Hyper a catena
#1
Inviato 21 January 2008 - 17:24
#3
Inviato 21 January 2008 - 18:13
#4
Inviato 21 January 2008 - 18:14
#5
Inviato 21 January 2008 - 18:30
#6
Inviato 21 January 2008 - 18:34
#7
Inviato 21 January 2008 - 19:07
trigger2 =AnimElem 21
ma nn succede nulla :unsure:
#9
Inviato 21 January 2008 - 19:49
#10
Inviato 21 January 2008 - 19:54
#12
Inviato 22 January 2008 - 14:19
#13
Inviato 22 January 2008 - 21:17
Ovviamente calibrando i trigger si può fare in maniera che un hitdef funzioni più volte (lo faccio anch'io nei miei chars per risparmiare codice).
Ma bisogna sapere bene quello che si fa. Ci sono varie cose da tenere presenti:
1) Un Hitdef attivo vale per un solo frame che abbia un clsn1 attivo. Quindi, anche se programmi un hitdef per fare due colpi, ma la tua animazione ha un solo frame con clsn1 attivi, questo funzionerà solo una volta (perché funziona solo quando trova il clsn1, per l'appunto).
2) Non ha senso usare due trigger identici. se io metto
trigger1 = animelem = 21
trigger2 = animelem = 21
il trigger2 non funzionerà mai... quando si verifica il trigger1, il Mugen lo ritiene sufficiente e non attiva il trigger2 (a proposito... per Menjo.... scrivere AnimElem, animelem, Animelem... è la stessa cosa... i trigger non sono case-sensitive)
-----
Soluzione... mettere un trigger2 diverso.... tipo
trigger1 = animelem = 21
trigger2 = animelem = 42
ma consiglio di calibrare sul trigger time
#14
Inviato 22 January 2008 - 21:30
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -80
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)), 0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
[State 200, 2]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -80
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)), 0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
ma nn succede niente dove ho sbagliato? :unsure:
#15
Inviato 23 January 2008 - 21:14
PS tieni conto che questa è la regola generale... data la complessità del codice che stai alterando io continuo ad insistere nel suggerirti di fare tutto ex novo da te.
#16
Inviato 23 January 2008 - 21:44
Air
[Begin Action 200]
Clsn2: 2
Clsn2[0] = -7, -101, 11, -81
Clsn2[1] = -22, -87, 21, 0
200,0, 0,0, 3
Clsn1: 1
Clsn1[1] = 12, -85, 60, -76
Clsn2: 3
Clsn2[0] = -1, -102, 17, -82
Clsn2[1] = -22, -87, 21, 0
Clsn2[2] = 8, -89, 57, -70
200,1, 0,0, 1
Clsn1: 1
Clsn1[1] = 12, -85, 59, -76
Clsn2: 3
Clsn2[0] = -2, -102, 16, -82
Clsn2[1] = -22, -87, 21, 0
Clsn2[2] = 8, -89, 56, -70
200,2, 0,0, 2
Clsn2: 2
Clsn2[0] = -4, -102, 14, -82
Clsn2[1] = -22, -87, 21, 0
200,3, 0,0, 3
Clsn2: 2
Clsn2[0] = -6, -103, 12, -83
Clsn2[1] = -22, -87, 21, 0
200,4, 0,0, 2
CNS
[StateDef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimELem = 13
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
ma è uguale a prima :unsure:
#17
Inviato 24 January 2008 - 22:00
Comunque, data la struttura della animazione, credo che essa non sia adatta per i colpi multipli.
#18
Inviato 24 January 2008 - 22:17
#19
Inviato 24 January 2008 - 22:20
Comunque io, per stile, in molte situazioni preferisco usare il trigger time.
#20
Inviato 24 January 2008 - 23:17
in questo AIR quanti frame ci sono?
;
[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

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