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 Problems with code for special and hyper moves

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YoungSamurai5
JARRO77
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JARRO77

JARRO77


Posts : 1883
Join date : 2012-06-01
Age : 32
Location : Italy

Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 EmptyJune 23rd 2013, 12:18 am

Thanks man for the Answer!!, a'm not a coder so i don't know if i can make the right changes, i post the code for this hyper move because i have the code, and if you can look the code and tell me the changes it's more more easy for me understand Smile this is the code










;Eletric Dragon
[Statedef 3000]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 1


[State 3000, Hyper Dust]
type = Explod
trigger1 = animelem = 1
anim = 10001
name = "Hyper Dust"
postype = p1
pos = 0,0
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, Hyper Circle]
type = Explod
trigger1 = animelem = 1
anim = 10066
name = "Hyper Circle"
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, Hyper Explode]
type = Explod
trigger1 = animelem = 1
anim = 10006
name = "Hyper Explode"
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
trigger1 = facing = 1
anim = 10007
name = "Left Arrow"
ID = 10007
pos = 0,35
facing = 1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
trigger1 = facing = -1
name = "Right Arrow"
anim = 10077
ID = 10077
pos = 0,35
facing = -1
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
name = "Super Portrait"
anim = 10008
ID = 10008
pos = 0,35
postype = back
bindtime = 999
removetime = 70
supermovetime = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1


[State 3000, superportrait]
type = Explod
trigger1 = AnimElem = 1
name = "Hyper Explod Background"
anim = 10009
ID = 10009
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -3
ownpal = 1
scale = .7,.7

[State 3000, superportrait black]
type = Explod
trigger1 = AnimElem = 1
name = "Black Background"
anim = 10005
ID = 10005
pos = 15,10
postype = back
bindtime = 999
removetime = 60
supermovetime = 40
pausemovetime = 40
sprpriority = -4
ownpal = 1
scale = .6,.6

[State 0, Helper]; ====================================calls hyperbg
type = Helper
trigger1 =  AnimElem = 1
helpertype = normal ;player
name = "Hyper Background"
ID = 9600
stateno = 9600
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0



[State 3100, a5] ; SUPER PAUSE
type = SuperPause
trigger1 = !Var(55)=1 && !time
darken = 0
anim = S8400
sound = S8889, 0
pos = 7, -55
movetime = 40
poweradd = -1000
bindtime = -1
sprpriority = 6
Time = 40
p2defmul = 2
removeongethit = 1


[State 3000, 1]
type = HitDef
trigger1 = time = 40
attr = S, NA
animtype  = Medium
damage    = 58,0
guardflag = MA
pausetime = 12,12
ground.type = High
ground.slidetime = 19
ground.hittime = 21
ground.velocity = -0
guard.velocity = -0
air.velocity = -0,-5
airguard.velocity = -10
ground.cornerpush.veloff = 0
air.fall = 1
fall.recovertime = 28



[State 3000, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 85



[State 3000, dust]
type = Explod
trigger1 = Time = 0
anim = 918
supermove = 1
ontop = 1
removeongethit = 1

[State 3000, hit]
type = Projectile
trigger1 = AnimElem = 5
projanim = 3002
projremovetime = 60
projhits = 32
projmisstime = 2
projshadow = 0
projpriority = 6
projid = 3002
bindtime = -1
velocity = 0.001,0.001
attr = S, NA
offset = -11,-4
damage   = 8,3
animtype = heavy
ownpal = 1
removeonhit = 1
removeongethit = 1
guardflag = HALM
hitflag = MAFD
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
hitsound = S86,0
guardsound = S92,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 25
ground.velocity = -10,-1
fall = 1
air.animtype = Back
air.velocity = -10,-1
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0


[State 3000, gethit]
type = Explod
triggerall = !NumExplod(1006)
trigger1 = movecontact
anim = 1006
id = 1006
pos = 10,0
postype = p2
sprpriority = 6
ownpal = 1
facing = -1
bindtime = -1
removetime = 40
removeongethit = 1


