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Sadclapssmall Sad Claps
Sadclapsbig
Sadclapsstance
Info
Author Name DrKelexo
Edit base Cyclops by Reza
AI? yes
Date of first public release 2011
Mugen Version 1.0

Sad Claps is a character corruption of Reza's Cyclops by DrKelexo. Other than the portrait, palettes and the maximum power level, the only thing that actually seperates codewise from it's base is a piece of code inserted in a statedef that is always executed that gives this character various effects that make the character seem poorly programmed. These effects include but not limit to:

  • Multiplying the velocity
  • Randomly playing random sounds at random
  • Randomly skipping frames
  • Gaining an ability to control back at random
  • Being able to warp the screen
  • Resetting to the idle state if left in a current state long enough
  • Randomly mangling with the current attack's properties
  • Gaining power depending on the current velocity
  • Gaining/losing power and life at random
  • Randomly making clones of himself on hit

The SadClaps code Edit

Here is an example of a code to be inserted in statedef -2 for other people to "SadClapize" (give the same effects Sad Claps has) to other mugen creations.

[State 0, VelocityMultiplier]
type = PosAdd
trigger1 = 1
x = Vel X
y = Vel Y
[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = random%5001,random%5
channel = random%10
[State 0, AnimSpeed]
type = ChangeAnim
triggerall = MoveType != H
trigger1 = Random < 250
trigger1 = AnimTime <= -5
value = anim
elem = ifelse(Random<500,AnimElemNo(0)+1,AnimElemNo(0)-1)
[State 0, CtrlGain]
type = CtrlSet
trigger1 = Random < 5 
value = 1
[State 0, ResetState]
type = ChangeState
trigger1 = Time = 500
value = 0
ctrl = 1
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1
[State 0, WarpRight]
type = PosSet
trigger1 = Pos X < -200
x = 200
[State 0, WarpLeft]
type = PosSet
trigger1 = Pos X > 200
x = -200
[State 0, WarpUp]
type = PosSet
trigger1 = Pos Y < -400
y = GameHeight
[State 0, WarpDown]
type = PosSet
trigger1 = Pos Y > GameHeight
y = -400
[State 0, HitDef]
type = HitDef
trigger1 = random < 10
attr = SCA,NA
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light
air.animtype = hard
priority = random%9,Hit
damage = random%300,random%300
pausetime = random%20,random%20
guard.pausetime = random%50,random%50
sparkno = random%9999
guard.sparkno = random%9999
sparkxy = -random%100,-random%300
hitsound = S1,random%5
guardsound = S2,0
ground.type = High
ground.slidetime = random%60
ground.hittime = random%60
air.hittime = random%60
yaccel = random%100*0.01
ground.velocity = -15+random%20,-15+random%20
air.velocity = -15+random%20,-15+random%20
p1facing = ifelse(random<500,-1,1)
p2facing = ifelse(random<500,-1,1)
fall = ifelse(random<500,0,1)
fall.damage = random%50
air.fall = ifelse(random<500,0,1)
down.bounce = 1
getpower = -100+random%200,-100+random%200
givepower = -100+random%200,-100+random%200
envshake.time = random%18
envshake.freq = random%180
envshake.ampl = random%18
envshake.phase = random%180
[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = Ceil(Vel X*2 + Vel Y*5)
[State 0, PowerAdd]
type = PowerAdd
trigger1 = 1
value = -50+random%100
[State 0, LifeAdd]
type = LifeAdd
trigger1 = 1
value = -2+random%5
kill = 1
[State 0, Helper]
type = Helper
trigger1 = MoveType = H
trigger1 = Random < 10
helpertype = normal
name = "Marsy"
ID = 0
stateno = 0 
pos = 0,0
postype = p1
facing = 1
keyctrl = 1
ownpal = 0
supermovetime = 99999
pausemovetime = 99999
[State 0, ChangeState]
type = ChangeState
trigger1 = ctrl
trigger1 = IsHelper
value = Root,Stateno
ctrl = 1
[State 0, PosSet]
type = PosSet
triggerall = IsHelper
trigger1 = Pos X < -100
x = 100
[State 0, PosSet]
type = PosSet
triggerall = IsHelper
trigger1 = Pos X > 100
x = -100
[State 0, VelAdd]
type = VelAdd
trigger1 = GameTime%360 >= 350
trigger1 = Random < 200
trigger1 = MoveType = A
x = P2BodyDist X * 0.025
y = P2BodyDist Y * 0.025

See Also Edit

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