regolare la velocità di un hyper
#1
Inviato 17 January 2008 - 19:11
#2
Inviato 18 January 2008 - 14:34
Se trovi dei "Trigger = Time = ..." puoi modificare il tempo prima che parta l'azione. Potresti sfasare un po la sincronia degli states della mossa, quindi attento a come lo fai e cosa modifichi. Poi magari regola meglio i tempi nell'Air ecc..
#3
Inviato 18 January 2008 - 15:35
[Statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "haou2" && Power >= 2000) || (Command = "haou3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "haou3" && Power >= 3000, 2, 0))
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
triggerall = !var(17)
trigger1 = Time = 0
var(5) = ifelse(power>=2000&&P2movetype=A, floor(power*.001)-1, random%(1+(power>=2000)))
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
triggerall = var(17)
trigger1 = Time = 0
var(5) = ifelse((floor(power*.001)-(P2life<120)-(P2life<240)-1)<0,0,floor(power*.001)-(P2life<120)- (P2life<240)-1)
[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4
trigger1 = Time = 0
var(5) = 0
[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2
[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2
[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))
[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000
[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000
[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000
[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0
[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
[State 3001, Super]
type = Helper
trigger1 = Time = 2
id = 8000
name = "Super"
pos = 0,-75
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000,1
channel = 0
[State 1000, Effect]
type = PlaySnd
trigger1 = AnimElem = 19
value = 3000, 2
[State -3,Super]
type = Helper
trigger1 = AnimElem = 21
id = 7200
name = "haou"
pos = 70,-65
postype = P1
stateno = 7200
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
questo invece è lostate del proiettile ke viene lanciato
[Statedef 7200]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7200
sprpriority = 4
[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)
[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 4.86 + (var(5)*1.1)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(3005) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(3005) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = Time = 1
projanim = 7250
Projhitanim = -1
projremanim = -1
projcancelanim = -1
projmisstime = 1
projhits = ifelse(!var(5), 2, ifelse(var(5) = 1, 3, 5))
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, HP
damage=ceil(ifelse(((ifelse(!Var(5),81,ifelse(Var(5)=1,84,70)))*fvar(10))<7,7,((ifelse(!Var(5), 81,ifelse(Var(5)=1,84,70)))*fvar(10)))),ceil(ifelse((77*fvar(10)/8)<7,7,(77*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 3,4
sparkno = -1
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -5, -6.67
guard.velocity = -8
air.velocity = -5, -6.67
airguard.velocity = -6.67,-1
air.juggle = ifelse(parent,fvar(4)||parent,fvar(27)>0||parent,fvar(35)=-1,0,8)
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 12
envshake.ampl = 2
ProjID = 3005
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
supermovetime = ifelse(!var(5), 3, ifelse(var(5) = 1, 5, 7))
yaccel = .5
[State 3001, Super]
type = Explod
trigger1 = root,projhittime(3005) = 1
id = 8220
name = "projhit_s"
pos = 0,0
postype = P1
anim = 8220+(random%8)
ownpal = 1
ontop = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(15)
trigger1 = root,projhittime(3005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(3005) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)
[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(3005)
value = 7205
#4
Inviato 18 January 2008 - 17:06
#7
Inviato 18 January 2008 - 17:45
#8
Inviato 19 January 2008 - 20:56
#9
Inviato 19 January 2008 - 21:41
Per la velocità del proiettile conosco solo il comando Velocity..
#11
Inviato 19 January 2008 - 23:27
#12
Inviato 20 January 2008 - 10:16
[Begin Action 3000]
3000,1, 0,0, 10
3000,2, 0,0, 10
3000,3, 0,0, 10
e vuoi aumentare la velocità di tutta la animazione (o parte di essa) basta che riduci il tempo di durata dei frame che ti interessa alterare (in questo caso i frames durano ognuno 10 tick... se vuoi ad esempio raddoppiare la velocità del secondo frame metti 3000,2, 0,0, 5 al posto di 3000,2, 0,0, 10
#13
Inviato 20 January 2008 - 14:05
[Begin Action 3000]
Clsn2: 2
Clsn2[0] = -9, -102, 9, -83
Clsn2[1] = -22, -88, 19, 0
3000,0, 0,0, 3
Clsn2: 2
Clsn2[0] = -5, -97, 13, -78
Clsn2[1] = -20, -84, 24, 0
850,1, 0,0, 3
Clsn2: 2
Clsn2[0] = -5, -99, 13, -80
Clsn2[1] = -20, -87, 24, 0
850,2, 0,0, 3
Clsn2: 2
Clsn2[0] = -8, -102, 10, -83
Clsn2[1] = -21, -89, 21, 0
850,3, 0,0, 3
Clsn2: 2
Clsn2[0] = -10, -104, 8, -85
Clsn2[1] = -23, -89, 20, 0
850,4, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
3000,1, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,5, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,6, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,7, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,5, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,6, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,7, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,5, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,6, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,7, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,5, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,6, 0,0, 3
Clsn2: 2
Clsn2[0] = -12, -106, 6, -87
Clsn2[1] = -24, -90, 20, 0
850,7, 0,0, 2
Clsn2: 3
Clsn2[0] = 11, -94, 30, -75
Clsn2[1] = -11, -86, 25, -25
Clsn2[2] = -20, -36, 28, 0
3000,2, 0,0, 3
Clsn2: 4
Clsn2[0] = 15, -101, 34, -82
Clsn2[1] = -3, -91, 31, -29
Clsn2[2] = -20, -36, 35, 0
Clsn2[3] = 17, -90, 48, -54
3000,3, 0,0, 2
Clsn2: 4
Clsn2[0] = 25, -97, 44, -78
Clsn2[1] = 2, -86, 38, -25
Clsn2[2] = -20, -35, 41, 0
Clsn2[3] = 28, -92, 60, -44
3000,4, 0,0, 2
Clsn2: 4
Clsn2[0] = 25, -98, 44, -79
Clsn2[1] = 4, -87, 38, -25
Clsn2[2] = -20, -35, 40, 0
Clsn2[3] = 28, -91, 63, -46
3000,5, 0,0, 4
Clsn2: 4
Clsn2[0] = 22, -99, 41, -80
Clsn2[1] = 2, -88, 36, -26
Clsn2[2] = -20, -35, 38, 0
Clsn2[3] = 26, -91, 61, -46
3000,6, 0,0, 5
Clsn2: 4
Clsn2[0] = 22, -99, 41, -80
Clsn2[1] = 2, -88, 36, -26
Clsn2[2] = -20, -35, 38, 0
Clsn2[3] = 26, -91, 61, -46
3000,7, 0,0, 10
Clsn2: 4
Clsn2[0] = 15, -101, 34, -82
Clsn2[1] = -3, -91, 31, -29
Clsn2[2] = -20, -36, 35, 0
Clsn2[3] = 17, -90, 48, -54
3000,3, 0,0, 6
Clsn2: 3
Clsn2[0] = 0, -100, 19, -81
Clsn2[1] = -15, -88, 21, -30
Clsn2[2] = -22, -35, 31, 0
3000,8, 0,0, 4
#14
Inviato 20 January 2008 - 14:25
Cmq non penso d poterti dire come modificare, senza il char sotto mano..
#15
Inviato 20 January 2008 - 15:48
#16
Inviato 20 January 2008 - 21:37
demongorne, su Jan 20 2008, 15:48, detto:
Rimane ancora un problema la mossa ripete il caricamento ogni volta rallentando cosi l'esecuzione e la fluidità dll'hyper.Non c'è un modo x far caricare solo al primo lancio?
#17
Inviato 20 January 2008 - 21:42

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