problema hyper
#1
Inviato 17 June 2008 - 16:02
#2
Inviato 18 June 2008 - 19:34
Oggi verso le 15.00 ho deciso di risponderti, dato che sembrava una cosa abbastanza semplice.... ma così non è stato!! Ho perso tutto il pomeriggio!
Quindi anche se poi non andrà dovrai ringraziarmi!! :rotfl: :rotfl:
Il codice l'ho solo scritto ma non l'ho provato, non c'ho ne tempo ne voglia. Sarà compito tuo spiegarmi cosa non andrà (c'è sempre qualcosa che non va al primo colpo).
Allora:
[StateDef 000] ; il numero lo decidi tu
......
[State 000]
type = VarSet
trigger1 = HitPauseTime = 0
var(0) = ((Pos Y)+(P2Dist Y)) ; pos iniziale dell'avversario rispetto la terra
fvar(1) = -5 ; valore di ground.velocity lungo l'asse Y (scegli tu il valore)
var(2) = 60 ; la durata della caduta (scegli tu il valore)
fvar(3) = (var(2)**2)/((var(2)*2)+(2*var(0)/var(1)))
; questa (la 3) è una formula fisica, non ho voglia di spiegarla.
fvar(4) = -var(1)/fvar(3) ; questa sarà la tua accelerazione
persistent = 0 ; non so se è necessario, ma potrebbe esserlo.
; NB: non so se accetta tutte le variabili insieme. Se no allora devi fare
; uno state per ogni variabile
[State 000]
type = HitDef
......
ground.velocity = -2, fvar(1) ; al posto di -2 metti quello che vuoi
yaccel = fvar(4)
......
Alla fine metti uno state che riazzeri tutte le variabili
Questo state dovrebbe far cadere l'avversario nel tempo che decidi tu, disegnando diverse parabole a seconda della velocità iniziale. Però usa un accelerazione di gravità diversa da quella normale del personaggio.
Se avrò tempo proverò a far qualcosa per decidere la durata quando mantengo la normale accelerazione.
Io non l'ho provato!
Onestamente non so neanche se una scrittura come questa
var(0) = ((Pos Y)+(P2Dist Y))
è una scrittura valida.
Cmq non hai questo problema se l'avversario si trova a livello del suolo.
In questo caso ti basterà sostituire
fvar(3) = (var(2)**2)/(var(2)*2)
a quella corrispondente, senza neanzhe dover settare la var(0).
Tu prova e riporta gli errori!
Potrebbe esserci un modo più semplice, in quanto io non conosco ancora bene il codice. Questo è quello che mi è venuto in mente con quello che so.
Cmq spero non ci sia visto il tempo che c'ho perso (ammesso che vada).
PS: la durata effettiva potrebbe variare di + o - 1 tick a causa di approssimazioni fatte dal Mugen (ma bohhhhh).
#3
Inviato 18 June 2008 - 20:19
suppongo che siano "moltiplicazione" e "divisione", ma in questa stringa:
fvar(3) = (var(2)**2)/((var(2)*2)+(2*var(0)/var(1)))
lo trovo 2 volte, che valore assume?
grazie dei chiarimenti... come si dice, non si finisce mai di imparare :)
Saluti
Squall
#4
Inviato 18 June 2008 - 21:12
L'operatore ** serve per l'elevamento a potenza quindi "x ** 2" si legge "x elevato al quadrato".
#5
Inviato 18 June 2008 - 21:17
chissà xkè, dopo aver imparato qualcosa a livello di programmazione sono sempre di buon umore XD
Saluti
Squall
#6
Inviato 19 June 2008 - 00:09
1. In quanto tempo cade
2. A che velocità inizia a cadere
Il codice dovrebbe essere in grado di fare tutto il resto, soprattutto di calcolarti l'accelerazione.
Questo però potrebbe portarti a cadute che non seguono la stessa legge fisica delle altre, poichè hanno un accelerazione diversa. Come cosa potrebbe stonare!
