Tips & tricks part 2 The truth is that there are really 3 main states that need to be learned (and depending on the character they may all be used over and over again). The first state is the HitDef. This is used for attacks where the opponent is hit (usually punches or kicks but also can be used for other contact type states). A velocity attack (dash attack or velset attack) uses a HitDef with a velset to make the character move and then hit. HitDefs are what make up most of the .cns file and are most common. The best way to learn about all the stuff in a HitDef is to read the sctrls docs under HitDef. The second most common state (especially for DBZ characters) is the projectile. This state launches a projectile (missile, beam, fireball, energy ball, etc.). Most of the stuff used for the projectile state is the same as the HitDef state but there are added things to know for a projectile state. The best place to learn about projectiles is in the sctrls docs under projectile. Remember also to not let your character shoot a projectile and then immediately be able to go into another state. This is kind of difficult for the other player to be able to respond to too many attacks at once. Launch a projectile and then make your character pause a little before resuming the beatings. This makes it fairer. The third type is the helper state which usually creates a helper which the helper uses a HitDef to attack with. These are good for tracking (homing) type fireballs, and returning boomerangs, and other non-straight moving projectiles. Another use is for strikers but because of the fact that the character doesn't take damage when hiding behind a striker character most strikers are considered cheap. There are some however who have figured out how to use parentvarset and gethitvar(damage) and lifeadd (in the -2 state) to cause damage to the character when a striker gets hit. These character are rare however and the cheap invincible strikers seem to be all over the place. I don't like strikers because people need to learn to fight their own battles and not hide behind others. Strikers are those characters that seem to pop out of the side of the screen and shoot off a high damage attack and then disappear back off the screen again (or get hit then disappear). It's bad enough fighting one character without an invincible one popping in and making lots of damage while the other player doesn't take any damage from this. VERY, VERY CHEAP. There's also a sort of fourth state used mainly for taunts (and please don't make invincible taunts) and for powering up (don't make attacks for power up states either). These are known as idle states because the player isn't attacking anyone. These don't have HitDefs or Projectiles or Helpers but usually changestates and a few other states also. Taunts (in non-DBZ games) and powerup states (mainly DBZ with the flames around them) are supposed to increase the player's power bar but at the same time leave the player vulnerable to attack. By increasing the power bar you gain more powerful moves to use but at the same time, to increase the power bar you are supposed to be vulnerable. Gaining power and being invulnerable is REALLY CHEAP. It is known as a trade off and the trade off is the vulnerability for the ability to use stronger attacks. Don't make invincible powerups or taunts (unless in the original character which I have yet to find a single character that uses an invincible powerup or taunt). There's also guarding states where you aren't really attacking but are trying to minimize the damage done. These are defending states and usually involve lifeadd and gethitvar(damage). Then there's the specialty states which don't fit elsewhere (like invincibility and armor type modes). Then there's the common states like walking, running, jogging, fetching the paper, roll over, play dead, etc. It takes quite a bit but after you get used to what states to use for what type of attacks you begin to look at characters and say hey, that uses a HitDef, or hey, that's a helper, etc. At this stage you start to become an intermediate coder and things start getting much easier since you can look at a move in a non-MUGEN game and figure out possibly how to make it happen in MUGEN. An advanced coder knows which type as well as the state controllers, etc. while seeing the move in a non-MUGEN game and can write the move from their heads with only a possible occasional reference to look for odd values or triggers. Beginner is beginner. None are stupid and none are brilliant (except maybe Elecbyte themselves since they wrote the codes). Experience and knowledge are what make the difference. A lot of my experience came from coding in BASIC on a TRS-80 Color Computer and transferring that knowledge to MUGEN coding. Most in MUGEN don't have a coding background which means more work involved to learn coding than what I needed to do. Those who call others stupid but yet can't teach others how to become smarter are the stupid ones. If a man gives another man a fish then he may feed the man for a day, if he teaches the fish to sing then the man may become rich yet starve to death (you can't eat most money and who would eat a singing fish?), if a man teaches another man to fish then the man who taught has more free time to cruise for