2 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003))
- trigger3 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000007)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000009))
- value = 120
- ;These three ChangeStates are only in use when the character has landed from a jump after switching
- ;sides, to get around a MUGEN bug where a character's directions don't switch until a tick has passed,
- ;after they've landed from a jump and switched sides. Otherwise, MUGEN's default guard behavior works
- ;well enough!
- [State -1, AssertSpecial: No StandGuard and NoCrouchGuard]
- type = AssertSpecial
- triggerAll = !AILevel
- trigger1 = P2dist x < 0 && StateType != A
- trigger2 = NumExplod(94646464) || NumExplod(92468246)
- trigger3 = !NumExplod(90000004) && !NumExplod(90000006) && !NumExplod(90000001) && !NumExplod(90000003) && !NumExplod(90000007) && !NumExplod(90000009)
- flag = NoStandGuard
- flag2 = NoCrouchGuard
- ignoreHitPause = 0
- [State -1, Stand Blocking]
- type = ChangeState
- triggerAll = !AILevel
- triggerAll = InGuardDist
- triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246)
- triggerAll = StateType = S
- triggerAll = ctrl
- trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000004)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000006))
- value = 120
- [State -1, Crouch Blocking]
- type = ChangeState
- triggerAll = !AILevel
- triggerAll = InGuardDist
- triggerAll = (P2dist x < 0 && StateType != A) || NumExplod(94646464) || NumExplod(92468246)
- triggerAll = StateType = C
- triggerAll = ctrl
- trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000001)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000003))
- value = 120
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