Con queste modifiche tu decidi:
1. In quanto tempo cade
2. A che accelerazione
Dobbiamo solamente sostituire le fvar 1 e 4 con:
fvar(1) = constant.movement.yaccel ; sarà la nostra accelerazione
fvar(4) = -fvar(1)*var(2) ; sarà la nostra velocità iniziale
e poi nell'HitDef cambiare:
yaccel = fvar(1)
ground.velocity = -2, fvar(4)
Il resto tutto uguale!
In questo modo lui calcola con che velocità iniziare per fare in modo che tocchi terra quando vuoi tu e cada con la normale accelerazione verticale del personaggio.
#7
Inviato 19 June 2008 - 08:40
PaToS, su Jun 19 2008, 01:09, detto:
1. In quanto tempo cade
2. A che velocità inizia a cadere
Il codice dovrebbe essere in grado di fare tutto il resto, soprattutto di calcolarti l'accelerazione.
Questo però potrebbe portarti a cadute che non seguono la stessa legge fisica delle altre, poichè hanno un accelerazione diversa. Come cosa potrebbe stonare!
Con queste modifiche tu decidi:
1. In quanto tempo cade
2. A che accelerazione
Dobbiamo solamente sostituire le fvar 1 e 4 con:
fvar(1) = constant.movement.yaccel ; sarà la nostra accelerazione
fvar(4) = -fvar(1)*var(2) ; sarà la nostra velocità iniziale
e poi nell'HitDef cambiare:
yaccel = fvar(1)
ground.velocity = -2, fvar(4)
Il resto tutto uguale!
In questo modo lui calcola con che velocità iniziare per fare in modo che tocchi terra quando vuoi tu e cada con la normale accelerazione verticale del personaggio.
Grazie x l'aiuto ma queste variabili le devo iknserire nei projectile o negli hitdef :unsure:
Cmnq x maggiore kiarezza posto il codice dell'hyper
-----------------------------------------------------------------------------------------
[Statedef 3030]
type = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 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 = "ranbu2" && Power >= 2000) || (Command = "ranbu3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ranbu3" && 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<150)-(P2life<300)-1)<0,0,floor(power*.001)-(P2life<150)- (P2life<300)-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), 3100, ifelse(var(5) = 1, 3110, 3120))
[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 = 13,-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 = 3100,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100,10
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(!var(5), 6.4, ifelse(var(5) = 1, 9.6, 10.5))
y = -3-(var(5)*.25)
[State 1100, Gravity]
type = VelAdd
trigger1 = AnimElemTime(4) > 0
y = .4
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N
[State 3001, Super]
type = Helper
trigger1 = AnimElem = 4
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = Heavy
air.animtype = Back
damage = 0,0
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -42
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = -6
guard.velocity = -8
air.velocity = -4.5,-6
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -42
[State 901,1]
type = targetBind
trigger1 = time > 1 && var(36) = 1 && numtarget
pos = 30, 0
postype = P1
time = -1
[State 901, Throw]
type = TargetState
trigger1 = time > 1 && var(36) = 1 && numtarget
value = 3805
ignorehitpause = 1
persistent = 0
[State 1200, 2]
type = ChangeState
trigger1 = time > 1 && var(36) = 1 && numtarget
value = 3031
persistent = 0
[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 3105
;------------------------------------------------------------------------------------------
;—´ŒÕ—•‘i¬Œ÷j
[Statedef 3031]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
anim = 3101
[State 1000, 0]
type = TargetFacing
trigger1 = time = 0
value = -1
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0
[State 901,1]
type = targetBind
trigger1 = animelem = 1
pos = 30,0
postype = P1
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,1
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5)
trigger1 = AnimElem = 58
value = 3100,2
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5)
trigger1 = AnimElem = 58
value = 1300,1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,0
channel = 1
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 58
value = 3,2
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 26
value = 3,3
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 32
value = 3,4
channel = 1
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 41
trigger2 = AnimElem = 49
value = 3,5
channel = 1
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 59
value = 40, 1
channel = 20
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 59
StateType = A
physics = N
[State 3001, Width]
type = Width
trigger1 = time = 1
edge = 40,0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 59
x = 1.5
y = -8
[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(59) > 0
y = .6
[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(59) >= 0
x = .98
persistent = 1
[State 3001, Super]
type = Helper
trigger1 = AnimElem = 58
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -80