babes. Or something like that. But then there's that Fish Mafia thing going around so be careful where you sleep. Remember also that triggers decide when things happen but sometimes you also need to make things happen in a certain order. It takes experience and knowledge to figure out what to do. Both experience and knowledge take time and happen at their own speed. If it gets too much take a break and go fishing for babes at the local mall. On second thaught, if you're reading this then you're probably a geek and not much of a babe magnet. Go surfing for lonely posters somewhere on the net then. Or if you really need to get away from the pooter for a bit then go pee on your teacher's flowers (you know the teach that gave you that F in gym class because you wear glasses). Don't get caught though and I never said any such thing as to pee on a gym teacher's flowers (hahaha). So really the truth is that you need to think of this as fun and to take your time and go at YOUR own speed (and stay away from crystal Meth). No one's a genius at this overnight and no one stays uninformed forever either. It always takes time and patience like anything else worthwhile. And what's common sense to one is like "you say what?" to someone else. Now remember to use power management well also. Power management is letting your character get some power but not too much. By doing this then big multidamage moves become acceptable since you need to build up to make the move. Characters that start off where you can do humungously powerful moves don't teach skill and strategy and become deleted quickly to those who don't like cheapness. Use getpower and givepower well and think about making power available but not abundant. Make a person have to work to use a really powerful damaging move and don't just give the move to them. Of course there does seem to be a lot of those out there who like cheapness so use your own judgement and remember it isn't your character if you do it the way someone else wants and not what YOU feel is what should be done. Many character makers wouldn't be very good if they gave in to the demands of others. Make YOUR character the way YOU envision it and you'll be happier. Bug reports are great but whining can be a pain to deal with. Try to avoid the "I want it my way..." type people. They are real pains to deal with at times. Try to ignore them if possible (which it usually isn't) and if that doesn't work then hopefully someone else will come along and tell them to do it themselves (as a char maker try not to say this yourself to someone though because it makes you look arrogant and uncaring - hope someone else does it to shut them up for you). You'll notice these people by the "You should try to make him more..." or "I would do it this way instead..." or "Your char sux, lol" (<--- reference by Silent Storm to The Necromancer's Broli circa October 2000 at Mugen Dev Forum). Listen to people but also remember to be yourself and make what you like the way you like it. Also, go at your own pace and learn what you do to make it easier when you do something else. Also, coding teaches you structure and order which can serve you well later on in life (like when someone yells "the STRUCTURE's moving" at a construction site start running away from the structure and of course "I'll have a shake, baby, to go with that ORDER of fries" at a nearby restaraunt. See structure and order). Coding takes organizational skills because if you don't put things the right way at the right time they won't work right (and you'll be debugging looking for moths in your vacuum tube oriented world). Another couple real things (I got kinda silly and so should you at times). If you mess up some stuff on your printer or mess up some homework, etc. then set the paper aside and use it as MUGEN scrap paper. And please don't let your dog eat it (this actually happened to homework of mine once and the next day the dog started to chew and I grabbed it then turned it in teeth marks and all) Scrap paper is a good place to write down ideas and set them aside for later (like when doing hit spark alignment and such). Just make little notes to make it easier to remember what you need to do (like y up -5 for moving the y value up 5 (-5 in MUGEN terms)). Another great thing if you have the paper and a notebook is to print out at least the sctrls, trigger, and cns docs in the MUGEN docs directory. It makes it easier than opening the files up all the time and trying to switch between open text windows (can get confusing). Print other docs out too if you feel you need to (like maybe exp.txt). A notebook makes it easier to flip through the pages. When a bunch of us old timers started out in MUGEN there wasn't the sctrls files and it was added to the bottom of the cns.txt doc file (and incomplete too). In v01.01 docs they did have the trigger.txt file though. v01.01 Kung Fu Man was an extra download available (imagine MUGEN without a character) and Kung Fu Man was pretty basic. How times change. With better docs and better programs for making characters came better coding. Remember too the tools that make things possible. The world was really different before many good tools came along to make it easier to make chars. Try to pay proper respect to others who work hard (or harder) also.