nella special zanretsuken mr.karate da una scarica di pugni al p2 ke viene sollevatto a mezz'aria poi cn un uppercut dovrebbe cadere al suolo ma capita ke delle volte dopo aver subito l'uppercut il p2 rimane sospeso a mezz'aria
[Statedef 1300]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd= 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(5) = ifelse(Command = "zanretsu1", 0, ifelse(Command = "zanretsu2", 1, 2))
[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = ifelse(numtarget&&(abs(enemynear,Pos X - Pos X)= [0,50]),2,random%2)
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 1300, ifelse(var(5) = 1, 1310, 1320))
[State 105, 1]
type = statetypeset
trigger1 = !var(5) && AnimElem = 14
trigger2 = var(5) = 1 && AnimElem = 26
trigger3 = var(5) = 2 && AnimElem = 38
movetype = I
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 0
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12
trigger2 = var(5) && (AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24)
trigger3 = var(5) = 2 && (AnimElem = 27 || AnimElem = 30 || AnimElem = 33 || AnimElem = 36)
value = 3,2
channel = 1
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = var(5) && AnimElem = 15
trigger3 = var(5) = 2 && AnimElem = 27
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 0,0
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -80
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-6.5
guard.velocity = -8
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 = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),
0,1)
givepower = 0, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
ID = 1300
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = var(5) && AnimElem = 18
trigger3 = var(5) = 2 && AnimElem = 30
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 0,0
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -95
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-6.5
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 = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),
0,1)
givepower = 0, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
ID = 1300
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = var(5) && AnimElem = 21
trigger3 = var(5) = 2 && AnimElem = 33
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 0,0
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -55
hitsound = S2,2
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-6.5
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 = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),
0,1)
givepower = 0, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
ID = 1300
[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = var(5) && AnimElem = 24
trigger3 = var(5) = 2 && AnimElem = 36
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 0,0
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 0,0
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -107
hitsound = S2,2
guardsound = S1,0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = 0
guard.velocity = -8
air.velocity = 0,-6.5
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 = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),
0,1)
givepower = 0, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
ID = 1300
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12
ignorehitpause = 1
var(39) = ifelse((animelem=3),-80,ifelse((animelem=6),-95,ifelse((animelem=9),-55,-107)))
[State 3001, VarSet]
type = VarSet
trigger1 = var(5) && (AnimElem = 15 || AnimElem = 18 || AnimElem = 21 || AnimElem = 24)
ignorehitpause = 1
var(39) = ifelse((animelem=15),-80,ifelse((animelem=18),-95,ifelse((animelem=21),-55,-107)))
[State 3001, VarSet]
type = VarSet
trigger1 = var(5) = 2 && (AnimElem = 27 || AnimElem = 30 || AnimElem = 33 || AnimElem = 36)
ignorehitpause = 1
var(39) = ifelse((animelem=27),-80,ifelse((animelem=30),-95,ifelse((animelem=33),-55,-107)))
[State 901, Throw]
type = TargetState
trigger1 = time > 1 && var(36) = 1 && numtarget
value = 3805
ignorehitpause = 0
persistent = 0
[State 3050, 4]
type = ChangeState
trigger1 = MoveHit