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -69
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -65
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -52
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -54
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -54
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 42
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -26
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -71
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(Var(5),56,42))*fvar(10))<7,7,((ifelse(Var(5),56,42))*fvar(10)))),ceil(ifelse(((ifelse(Var(5), 56,42))*fvar(10)/8)<7,7,((ifelse(Var(5),56,42))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -51
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,0
guard.velocity = -8
air.velocity = -2.8,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(!Var(5),35,ifelse(Var(5)=1,56,42)))*fvar(10))<7,7,((ifelse(!Var(5), 35,ifelse(Var(5)=1,56,42)))*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -86
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = ifelse(var(5),-1.2,-2.5),-9.5
guard.velocity = -8
air.velocity = ifelse(var(5),-1.2,-2.5),-9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
kill = ifelse(var(5),0,1)
p2stateno = 3032
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(59) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3032
;---------------------------------------------------------------------------
;‹C≹
[Statedef 3032]
type = S
movetype = H
pysics = N
[State 1110, 1]
type = ChangeAnim
value = 5300
trigger1 = SelfAnimExist(5300) && time = 0
[State 1110, 2]
type = ChangeAnim2
value = 1200
trigger1 = !SelfAnimExist(5300) && time = 0
[State 1110, Stordimento Portato a termine]
type = SelfState
value = 0
ctrl = 1
trigger1 = time = 180
[State 1110]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3033
[Statedef 3033]
type = A
physics = N
ctrl = 0
anim = 105
velset = 0,0
[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 105, 0
channel = 20
[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
pausemovetime = -1
supermovetime = -1
scale = .5,.5
[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -7.7
y = -6
[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98
[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .62
[State 105, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3034
;------------------------------------------------------------------------------------------
[Statedef 3034]
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 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 = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 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 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 = 3000
elem = 17
[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 = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 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 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 = 3000
elem = 17
[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 = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
#8
Inviato 19 June 2008 - 09:08
#9
Inviato 19 June 2008 - 09:09
#10
Inviato 19 June 2008 - 09:09
#11
Inviato 19 June 2008 - 09:23
#12
Inviato 19 June 2008 - 09:49
ah no mi sono confuso con l'altra hyper gli state in sopra citati sono questi(3101 lo state del colpo ke stordisce il p2, 1110 lo state dello stoedimento e gli ultimi 3 sono delle palle difuoco) cosa devo modificare?
[Statedef 3101]
type = S
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0
anim = 3101
[State 1000, 0]
type = TargetFacing
trigger1 = time = 0
value = -1
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0
[State 901,1]
type = targetBind
trigger1 = animelem = 1
pos = 30,0
postype = P1
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,1
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5)
trigger1 = AnimElem = 58
value = 3100,2
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5)
trigger1 = AnimElem = 58
value = 1300,1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,0
channel = 1
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 58
value = 3,2
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 26
value = 3,3
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 32
value = 3,4
channel = 1
[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 41
trigger2 = AnimElem = 49
value = 3,5
channel = 1
[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 59
value = 40, 1
channel = 20
[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 59
StateType = A
physics = N
[State 3001, Width]
type = Width
trigger1 = time = 1
edge = 40,0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 59
x = 1.5
y = -8
[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(59) > 0
y = .6
[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(59) >= 0
x = .98
persistent = 1
[State 3001, Super]
type = Helper
trigger1 = AnimElem = 58
id = 8020
name = "jump Effect"
pos =0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -80
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -69
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -65
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -52
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10)))),ceil(ifelse((21*fvar(10)/8)<7,7,(21*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -54
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 33
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -54
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 42
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -26
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 50
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/ 8)))
priority = 7, Hit
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -71
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 36
ground.hittime = 36
guard.ctrltime = 36
ground.velocity = 0,0
guard.velocity = -8
air.velocity = -3,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3805
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(Var(5),56,42))*fvar(10))<7,7,((ifelse(Var(5),56,42))*fvar(10)))),ceil(ifelse(((ifelse(Var(5), 56,42))*fvar(10)/8)<7,7,((ifelse(Var(5),56,42))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -51
hitsound = S-1,0
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,0
guard.velocity = -8
air.velocity = -2.8,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
p2stateno = 3800
kill = 0
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 58
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((ifelse(!Var(5),35,ifelse(Var(5)=1,56,42)))*fvar(10))<7,7,((ifelse(!Var(5), 35,ifelse(Var(5)=1,56,42)))*fvar(10)))),ceil(ifelse((42*fvar(10)/8)<7,7,(42*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -20, -86
hitsound = S-1,0
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = ifelse(var(5),-1.2,-2.5),-9.5
guard.velocity = -8
air.velocity = ifelse(var(5),-1.2,-2.5),-9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0,0
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
kill = ifelse(var(5),0,1)
p2stateno = 1110
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(59) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1110
;---------------------------------------------------------------------------
;‹C≹
[Statedef 1110]
type = S
movetype = H
pysics = N
[State 1110, 1]
type = ChangeAnim
value = 5300
trigger1 = SelfAnimExist(5300) && time = 0
[State 1110, 2]
type = ChangeAnim2
value = 1200
trigger1 = !SelfAnimExist(5300) && time = 0
[State 1110, Stordimento Portato a termine]
type = SelfState
value = 0
ctrl = 1
trigger1 = time = 180
[State 1110]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3102
[Statedef 3102]
type = A
physics = N
ctrl = 0
anim = 105
velset = 0,0
[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 105, 0
channel = 20
[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8040
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = 3
pausemovetime = -1
supermovetime = -1
scale = .5,.5
[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = -7.7
y = -6
[State 105, 1]
type = VelMul
trigger1 = AnimElemTime(2) > 0
x = .98
[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .62
[State 105, 3]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3103
;------------------------------------------------------------------------------------------
[Statedef 3103]
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 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 = 3106
ctrl = 1
-----------------------------------------------------------
;---------------------------------------------------------------------------
;—´ŒÕ—•‘i’…’nj
[Statedef 3105]
type = S
physics = N
ctrl = 0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3105, ifelse(var(5) = 1, 3115, 3125))
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = VelSet
trigger1 = animelem = 2
x = 0
[State 52, 2]
type = VelMul
trigger1 = animelemtime(2) < 0
x = .88
[State 52, Effect]
type = PlaySnd
trigger1 = animelem = 2
value = 52, 0
channel = 20
[State 52, RemoveAfterImage]
type = AfterImageTime
triggerall = !var(16)
trigger1 = AnimTime = 0
time = 0
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;—´ŒÕ—•‘i’…’nj2
[Statedef 3106]
type = S
physics = S
anim = 3106
ctrl = 0
velset = 0,0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
pausemovetime = -1
supermovetime = -1
scale = .5,.5
[State 52, Effect]
type = PlaySnd
trigger1 = Time = 1
value = 52, 0
channel = 20
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
#13
Inviato 19 June 2008 - 10:09
Comunque tu hai detto che volevi dacidere la durata della caduta giusto?
Quando inizia la caduta??
Dopo il colpo? Dopo il 1°, 2° o 3° proiettile?
Ho visto ora che hai postato tutti i codici e ho visto anche quelli in MP. Però sono un po' troppo lunghi per mettermi a guardrli!!
