Modifiche Personaggi Avanzate Colori Fiamme
#1
Inviato 05 August 2007 - 18:30
#2
Inviato 05 August 2007 - 18:55
#4
Inviato 05 August 2007 - 19:05
#5
Inviato 05 August 2007 - 19:22
Xyamata. il problema potrebbe essere anche nel .act che gli fa quella colorazione. ma non s๒ aiutarti pi๙ di cos์.
#6
Inviato 05 August 2007 - 19:32
Xanadu, su Aug 5 2007, 20:22, detto:
Xyamata. il problema potrebbe essere anche nel .act che gli fa quella colorazione. ma non s๒ aiutarti pi๙ di cos์.
Se per ACT intendiamo quei file che servono per le palette colori non ho nessun editor o comunque nessun programmino che mi aiuti visto che mcm non li apre, non so perch่ e il Fighter factory non sembra essermi utile (non lo so usare e non ho voglia di mettermi l์ a studiarmelo :rolleyes: )
Non prendetemi per uno che sa fare questo genere di cose perch่ sono completamente inesperto, anche se a volte mi invento genialate degne di un programmatore hehe...
Quindi chi vuole aiutarmi deve tener conto che staparlando con un deficente
#8
Inviato 05 August 2007 - 19:40
Nota:stai attento che magari i capelli e le fiamme forse condividono lo stesso colore (o anche soltanto in parte) quindi se cambi colore della fiamma a viola, i capelli potrebbere tingersi di viola! Questa per๒ ่ solo una supposizione, dato che non so' com'่ la paletta.
Per maggiori informazioni vai a questa discussione dove ti spiega come fare la scala di colore: http://www.mugenatio...?showtopic=6160
#12
Inviato 05 August 2007 - 21:39
#13
Inviato 05 August 2007 - 21:40
Yamata no Orochi, su Aug 5 2007, 22:39, detto:
mi spiego, ogni paletta ha i suoi colori e ci sono palette che non hanno il viola delle fiamme...
#14
Inviato 05 August 2007 - 22:19
Yamata no Orochi, su Aug 5 2007, 22:39, detto:
ho scopertto grazie all'imbeccata di RockOne nei file cns gli effetti e praticamente alla voce projectile (quindi le fiammate)
ho trovato delle voci che si chiamano pallfix, intuendo che pall volesse dire paletta sono andato a vedere nelle palette la corrispondenza delle cifre numeriche separate dalla virgola, con grande stupore nella scala rgb ho scoperto che quella combinazione dava il colore viola, e traducendo a spanne le stringhe di programmazione ho dedotto che lo schema degli effetti funziona cos์: il personaggio quando colpito viene trasformato in colore negativo e poi trasformato nel colore selezionato nella voce pallfix come quando si fanno le immagini in bianco e nero solo che invece del nero c'่ il colore corrispondente, in un altra voce pallfix c'่ un'altro colore bianco per fare l'effetto lampeggiante e delle cifre che ne danno il tempo e la frequenza... Ho provato a modificare la combinazione del viola con la combinazione del rosso, ma il personaggio mi ่ andato in crash, quindi per oggi rinuncio e spero che salti fuori qualcosa che possa modificarmi i cns in modo pi๙ semplice e meno rischioso, comunque c'่ da diventare scemi e io ho raggiunto i limiti del mio kit del piccolo programmatore deficente, quindi mi appello a qualche altra imbeccata di RockOne che veramente mi ha fatto scoprire una cosa nuova e lo ringrazio... Il Fighter Factory Permette di toccare quei parametri, ma ho fatto un macello e non ho voglia di andare a tentativi casuali, il mcm mi sembra non possa esseri utile, mi chiedo veramente chi crea i personaggo come regola ste cose, e pensare che volevo provare a crearne uno dal nulla... Ci rinuncio a questo punto, ma sta cosa dei colori degli effetti mi ha fatto imbestialire adesso, DOBBIAMO FARCELA, chi vule un Iori versione Zillion deve aitarmi hihi, lo direi a quelli del mugenchina, ma non so la lingua hihi...
