Website Navigation Help |
Translate the Website
|
Video Content Creation Reference | |
|
| Problems with code for special and hyper moves | |
| | |
Author | Message |
---|
JARRO77
Posts : 1883 Join date : 2012-06-01 Age : 32 Location : Italy
| Subject: Re: Problems with code for special and hyper moves June 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 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 | |
| | | YoungSamurai5
Posts : 946 Join date : 2012-05-01 Age : 31
| Subject: Re: Problems with code for special and hyper moves June 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 | |
| | | JARRO77
Posts : 1883 Join date : 2012-06-01 Age : 32 Location : Italy
| Subject: Re: Problems with code for special and hyper moves June 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 | |
| | | Midnight-Son
Posts : 1153 Join date : 2012-10-18 Age : 32
| Subject: Re: Problems with code for special and hyper moves June 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 | |
| | | Midnight-Son
Posts : 1153 Join date : 2012-10-18 Age : 32
| Subject: Re: Problems with code for special and hyper moves June 25th 2013, 5:34 am | |
| good luck my friend | |
| | | Midnight-Son
Posts : 1153 Join date : 2012-10-18 Age : 32
| Subject: Re: Problems with code for special and hyper moves June 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) | |
| | | Sponsored content
| Subject: Re: Problems with code for special and hyper moves | |
| |
| | | | Problems with code for special and hyper moves | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |