sto riprogrammando ryoku rambu in cui il char da una serie di calci e pugni e finisce il tutto con una palla fuoco.
il problema sta nel fatto ke la palla di fuoco attraversa il p2 senza colpirlo (gli statedef ke rimandano alla palla di fuoco sono il 30103(caricamneto) e 3104(lancia la palla di fuoco)
[Statedef 3100]
type = S
movetype = A
physics = S
juggle = 8
anim = 3100
velset = 0,0
ctrl = 0
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 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 860, 4]
type = PowerAdd
trigger1 = time = 0
value = -1000
[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 3050, 4]
type = ChangeState
trigger1 = MoveHit
value = 3101
[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(4) > 0
value = 3106
;------------------------------------------------------------------------------------------
;龍虎乱舞(成功)
[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 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 = 0
[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 = 3,3
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 = 3,3
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 = 3,3
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 = 3,3
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 = 3,3
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 = 3,3
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 = 3,3
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 = 3,3
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 = 3,3
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 = 11,11
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
;---------------------------------------------------------------------------
;気絶音
[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
ctrl = 0
anim = 2990
velset = 0,0
[State 0, PlaySnd_voice]
type = PlaySnd
trigger1 = time = 1
value = 3,6
;volume = 100
channel = -1
[State 192, 2]
type = ChangeState
trigger1 = Animtime = 0
value = 3104
ctrl = 1
---------------------------------------------------------------------------------------
[StateDef 3104]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3000
[State -3,Super]
type = Helper
trigger1 = AnimElem = 1
id = 7200
name = "haoshookoken"
pos = 70,-65
postype = P1
stateno = 7200
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3104,3999]
trigger1 = time = 4
time = 45
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 0, PlaySnd_voice]
type = PlaySnd
trigger1 = time = 3
value = 3500,3
;volume = 0
channel = -1
[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3106
ctrl = 1
---------------------------------------------------------------------------
;龍虎乱舞(着地)2
[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 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Pagina 1 di 1
problema hyper
#2
Inviato 23 November 2008 - 01:56
Controlla che la palla di fuoco abbia i clsn1 e i clsn2 necessari... :rolleyes:
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