#15
Inviato 05 August 2007 - 22:59
#17
Inviato 06 August 2007 - 23:20
----
in alternativa se hai un char che quando fa certi attacchi colora di rosso l'avversario, puoi copiare le sue impostazioni del rosso a sostituire il viola a iori
#18
Inviato 07 August 2007 - 10:41
The RockOne, su Aug 7 2007, 00:20, detto:
----
in alternativa se hai un char che quando fa certi attacchi colora di rosso l'avversario, puoi copiare le sue impostazioni del rosso a sostituire il viola a iori
Ti copio il contenuto del file...
;---------------------------------------------------------------------------
; ฑฑฉ็อKEZฬXe[g
;---------------------------------------------------------------------------
; ใSชฎEลฅข
; CNS x:
[Statedef 1600]
type = S
movetype = A
physics = S
juggle = 3
poweradd = 100
velset = 0,0
anim = 1600
ctrl = 0
sprpriority = 3
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,6
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,6
[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1600
projanim = 1660
projremove = 1
projpriority = 1
projhitanim = 1670
projremanim = 1670
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s18,0
guardsound = s8,1
pausetime = 0,12
sparkno = s4010
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1650
postype = P1
pos = -10,5
sprpriority = 10
removetime = 20
bindtime = -1
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------
; ญSชฎEลฅข
; CNS x:
[Statedef 1650]
type = S
movetype = A
physics = S
juggle = 3
poweradd = 100
velset = 0,0
anim = 1610
ctrl = 0
sprpriority = 3
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,6
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,6
[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 1600
projanim = 1660
projremove = 1
projpriority = 1
projhitanim = 1670
projremanim = 1670
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s18,0
guardsound = s8,1
pausetime = 0,12
sparkno = s4010
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 25
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1650
postype = P1
pos = -10,5
sprpriority = 10
removetime = 20
bindtime = -1
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ใSฎESฤซ
[Statedef 1700]
type = A
movetype = A
physics = S
juggle = 5
poweradd = 100
velset = 0,0
anim = 1700
ctrl = 0
sprpriority = 5
[State 1120, SgณG]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 8
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,4
channel = 4
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,7
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,0
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = time = 0
x = 0
[State 210, จIศLฬ]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (4) <= 0
value = 10,0
[State 1000, ฒสuฺฎ]
type = Posadd
trigger1 = AnimElem = 3
x = 30
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElem = 5
x = 3
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElem = 6
y = -7
[State 1000, ฒสuฺฎ]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .6
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 15,0
sprpriority = 10
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10
[State 200, qbg่`]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 92,8
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s0,4
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3.2,-10.5
air.velocity = -3.2,-10.5
air.type = High
air.hittime = 12
fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = Movehit = 1
value = s18,1
[State 1000,]
type = TargetVeladd
trigger1 = Movehit
y = .2
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1120
;---------------------------------------------------------------------------
;ญSฎESฤซ
[Statedef 1750]
type = A
movetype = A
physics = S
juggle = 5
poweradd = 100
velset = 0,0
anim = 1710
ctrl = 0
sprpriority = 5
[State 1120, SgณG]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 14
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s5,4
channel = 4
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 3
value = s7,7
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 5
value = s2,0
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = time = 0
x = 0
[State 210, จIศLฬ]
type = Width
trigger1 = AnimElemTime (2) >= 0 && AnimElemTime (4) <= 0
value = 10,0
[State 1000, ฒสuฺฎ]
type = Posadd
trigger1 = AnimElem = 3
x = 30
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElem = 5
x = 5
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElem = 6
y = -8.5
[State 1000, ฒสuฺฎ]
type = VelAdd
trigger1 = AnimElemtime(6) > 0
y = .5
[State 6000, 3]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 5
persistent = 0
anim = 1750
id = 1700
postype = P1
pos = 20,0
sprpriority = 10
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 10
persistent = 0
anim = 1760
postype = P1
pos = 0,0
sprpriority = 10