[State 3100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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YoungSamurai5

YoungSamurai5


Posts : 946
Join date : 2012-05-01
Age : 31

Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 EmptyJune 23rd 2013, 12:28 pm

set555 wrote:
you must make the pos type of the helper to be p2 and bindit to him
then you can make a few changes once hes hit like set pos
triggerall = move contact
exactly
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JARRO77

JARRO77


Posts : 1883
Join date : 2012-06-01
Age : 32
Location : Italy

Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 EmptyJune 24th 2013, 3:20 am

yes but i don't understand what i must change or add in the code,a'm not expert of coding,the char it's finish if someone can add this in my code for this hyper move, do me a big favor, obviously i give the credit if someone can help me
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Midnight-Son




Posts : 1153
Join date : 2012-10-18
Age : 32

Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 EmptyJune 25th 2013, 5:33 am

well im assuming its a bad code but still can be used to create an illusion of the move since theres a projectile and that's no where neer it however I did something very similar with a projectile
and to that allow me to give you the extra codes needed
this comes in b4 the last line
[State 8035, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "burn"
stateno = 2721;-------------------------------(changeable/adjustable)
pos = 40,-30
postype = p1    ;p2,front,back,left,right
ownpal = 1
ID = 2721 ;should make it the same as the stateno


now add a complete new line under it

;---------------------------------------------------------------------------
;burn helper
[Statedef 2721] ;--------------------------(the stateno you changed)
type = A
movetype = A
physics = N
anim = 2721 ;-------------------------(makethis whatever you choose)
ctrl= 0
sprpriority = 4

[State 8036 vel]
type = velset
trigger1 = time = 10
x = 35    ;--------------------(adjust to the projectiles speed)
y = 0
[State 420, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1200, 0
[State hit]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = A,SP
hitflag = MAFDP
guardflag = HA
animtype = hard
damage = 20,5
pausetime = 0,8
sparkno = S8056
guard.sparkno = s2118
guard.sparkno = 42
hitsound = s1100,5
guardsound = S8000,6
ground.type = low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -3,-4
p2facing = 1
[State 230,  ƒGƒtƒFƒNƒg]
type = Explod
trigger1 = MoveContact
anim = 2720
sprpriority = 5
ID=401
postype=p2
pos=0,25
scale = 0.6, 0.6
bindtime= 30

[State 230,  ƒGƒtƒFƒNƒg];----------(how many explodes depends on how many you want)
type = Explod
trigger1 =  MoveContact
anim = 2720
sprpriority = 5
ID=401
postype=p2
pos= 0,25
facing = -1
scale = 0.6, 0.6
bindtime= 30

[State 2010, 3]
type = Explod
triggerall = MoveContact
trigger1 = 11
anim = 265
pos = 18,-70
ontop = 1
postype = p2
bindtime = -1
persistent = 0
removetime = 84
ignorehitpause = 1
ownpal = 1
trans=addalpha
alpha=192,256
[State 861, end]
type = destroyself
trigger1 =  MoveHit
[State 861, end]
type = destroyself
trigger1 =  time = 40
[State 8036, end]
type = destroyself
trigger1= frontedgedist < -30||backedgedist< -30
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
hope that solves everything
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Midnight-Son




Posts : 1153
Join date : 2012-10-18
Age : 32

Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 EmptyJune 25th 2013, 5:34 am

good luck my friend Wink
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Midnight-Son




Posts : 1153
Join date : 2012-10-18
Age : 32

Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 EmptyJune 25th 2013, 5:35 am

also this can be adjusted depending on the projectiles speed
[State 861, end]
type = destroyself
trigger1 =  time = 40;---------(change if required)
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Problems with code for special and hyper moves - Page 2 Empty
PostSubject: Re: Problems with code for special and hyper moves   Problems with code for special and hyper moves - Page 2 Empty

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Problems with code for special and hyper moves
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