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Domanda x Nobun dove ho sbagliato?

#1 L   demongorne 

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  Inviato 19 January 2008 - 12:57

rispondo all' mp sull' hyper move riporto testuali parole

Se hai usato la soluzione del Menjo (3 states uguali tipo 2000, 2001 e 2002 identici tra loro. Io IPOTIZZO usati 2000, 2001 e 2002... ovviamente se usi numeri diversi devi cambiare di conseguenza)...

anziché scrivere alla fine dello state 2000

CITAZIONE
[state 2000, changestate]
type = ChangeState
value = 2001
ctrl = 0
trigger1 = ...


e anziché scrivere alla fine dello state 2001

CITAZIONE
[state 2001, changestate]
type = ChangeState
value = 2002
ctrl = 0
trigger1 = ...


----

sostituisci le due istanze finali di changestate (quindi nel primo e nel secondo colpo) in maniera simile a quanto ti mostro

CITAZIONE
[state 2000, changestate]
type = ChangeState
value = ifelse(power>=2000,2001,0)
ctrl = ifelse(power>=2000,0,1)
trigger1 = ...


CITAZIONE
[state 2001, changestate]
type = ChangeState
value = ifelse(power>=3000,2002,0)
ctrl = ifelse(power>=3000,0,1)
trigger1 = ...



seguendo quest'esempio ho scritto questo -
x lo state 3000
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(power>=2000,3001,0)
ctrl = ifelse(power>=2000,0,1)

x lo state 3001
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(power>=3000,3002,0)
ctrl = ifelse(power>=3000,0,1)

mentre ho lasciato l'ultimo(3002) invariato.Però in questo modo torno al punto di partenza cioè mi lancia 1 solo wall energy sia ad 1 ke a 3 power bar....dove ho sbagliato? :unsure:
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#2 L   Nobun 

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Inviato 20 January 2008 - 10:12

Strano... forse hai inserito il changestate in un punto errato...

Prova a postarmi ad esempio l'intero state 3000 dopo la tua ultima modifica
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#3 L   demongorne 

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Inviato 20 January 2008 - 13:47

ecco i 3 state dell' hyper modicati come mi hai detto

[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 = ifelse(power>=2000,3001,0)
ctrl = ifelse(power>=2000,0,1)
----------------------------------------------------------

[Statedef 3001]
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, 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 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 = ifelse(power>=3000,3002,0)
ctrl = ifelse(power>=3000,0,1)
----------------------------------------------------------
[Statedef 3002]
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, 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 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
0

#4 L   Nobun 

  • Horse Rider Skull Phantom. Rarely Here.
  • Gruppo: SuperModeratore
  • Messaggi: 4898
  • Iscritto: 11-July 04

Inviato 20 January 2008 - 21:53

Rivedendo il codice ho sbagliato io... la soluzione che ti ho proposto non teneva conto del fatto che la power subisce dei mutamenti prima di raggiungere i changestate finali....

Allora ti propongo quest'altra soluzione... trova una VAR che non è stata usata (ipotizzo la var(59)) e fai questi cambiamenti

-----

1) Nello State 3000 aggiungi COME PRIMO STATE questo che ti indico

[State 3000, VarSet(varnum)]
type = VarSet
v = 59
value = power
trigger1 = time = 0

2) Nei changestate finali sostituire al posto di Power la var scelta ad esempio

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(var(59)>=3000,3002,0)
ctrl = ifelse(var(59)>=3000,0,1)

----

tutti i 59 in rosso vanno sostituiti con la variabile var che hai effettivamente usato.
0

#5 L   demongorne 

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  • Gruppo: Membro
  • Messaggi: 533
  • Iscritto: 07-November 06

Inviato 20 January 2008 - 22:48

In questo modo funziona ho sostito con 59 una variabile ke mi sembrava inutilizzata cioè la 29

:birra:

Dove posso trovare tutorial sulle variabili?
0

#6 L   Nobun 

  • Horse Rider Skull Phantom. Rarely Here.
  • Gruppo: SuperModeratore
  • Messaggi: 4898
  • Iscritto: 11-July 04

Inviato 22 January 2008 - 21:33

Non esiste un tutorial sulle variabili, semplicemente perché non esiste una regola sul loro utilizzo.

E' un fattore base della programmazione. Ogni volta che mi serve fare un determinato e particolare tipo di controllo, può servirmi una variabile (che con un valore mi indica lo stato della situazione).

Nell'esempio del codice che ti ho dato la var 59 memorizza il valore di power che il char aveva all'inizio della mossa, cos' lo ricorda anche dopo che la power è stata alterata.
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