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,15
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -55
hitsound = s0,12
guardsound = s8,1
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5,0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
palfx.time = 30
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,15
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -55
hitsound = s0,12
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6,0
air.velocity = -3,-7
air.type = High
air.hittime = 12
air.fall = 1
palfx.time = 30
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 47,5
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -60
hitsound = s0,13
guardsound = s8,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3.2,-9
air.velocity = -3.2,-9
air.type = High
air.hittime = 12
fall = 1
palfx.time = 60
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = Movehit = 1
value = s18,1
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1160
;---------------------------------------------------------------------------
; ใ๓lE๓ฎEี
; CNS x:
[Statedef 1800]
type = S
movetype = A
physics = S
juggle = 5
poweradd = 100
velset = 0,0
anim = 1800
ctrl = 0
sprpriority = 2
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 9
value = s12,0
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,8
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(8) < 2
x = 9
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = Animtime = 0
x = 0
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(9) < 0
trigger1 = p2bodydist X < 50
value = 1810
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; ญ๓lE๓ฎEี
; CNS x:
[Statedef 1850]
type = S
movetype = A
physics = S
juggle = 5
poweradd = 100
velset = 0,0
anim = 1850
ctrl = 0
sprpriority = 2
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s3,0
channel = 4
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 15
value = s12,0
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = s7,8
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(14) < 2
x = 9
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = Animtime = 0
x = 0
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimElemtime(4) > 0 && AnimElemtime(15) < 0
trigger1 = p2bodydist X < 50
value = 1810
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;๓lE๓ฎEี@k@ญฎ
[Statedef 1810]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 10
ctrl = 0
velset = 0,0
anim = 1310
sprpriority = 5
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElem = 1
x = 9
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 20, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = s4010
guard.sparkno = s4120
sparkxy = -15, -60
hitsound = s0,12
guardsound = s8,1
ground.type = Low3
ground.slidetime = 17
ground.hittime = 18
ground.velocity = -5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12
air.fall = 1
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 1
[State 210, Xe[gฯX]
type = ChangeState
trigger1 = Movecontact
value = 1820
[State 210, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1820]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1820
sprpriority = 5
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = AnimElem = 2
x = 5
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 4
attr = S, ST
damage = 0, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = s4010
guard.sparkno = s4120
sparkxy = -35, -60
hitsound = s13,0
guardsound = s8,1
ground.type = High
ground.slidetime = 17
ground.hittime = 18
ground.velocity = -5
air.type = High
air.velocity = -3,-3
air.hittime = 12
air.fall = 1
p1stateno = 1825
p2stateno = 1830
p2facing = 1
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1
[State 210, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1825]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 0
ctrl = 0
velset = 0,0
anim = 1810
sprpriority = 5
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = time = 1
x = 0
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = F62
postype = P1
pos = 70,0
sprpriority = 10
bindtime = -1
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 4
persistent = 0
anim = 1890
postype = P1
pos = 70,-10
sprpriority = 10
scale = 0.5,0.5
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 68, -60
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 67, -25
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70, -10
[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -100
[State 810,]
type = EnvShake
trigger1 = AnimElem = 2
ampl = 8
freq = 120
time = 12
[State 810,]
type = EnvShake
trigger1 = AnimElem = 4
ampl = 10
freq = 120
time = 18
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 0
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7, 9
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 4
value = 18, 2
[State 210, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ฐ็๊ฤข้่ฬฎ์
[Statedef 1830]
type = A
movetype= H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1830
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = Animtime = 0
x = -5
[State 1000, ]
type = Palfx
trigger1 = AnimElem = 4
time = 50
add = 50,0,170
mul = 170,170,170
sinadd = 95,95,95,15
color = 0
invertall = 1
[State 820, 1]
type = SelfState
trigger1 = Animtime = 0
value = 5100
;---------------------------------------------------------------------------
;ใึ็๓SE๋ฎEชtญฎ
[Statedef 2510]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
anim = 2510
ctrl = 0
sprpriority = 5
[State 810, จIศLฬ]
type = Width
trigger1 = 1
edge = 60,0
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s7,15
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 34
value = s7,16
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 48
value = s7,17
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 52
value = s7,18
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 47
value = s13,0
[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(46) <= 12
pos = 47,0
[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(47) >= 0 && AnimElemtime(52) <= 0
pos = 30,0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4010
sparkxy = -15,-55
hitsound = s0,12
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4010
sparkxy = -25,-55
hitsound = s0,13
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s0,14
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4010
sparkxy = -25,-65
hitsound = s0,13
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 47
persistent = 0
anim = 4030
postype = P1
pos = 25,-73
sprpriority = 10
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 2520
postype = P1
pos = 40,-70
sprpriority = 10
[State 2100,]
type = Envcolor
trigger1 = AnimElem = 52
time = 2
value = 255,255,255
under = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ญึ็๓SE๋ฎEชtญฎ
[Statedef 2515]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
anim = 2510
ctrl = 0
sprpriority = 5
[State 810, จIศLฬ]
type = Width
trigger1 = 1
edge = 60,0
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s7,24
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 26
value = s7,25
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 41
value = s7,26
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 47
value = s13,0
[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(46) <= 12
pos = 47,0
[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(47) >= 0 && AnimElemtime(52) <= 0
pos = 30,0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4010
sparkxy = -15,-55
hitsound = s0,12
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4010
sparkxy = -25,-55
hitsound = s0,13
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s0,14
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4010
sparkxy = -25,-65
hitsound = s0,13
ground.type = Low
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s0,14
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 52
attr = S, HA
getpower = 0
damage = 80,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1
sparkxy = -20,-60
hitsound = s18,4
ground.type = High
ground.slidetime = 10
ground.hittime = 20
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 47
persistent = 0
anim = 4030
postype = P1
pos = 25,-73
sprpriority = 10
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 52
persistent = 0
anim = 2520
postype = P1
pos = 40,-70
sprpriority = 10
[State 2100,]
type = Envcolor
trigger1 = AnimElem = 52
time = 2
value = 255,255,255
under = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; QSEZฎEๆทุ
; CNS x:
[Statedef 2300]
type = S
movetype = A
physics = S
juggle = 3
poweradd = 100
velset = 0,0
anim = 2300
ctrl = 0
sprpriority = 3
[State 2000, ดKEZญฎฬิโ~]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 36
time = 36
[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 36
[State 700,];_ล
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1750
trigger2 = prevstateno = 1810
time = 5
add = 230,230,230
[State 2000]
type = Explod
trigger1 = time = 6
anim = 7000
pos = -15,-80
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = Explod
trigger1 = time = 6
anim = 7010
pos = -15,-80
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
[State 2000]
type = AssertSpecial
trigger1 = Anim = 2300
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,0
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 9
value = s7,18
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 9
value = s18,2
[State 1000, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 9
value = s5,3
[State 810,]
type = EnvShake
trigger1 = AnimElem = 9
ampl = 10
freq = 120
time = 20
[State 3000]
type = Projectile
trigger1 = AnimElem = 9
projID = 2300
projanim = 2310
projremove = 0
projpriority = 10
projhitanim = -1
projremanim = -1
projsprpriority = 10
projshadow = 0,0,0
projremovetime = 36
getpower = 0
ownpal = 0
offset = 53,0
velocity = 0,0
attr = S, SP
animtype = Hard
damage = 240,14
hitflag = MAF
guardflag = M
hitsound = s9,0
guardsound = s8,1
pausetime = 0,5
sparkno = s4010
guard.sparkno = s4120
sparkxy = 20,-100
ground.type = High
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -5,-10
air.juggle = 8
air.velocity = -5,-10
fall = 1
palfx.time = 70
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 2320
p2facing = 1
[State 1000, Xe[gฯX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;่ฎ์(ใ๛๑]ซ๒ั)
[Statedef 2320]
type = A
movetype= H
physics = N
velset = 0,0
facep2 = 1
[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA
[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 52, 1]
type = VelSet
trigger1 = time = 0
x = -2.4
y = -14
[State 52, 2]
type = Veladd
trigger1 = time >= 2
y = .5
[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10
[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2320
[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;ctrl = 0
;---------------------------------------------------------------------------
; O_ZV๓ญฎ
[Statedef 3100]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 5
[State 810, จIศLฬ]
type = Width
trigger1 = time = 0
edge = 150,0
[State 1000, ฒสuฺฎ]
type = Velset
trigger1 = time = 0
x = 0
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = F62
postype = P1
pos = 70,0
sprpriority = 10
bindtime = -1
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElemtime(10) = 1
persistent = 0
anim = 3150
postype = P1
pos = 79,0
sprpriority = 10
[State 1100, GtFNg\ฆ]
type = Explod
trigger1 = AnimElemtime(14) = 2
persistent = 0
anim = 3160
postype = P1
pos = 80,0
sprpriority = 10
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 65, -25
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 70, -10
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 75, -13
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75, -30
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 75, -50
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 72, -70
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = 72, -90
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = 90, -108
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 90, -110
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 85, -118
[State 810, 3]
type = TargetBind
trigger1 = AnimElem = 56
pos = 62, -25
[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -60
absolute = 1
kill = 0
[State 810, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 18
trigger3 = AnimElem = 22
trigger4 = AnimElem = 26
trigger5 = AnimElem = 30
trigger6 = AnimElem = 34
trigger7 = AnimElem = 38
trigger8 = AnimElem = 42
trigger9 = AnimElem = 46
trigger10 = AnimElem = 50
trigger11 = AnimElem = 54
value = -22
kill = 0
[State 810,]
type = EnvShake
trigger1 = AnimElem = 1
ampl = 12
freq = 120
time = 15
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,0
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 11
value = 7,27
channel = 5
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 10
value = 18,5
[State 200, น๐ย็ท]
type = PlaySnd
trigger1 = AnimElem = 56
value = 18,6
[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(10) > 0 && AnimElemtime(56) < 0
flag = noshadow
[State 2100,]
type = AssertSpecial
trigger1 = AnimElemtime(10) >= 0 && AnimElemtime(56) < 0
flag = noBG
[State 200, qbg่`]
type = HitDef
trigger1 = AnimElem = 56
attr = S, HA
getpower = 0
damage = 150,0
animtype = Diagup
numhits = 0
hitflag = MAF
priority = 3, Hit
pausetime = 0,5
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4.5,-8
air.velocity = -4.5,-8
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
[State 2100,]
type = Envcolor
trigger1 = AnimElem = 15
trigger2 = AnimElem = 24
trigger3 = AnimElem = 27
trigger4 = AnimElem = 42
trigger5 = AnimElem = 48
trigger6 = AnimElemtime(56) = 0
trigger7 = AnimElemtime(56) = 3
trigger8 = AnimElemtime(57) = 1
trigger9 = AnimElemtime(57) = 3
time = 1
value = 255,255,255
under = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;่ฎ์
[Statedef 3110]
type = S
movetype= H
physics = N
velset = 0,0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2120]
type = ScreenBound
trigger1 = 1
movecamera = 0,0
[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3110
[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 5300
;ฑฬบA๊sศใ๓ฏ้c
#19
Inviato 07 August 2007 - 10:49
Verrebbe davvero un signor personaggio anche se solo un edit...
#20
Inviato 07 August 2007 - 11:26
:azz: pensavo che quello l'avevi trovato, invece avevo capito male.
Riguardo a Gill, l'ha fatto SlayerGatsu se ่ il Gill che penso io.

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