value = 1301
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------
;暫烈拳(追撃)
[Statedef 1301]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
[State 1000, 0]
type = TargetFacing
trigger1 = time = 0
value = -1
[State 3001, Width]
type = Width
trigger1 = time = 0
edge = 30,0
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 1301, ifelse(var(5) = 1, 1311, 1321))
[State 105, 1]
type = statetypeset
trigger1 = !var(5) && AnimElem = 18
trigger2 = var(5) = 1 && AnimElem = 30
trigger3 = var(5) = 2 && AnimElem = 42
movetype = I
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State 901,1]
type = targetBind
trigger1 = animelem = 1
pos = 30,0
postype = P1
time = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 || AnimElem = 4 || AnimElem = 7 || AnimElem = 10
trigger2 = var(5) && (AnimElem = 13 || AnimElem = 16 || AnimElem = 19 || AnimElem = 22)
trigger3 = var(5) = 2 && (AnimElem = 25 || AnimElem = 28 || AnimElem = 31 || AnimElem = 34)
value = 3,2
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5) && AnimElem = 16
trigger2 = var(5) = 1 && AnimElem = 28
trigger3 = var(5) = 2 && AnimElem = 40
value = 1300,1
channel = 1
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
value = 2,2
channel = 2+(time%5)
[State 1100, Voice]
type = PlaySnd
trigger1 = !var(5) && AnimElem = 17
trigger2 = var(5) = 1 && AnimElem = 29
trigger3 = var(5) = 2 && AnimElem = 41
value = 1300,1
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 2
trigger2 = var(5) && AnimElem = 14
trigger3 = var(5) = 2 && AnimElem = 26
Anim = 8210+(random%8)
pos = 50,-80-ceil(time*.25)
postype = p1
ownpal = 1
ignorehitpause = 1
bindtime = 1
removeongethit = 1
ontop = 1
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 5
trigger2 = var(5) && AnimElem = 17
trigger3 = var(5) = 2 && AnimElem = 29
Anim = 8210+(random%8)
pos = 50,-95-ceil(time*.25)
postype = p1
ownpal = 1
ignorehitpause = 1
bindtime = 1
removeongethit = 1
ontop = 1
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 8
trigger2 = var(5) && AnimElem = 20
trigger3 = var(5) = 2 && AnimElem = 32
Anim = 8210+(random%8)
pos = 50,-55-ceil(time*.25)
postype = p1
ownpal = 1
ignorehitpause = 1
bindtime = 1
removeongethit = 1
ontop = 1
[State 1100, Fire1]
type = Explod
trigger1 = AnimElem = 11
trigger2 = var(5) && AnimElem = 23
trigger3 = var(5) = 2 && AnimElem = 35
Anim = 8210+(random%8)
pos = 50,-107-ceil(time*.25)
postype = p1
ownpal = 1
ignorehitpause = 1
bindtime = 1
removeongethit = 1
ontop = 1
[State 903, EnvShake]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
time = 8
ampl = 2
[State 3001, Add Hits!]
type = HitAdd
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
value = 1
[State -2, 1]
type = Varadd
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
var(17) = 1
ignorehitpause = 1
[State 180, 1]
type = VarAdd
triggerall = var(17) >= 2
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
var(50)=ifelse(var(17)<6,2000,500)
ignorehitpause = 1
[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
value = ceil(ifelse((-7*fvar(10))>-7,-7,(-7*fvar(10))))
kill = 0
[State 180, 1]
type = TargetPowerAdd
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 8 || AnimElem = 11
trigger2 = var(5) && (AnimElem = 14 || AnimElem = 17 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 26 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
value = 35
ignorehitpause = 1
persistent = 1
[State 52, 4]
type = TargetState
trigger1 = AnimElem = 2
value = 1307
[State 52, 4]
type = TargetState
trigger1 = !var(5) && AnimElem = 8
trigger2 = var(5) = 1 && (AnimElem = 5 || AnimElem = 14 || AnimElem = 17)
trigger3 = var(5) = 2 && (AnimElem = 5 || AnimElem = 8 || AnimElem = 20 || AnimElem = 23 || AnimElem = 26)
value = 1305
[State 52, 4]
type = TargetState
trigger1 = !var(5) && (AnimElem = 5 || AnimElem = 11)
trigger2 = var(5) = 1 && (AnimElem = 8 || AnimElem = 11 || AnimElem = 20 || AnimElem = 23)
trigger3 = var(5) = 2 && (AnimElem = 11 || AnimElem = 14 || AnimElem = 17 || AnimElem = 29 || AnimElem = 32 || AnimElem = 35)
value = 1306
