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Yunnin

Yunnin


Posts : 1447
Join date : 2015-08-23
Age : 29
Location : Brazil

Code problem Empty
PostSubject: Code problem   Code problem EmptyJanuary 16th 2016, 9:08 am

What am I making wrong?

It should make the animation 777 appears as a Helper, but ain't working...

Code:
[Statedef 776]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
anim = 776
juggle = 4
sprpriority = 2
poweradd = -1000

[State 0, ]
type = SuperPause
trigger1 = time = 2
time = 40
sound = S20,0
pos = 5,-70
darken = 1


[State 0, ]
type = Helper
trigger1 = time = 2
name = "Orb"
ID = 8000
pos = 5,-70
postype = p1
stateno = 8000
supermovetime = 40
pausemovetime = 1
size.xscale = .35
size.yscale = .35
ownpal = 1

[State 0, ]
type = Explod
trigger1 = time = 2
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 0, ]
type = Explod
trigger1 = time = 2
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 0, ]
type = AfterImage
trigger1 = time = 2
trigger1 = palno != 10
time = 10
length = 32
framegap = 8
trans = add1
ignorehitpause = 0



[State 1000, 7];caindo devagar
type=velset
trigger1=time>5 && statetype=A
y=.2 * (pos y<-10)


[State 0, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal;player
name = "swirl"
ID = 777
pos = 0,0
postype = p1
ownpal = 1
stateno = 777
persistent = 0
size.xscale = .9
size.yscale = .9

[State 0, 1]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0

[Statedef 777]
type = A
movetype = A
physics = N
velset = 0,0
anim = 777
ctrl = 0
juggle = 4
sprpriority = 3

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 10
pos = 0,30

[State 777, 2]
type = HitDef
trigger1 = time < 75
trigger1 = timemod = 7,0
attr = A, HP;
animtype  = back
damage    = 30,7
guardflag = MA
pausetime = 0,3
sparkno = s8222
sparkxy = -55,-75
guard.sparkno = s8001
hitsound = s5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, 0
yaccel = 0.6
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 75
scale = 1,1
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 75
scale = 1+(-.005*time),1+(-.005*time)
ignorehitpause = 1
persistent = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 124
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 776
ignorehitpause = 1

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Werewood

Werewood


Posts : 5691
Join date : 2014-08-11

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 9:36 am

yunnin wrote:
What am I making wrong?

It should make the animation 777 appears as a Helper, but ain't working...

Code:
[Statedef 776]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
anim = 776
juggle = 4
sprpriority = 2
poweradd = -1000

[State 0, ]
type = SuperPause
trigger1 = time = 2
time = 40
sound = S20,0
pos = 5,-70
darken = 1


[State 0, ]
type = Helper
trigger1 = time = 2
name = "Orb"
ID = 8000
pos = 5,-70
postype = p1
stateno = 8000
supermovetime = 40
pausemovetime = 1
size.xscale = .35
size.yscale = .35
ownpal = 1

[State 0, ]
type = Explod
trigger1 = time = 2
anim = 10000
ID = 10000
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -1
ownpal = 1

[State 0, ]
type = Explod
trigger1 = time = 2
anim = 10005
ID = 10005
pos = 0,0
postype = back
bindtime = 999
removetime = 40
supermove = 40
pausemovetime = 40
sprpriority = -2
ownpal = 1

[State 0, ]
type = AfterImage
trigger1 = time = 2
trigger1 = palno != 10
time = 10
length = 32
framegap = 8
trans = add1
ignorehitpause = 0



[State 1000, 7];caindo devagar
type=velset
trigger1=time>5 && statetype=A
y=.2 * (pos y<-10)


[State 0, Helper]
type = Helper
trigger1 = time = 30
helpertype = normal;player
name = "swirl"
ID = 777
pos = 0,0
postype = p1
ownpal = 1
stateno = 777
persistent = 0
size.xscale = .9
size.yscale = .9

[State 0, 1]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 0

[Statedef 777]
type = A
movetype = A
physics = N
velset = 0,0
anim = 777
ctrl = 0
juggle = 4
sprpriority = 3

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 10
pos = 0,30

[State 777, 2]
type = HitDef
trigger1 = time < 75
trigger1 = timemod = 7,0
attr = A, HP;
animtype  = back
damage    = 30,7
guardflag = MA
pausetime = 0,3
sparkno = s8222
sparkxy = -55,-75
guard.sparkno = s8001
hitsound = s5,2
guardsound = 6,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, 0
yaccel = 0.6
sprpriority = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time < 75
scale = 1,1
ignorehitpause = 1
persistent = 1

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 75
scale = 1+(-.005*time),1+(-.005*time)
ignorehitpause = 1
persistent = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 124
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 776
ignorehitpause = 1


Not so sure but this is what I want you to make sure first:

- make sure Animation Action 776 is a valid Anim and its total time is >= 30, since the "swirl" Helper is set to be created when Time = 30...
- make sure Animation Action 777 is a valid Anim and its total time is >= 124, since the Helper using this Anim is set to be destroyed when Time = 124...
* the point is, to make sure the Helper(777) needs to be created before its Parent/Root enters to StateDef 50 (same thing as checking if its Parent/Root is out of StateDef 776)......

And one (1) thing about SuperPause time and Pause time......
- I think it really doesn't hurt if you could just use the MUGEN maximum value 2147483647 for both "pausemovetime =" and "supermovetime =" for a Helper if you want the Helper to bypass normal/super pauses without a trouble.......


Last edited by borewood2013 on January 16th 2016, 11:24 am; edited 1 time in total
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Yunnin

Yunnin


Posts : 1447
Join date : 2015-08-23
Age : 29
Location : Brazil

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 9:45 am

THANKS! I'll try now!
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Yunnin

Yunnin


Posts : 1447
Join date : 2015-08-23
Age : 29
Location : Brazil

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 10:11 am

Code problem Serpen10

IT WORKED! THANKS
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btony89

btony89


Posts : 2134
Join date : 2015-06-04
Location : México

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 11:09 am

yunnin wrote:
Code problem Serpen10

IT WORKED! THANKS

it looks awesome. Very Happy
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https://www.youtube.com/channel/UC0y46-XHBIoPw2vo3yDmO2w
Doom

Doom


Posts : 10512
Join date : 2014-08-22

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 11:39 am

clap clap clap
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https://doom783.wixsite.com/doomismia
Yunnin

Yunnin


Posts : 1447
Join date : 2015-08-23
Age : 29
Location : Brazil

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 11:42 am

Thanks! Now I'm just catchin' a way to finish a last hyper and then is done!
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Yunnin

Yunnin


Posts : 1447
Join date : 2015-08-23
Age : 29
Location : Brazil

Code problem Empty
PostSubject: Re: Code problem   Code problem EmptyJanuary 16th 2016, 4:19 pm

Some other questions:

1 - How can I start an hyper with the projectile (Helper) being created right in front of my char?

2 - How can I code an hyper like Z-Vitor's Spider Sense, with the enemy being slowed down when he attacks?
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