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aumentare lo stordimento

#61 L   Menjoso 

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Inviato 14 February 2008 - 17:23

Nu.. non ho nessun Mr Karate :huh:

Cmq dimmi anche i tasti da premere per la mossa.
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#62 L   demongorne 

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Inviato 14 February 2008 - 17:26

~F, B, DB, D, DF, F, x
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#63 L   Menjoso 

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Inviato 14 February 2008 - 17:31

Ok, però magari linkami il char via Pm :P
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#64 L   demongorne 

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Inviato 14 February 2008 - 17:38

Ho sbagliato lo state è 7201 e l'hyper è :
[command]
name = "Max_ryoku_rambu"
command = ~D,DB,D,DF,c+b
time = 15
ma è una mossa nuova ke ho aggiunto l'altro ieri
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#65 L   demongorne 

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Inviato 14 February 2008 - 18:57

Allora?
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#66 L   Menjoso 

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Inviato 15 February 2008 - 12:58

Lo state della mossa non era state 7201. Infatti anche nel Cmd mi segna 3030..

Se non ho capito male, il codice per la onda di energia usa un helper chiamato "haou". Il modo migliore è quello di riprogrammarsi l'ultima parte (dove lancia i 3 helper), e usare semplici projectile con il mio codice (che ho postato prima). Se no dovresti andare a modificare l'helper, ed è una noia. Inoltre si rischia di rovinare altre mosse che lo usano..

3034, 3035, 3036, sono da rifare.
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#67 L   demongorne 

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Inviato 15 February 2008 - 16:21

ho cercato di rifarli ex novo ma è peggio di prima :unsure:

[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0


[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3000, ifelse(var(5) = 1, 3010, 3020))



[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 1126, 1]
type = Projectile
trigger1 = AnimElem = 21
trigger2 = Time = 25
trigger3 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 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 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1

-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0


[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3000
elem = 17



[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 1126, 1]
type = Projectile
trigger1 = AnimElem = 21
trigger2 = Time = 25
trigger3 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1

-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3000
elem = 17


[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 3000, Final Hit proj]
type = Projectile
trigger1 = AnimElem = 21
trigger2 = Time = 75
projanim = 7201
projhitanim = 7206
;projremanim = 1112
projid = 7201
projremovetime = 30
offset = 65, -81
projhits = 4
attr = S, HP
damage = 8,1
animtype = Hard
pausetime = 12,12
sparkxy = 9999, -9999
guardflag = MA
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -15,-8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
fall = 1
fall.recover = 0
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
0

#68 L   Menjoso 

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Inviato 15 February 2008 - 17:18

A me quello che piu preoccupa sono tutte queste Var, ifelse, e codici complicati.. e per cosa? Per un paio di Projectile? O_o

Crea un codice semplice. Ad esempio: [Statedef] -> [Projectile] -> [Changestate]

E vedi se con una cosa facile funziona. Poi se va bene, cominci a modificare il codice a piacimento.
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#69 L   demongorne 

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Inviato 15 February 2008 - 17:34

l'ho ridotto all'osso

[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0


[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 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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1

-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0


[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1

-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0


[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

ma quando carico l'hyper si blocca a metà dell'esecuzione
0

#70 L   Menjoso 

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Inviato 15 February 2008 - 17:42

Che intendi precisamente per "blocca"?

Cmq prova a togliere anche il SuperPause.
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#71 L   demongorne 

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Inviato 15 February 2008 - 17:46

Nn va :unsure:
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#72 L   Menjoso 

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Inviato 15 February 2008 - 17:56

In che senso non va? :huh:
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#73 L   demongorne 

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Inviato 15 February 2008 - 17:58

Ke si bblocca a metà hypyper appena prima di lanciare i wall energy
io penso ke in questo modo nn si arrivi da nessuna parte
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#74 L   Menjoso 

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Inviato 15 February 2008 - 18:00

Ma si blocca come? Cioè..
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#75 L   demongorne 

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Inviato 15 February 2008 - 18:11

sostituisci agli states 3034-3035e3036 questo quisotto e capirai ke problema mi da

[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0





[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1

-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0


[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1

-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0


[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
0

#76 L   demongorne 

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Inviato 15 February 2008 - 18:48

Visualizza Messaggidemongorne, su Feb 15 2008, 18:11, detto:

sostituisci agli states 3034-3035e3036 questo quisotto e capirai ke problema mi da

[Statedef 3034]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3035
ctrl = 1

-------------------------------------------------------------------------------------
[Statedef 3035]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3036
ctrl = 1

-----------------------------------------------------------------------------------
[Statedef 3036]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
[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 1126, 1]
type = Projectile
trigger1 = Time = 25
trigger2 = Time = 40
projanim = 7201
projhitanim = 7206
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset = 100,-80
velocity = 10
attr = S, SP
damage = 6,8
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound = S34,1
sparkxy = 80,-30
sparkno = -1
guardsound = 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Cmnq credo ke in questo modo nn arriveremo da nessuna parte
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#77 L   Menjoso 

  • Sensei
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  • Messaggi: 3995
  • Iscritto: 16-August 07

Inviato 15 February 2008 - 18:56

Devo capire il problema per vedere come risolvere.. adesso sto litigando con Cell, poi se dopo finisco do un occhiata al char.
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#78 L   demongorne 

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  • Messaggi: 533
  • Iscritto: 07-November 06

Inviato 18 February 2008 - 20:07

questo è l'helper della desparation move

[State -3,Super]
type = Helper
trigger1 = AnimElem = 21
id = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
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#79 L   Menjoso 

  • Sensei
  • Gruppo: Membro Speciale
  • Messaggi: 3995
  • Iscritto: 16-August 07

Inviato 18 February 2008 - 20:12

No, questo non è l'helper, lo state 7201 è l'helper.
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#80 L   demongorne 

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Inviato 18 February 2008 - 20:34

Senti ti posto l'intero state 7201 ma di helper del proiettile qui nn ce ne sono

[Statedef 7201]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7201
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 = 16

[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 = 0
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 = 7206
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