Comunque i casi sono questi:
1. la caduta inizia dopo l'ultima palla di fuoco
In questo caso basta che le inserisci nello StateDef 3036 (inserendo nel projectile quello che ti dicevo di mettere nell'HitDef)
2. la caduta inizia dopo la 2° palla di fuoco e:
- Vuoi sicronizzare la caduta per fare in modo che venga colpito dalla terza
-Non ti interessa sincronizzarla
3. la caduta inizia dopo la 1° palla di fuoco e:
- Vuoi sicronizzare la caduta per fare in modo che venga colpito dalla seconda e poi dalla terza (o solo dalla seconda)
-Non ti interessa sincronizzarla
4. la caduta inizia dopo il colpo stordente e:
- Vuoi sicronizzare la caduta per fare in modo che venga colpito dalla prima, seconda e poi dalla terza (o solo la 1°, o solo 1° e 2°)
-Non ti interessa sincronizzarla
Nel caso tu volessi sincronizzare la caduta con una palla di fuoco la cosa si fa leggermente più complicata ma fattibile. Come al solito la via più semplice potrebbe essere andare a tentativi nel settare la velocità del proiettile, ma se poi decidi di cambiare qualcosa devi andare a ricambiare anche la velocità.
In definitiva cerca di spiegarmi bene che mossa è, soprattutto dal momento in cui inizia la caduta in poi.
#14
Inviato 19 June 2008 - 11:21
come vedi il p2 cade al suolo dopo ke viene colpito dalla prima palla di fuoco invece io voglio ke il p2 cada al suolo solo dopo essere stato colpito da tutte e 3 le palle di fuoco(quindi deve cadere immediatamente dopo la terza palla di fuoco)
#15
Inviato 19 June 2008 - 11:28
basta che al projectile della prima e seconda palla di fuoco, TOGLI la stringa FALL = 1 (oppure metti FALL = 0) ed il gioco è fatto XD
se poi vuoi che rimanga bloccato fra un colpo ed un altro, aumenta il valore DOPO la virgola di "pausetime".
Saluti
Squall
#16
Inviato 19 June 2008 - 11:45
:azz: :azz: :wacko: :wacko: :pianto:
Poco male... magari potranno servire in futuro!!
Comunque è proprio così, se non vuoi che cada coi primi poriettili metti nel projectile degli StateDef 3034 e 3035 il parametro fall = 0
[State 3034]
type = Projectile
......
fall = 0
mentre nell'ultimo (3036) metti fall = 1
#17
Inviato 19 June 2008 - 12:56
ho aggiunto la stringa fall = 0 negli state 3034 e 3035 all'helper (nn ci sono projectile ma helper)
in questo modo come mai nn funziona?
[Statedef 3034]
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 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 = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
fall = 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 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 = 3000
elem = 17
[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 = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
fall = 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 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 = 3000
elem = 17
[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 = 7201
name = "haou"
pos = 70,-65
postype = P1
stateno = 7201
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
#18
Inviato 19 June 2008 - 13:13
allora, guarda il controller helper: dice stateno = 7201
ogni controller helper si riferisce ad uno statedef, dove è programmata la "vita" dell'helper, che in questo caso suppongo essere la palla di fuoco.
vai allo statedef 7201, e dentro vi troverai il proiettile (o l'hitdef, dipende da come è fatto).
modifica lì la stringa Fall.
(fallo x tutti i proiettili interessatiXD)
Saluti
Squall
#19
Inviato 19 June 2008 - 13:19
Tu hai scritto che l'helper si che entra in campo (la palla di fuoco) si trova nello statedef 7201. In questo state penso tu abbia messo un HitDef o un Projectile. Il fall = 0 mettilo in quello. Nota che devi avere almeno 2 state diversi per le prime palle di fuoco e per l'ultima (in cui dovrà esserci fall = 1).
Però secondo me era meglio mettere il Projectile direttamente nello state 3034 - 5 - 6. Però non so cosa tu voglia fare.
Potrei aver scritto un sacco di ca.....te dato che non ho ancora mai usato l'helper.
EDIT
Mi ha preceduto Squall!!! Comunque avevo ipotizzato bene!!
Ciao!
#20
Inviato 19 June 2008 - 14:05
[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 = 0
fall.recover = 0
air.fall = 0
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

Aiuto