[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1100, HitDef]
type = HitDef
trigger1 = !var(5) && AnimElem = 17
trigger2 = var(5) = 1 && AnimElem = 29
trigger3 = var(5) = 2 && AnimElem = 41
attr = S, SA
animtype = Heavy
air.animtype = Back
damage=ceil(ifelse(((70+(var(5)*7))*fvar(10))<7,7,((70+(var(5)*7))*fvar(10)))),ceil(ifelse(((70+(var(5)*7))*fvar(10)/
8)<7,7,((70+(var(5)*7))*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -30, -98
hitsound = S2,5
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -1.5,-7.5
guard.velocity = -8
air.velocity = -1.5,-7.5
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 = .5
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),
0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
chainID = 1300
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -30
[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 3 || AnimElem = 6 || AnimElem = 9 || AnimElem = 12
ignorehitpause = 1
var(39) = ifelse((animelem=3),-80,ifelse((animelem=6),-95,ifelse((animelem=9),-55,-107)))
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;暫烈拳(上段食らい)
[Statedef 1305]
type = S
movetype= H
physics = N
velset = 0,0
[State 220, Position]
type = PosAdd
trigger1 = Time = 0
y = -3
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5002
[State 5001, 2]
type = ChangeAnim
trigger1 = anim = 5002 && AnimTime = 0
value = 5007
[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 0
[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA
;---------------------------------------------------------------------------
;暫烈拳(下段食らい)
[Statedef 1306]
type = S
movetype= H
physics = N
velset = 0,0
[State 220, Position]
type = PosAdd
trigger1 = Time = 0
y = -3
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5012
[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 0
[State 5001, 2]
type = ChangeAnim
trigger1 = anim = 5012 && AnimTime = 0
value = 5017
;---------------------------------------------------------------------------
;暫烈拳(上段食らい)
[Statedef 1307]
type = S
movetype= H
physics = N
velset = 0,0
[State 1000, 0]
type = HitFallSet
trigger1 = time = 0
value = 0
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
value = 5002
[State 5001, 2]
type = ChangeAnim
trigger1 = anim = 5002 && AnimTime = 0
value = 5007
[State 1201, screenbound]
type = screenbound
trigger1 = 1
value = 0
[State 900, 0]
type = NotHitBy
trigger1 = 1
value = SCA
Pagina 1 di 1
bug zanretsuken
#2
Inviato 01 February 2009 - 18:43
Il problema che, ispirandoti a warusaki, fai codici troppo complessi , con una complessit spesso inutile (senza considerare che pi un codice complesso pi difficile risolvere il problema).
Non ti saprei aiutare. Io ho un modo totalmente differente di programmare (molto pi tendente al semplice) e onestamente su un codice cos lungo mi trovo male (non avendolo progettato io). Come sai ormai non ho tempo per dare risposte soddisfacenti. Mi spiace.
Ti consiglio di ispirarti ai codici dei miei chars (escluso Nobunaga, quindi guarda KingLion e Ranmaru). I miei codici sono molto pi semplici e forse, per questo, pi facile imparare da una base come la mia piuttosto che da una come quella di warusaki dove, la complicazione, sembra essere prima di tutto uno strumento per proteggere il proprio lavoro (cosa che non assolutamente da biasimare).
Non ti saprei aiutare. Io ho un modo totalmente differente di programmare (molto pi tendente al semplice) e onestamente su un codice cos lungo mi trovo male (non avendolo progettato io). Come sai ormai non ho tempo per dare risposte soddisfacenti. Mi spiace.
Ti consiglio di ispirarti ai codici dei miei chars (escluso Nobunaga, quindi guarda KingLion e Ranmaru). I miei codici sono molto pi semplici e forse, per questo, pi facile imparare da una base come la mia piuttosto che da una come quella di warusaki dove, la complicazione, sembra essere prima di tutto uno strumento per proteggere il proprio lavoro (cosa che non assolutamente da biasimare).
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Pagina 1 di 1

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