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Shining
Posts : 4994 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: magnetic shield May 31st 2016, 7:49 pm | |
| i would my magneto 's magnetic shield spend more energy to be created by him i think they are right file ...how i should modify it to make magneto spend more mind energy when he creates magnetic shield?
;Magnetic Shield [Statedef 4121] type = U movetype= A physics = N juggle = 2 ;poweradd= velset = 0,0 ;anim = 4121 ctrl = 0 sprpriority = 2 facep2 = 1
[State 4121] type = null;NotHitBy trigger1 = 1 value = SCA
[State 4121] type = null;PlayerPush trigger1 = 1 value = 0
[State 4121] type = null;ScreenBound trigger1 = 1 value = 1 movecamera = 0,0
[State 4121] type = null;AssertSpecial trigger1 = 1 flag = nobg flag1 = nofg
[State 4121] type = null;Helper trigger1 = Time = 0 stateno = 33120 ownpal = 1
[State 4121] type = Varset trigger1 = Time = 0 var(57) = 1
[State 4121] type = Helper trigger1 = Time = 0 stateno = 24120 id = 24120 ownpal = 1
[State 4121] type = PalFx trigger1 = Time = [1,20] time = 8 add = 64,32,64 sinadd = 64,32,64,30
[State 4121] type = PlaySnd trigger1 = AnimElem = 7 value = 4120,0
[State 4121] type = ChangeState trigger1 = AnimTime = 0 value = 3002 ctrl = 1 | |
| | | Chimoru
Posts : 623 Join date : 2012-06-05 Age : 43 Location : Detroit
| Subject: Re: magnetic shield May 31st 2016, 8:25 pm | |
| - Shining wrote:
- i would my magneto 's magnetic shield spend more energy to be created by him
i think they are right file ...how i should modify it to make magneto spend more mind energy when he creates magnetic shield?
;Magnetic Shield [Statedef 4121] type = U movetype= A physics = N juggle = 2 ;poweradd= velset = 0,0 ;anim = 4121 ctrl = 0 sprpriority = 2 facep2 = 1
;Magnetic Shield [Statedef 4121] type = U movetype= A physics = N juggle = 2 ;poweradd=velset = 0,0 ;anim = 4121 ctrl = 0 sprpriority = 2 facep2 = 1 See the line I made in bold highlight? Poweradd? If you make it -1000, it will use 1 Hyper Power Bar If you make it -2000, it will use 2 Hyper Power Bars? Understand? If you want a move to ADD to your Hyper Guage, remove the - poweradd=1000 ADDS a Bar when you perform that move. poweradd=-1000 Spends a bar when you perform that move. You also have to get rid of the ; before the poweradd= The ; turns the code off and makes it ignored. It should look like: ;Magnetic Shield [Statedef 4121] type = U movetype= A physics = N juggle = 2 poweradd= -1000 velset = 0,0 ;anim = 4121 ctrl = 0 sprpriority = 2 facep2 = 1 Also, FYI, with the ; in from of the anim line, you also have the animation deactivated. Did you want that? If not, delete the ; | |
| | | Shining
Posts : 4994 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: magnetic shield June 1st 2016, 4:57 am | |
| done thanks a lot chimoru you are the best... -2000, he use 2 Hyper Power Bars but when he is at 1 hyper power bar he can make magnetic shield too why? | |
| | | Chimoru
Posts : 623 Join date : 2012-06-05 Age : 43 Location : Detroit
| Subject: Re: magnetic shield June 1st 2016, 5:38 am | |
| That's something you have to change in the command (CMD) file too.
MY Magneto has a line like this:
[State -1,Magnetic Shield] type = ChangeState value = 4120 triggerall = command = "Magnetic Shield" triggerall = !Var(59) triggerall = power >= 2000 triggerall = numhelper(24120) = 0 trigger1 = ctrl
Look at these lines.
triggerall = command = "Magnetic Shield" Means he has to do the command for "Magnetic Shield"
triggerall = power >= 2000 Means that he ALSO has to have 2 hyper bars or greater.
If your action is set to "power = 1000" , it means it only REQUIRES you to have ONE bar, even though when he actually does it it might use 2. You have to make just the COST of the action and the REQUIREMENT to use it are the same.
So MY Magneto has a "power >= 2000" in his CMD file as a REQUIREMENT
AND
He also has a poweradd = -2000 in his CNS file as the COST
Understand? If they are not the same, then he may need 2 bars to be able to do it, but only spend 1, or vice versa. | |
| | | Shining
Posts : 4994 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: magnetic shield June 1st 2016, 8:26 am | |
| thanks a lot chimoru and to decrease hyper grevity grab velocity? ;Hyper Grav Start [Statedef 21360] type = A movetype = A physics = N anim = 21361 ctrl = 0 sprpriority = 3 velset = 0,0 [State 21360] type = VarSet trigger1 = Time = 0 var(2) = parent,stateno [State 21360] type = AssertSpecial trigger1 = 1 flag = noshadow [State 21360] type = ChangeState trigger1 = AnimTime = 0 value = 21362 [State 21360] type = DestroySelf trigger1 = Parent,stateno != var(2) ;------------------------------------------------------------------------------------------------------------ ;Hyper Grav [Statedef 21362] type = A movetype = A physics = N anim = 21362 ctrl = 0 sprpriority = 4 velset = 0,0 hitcountpersist = 1 [State 21362] type = AssertSpecial trigger1 = 1 flag = noshadow [State 21362] type = Turn trigger1 = facing != Parent,facing [State 21362] type = HitBy trigger1 = 1 value = SCA,AP [State 21362] type = HitOverride trigger1 = 1 stateno = 21369 attr = SCA,AP slot = 0 time = -1 [State 21362] type = HitDef attr = A, ST ;trigger1 = Enemynear,Stateno != 21370 trigger1 = hitcount < 1 trigger1 = moveguarded < 1 damage = 3*(Root,var(30)),floor(Root,var(30)/2) animtype = Medium priority = 3, Hit hitflag = MAF- guardflag = MA pausetime = 0,0 sparkxy = -10,-10 hitsound = S1,1 guardsound = S4,0 sparkno = S(8210+random%2) guard.sparkno = S8430 ground.type = High ;ground.slidetime = 15 ;ground.hittime = 15 ;ground.velocity = 0,0 ;air.velocity = 0,0 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 ground.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 ;fall = 1 ;air.fall = 1 ;fall.recover = 0 ;fall.animtype = Up ;p2stateno = 9020 getpower = ifelse(MoveHit,40,15),ifelse(MoveHit,40,0) p1stateno = 21370 p2stateno = 21380 id = 1360 [State 21362] type = VelAdd trigger1 = Time > 0 x = P2dist x + random%50 - 0.9*(P2dist x + random%50) [State 21362] type = VelAdd trigger1 = Time > 0 y = P2dist Y + random%50 - abs(enemynear,const(size.mid.pos.y)) - 0.9*(P2dist Y-abs(enemynear,const(size.mid.pos.y)) + random%50) [State 21362] type = VelAdd trigger1 = p2dist x > p2dist y && Vel Y > 1 y = -0.5 [State 21362] type = VelAdd trigger1 = p2dist x < p2dist y && Vel Y > 0 y = 0.5 [State 21362] type = VelSet trigger1 = Vel X > 7 x = 7 [State 21362] type = VelSet trigger1 = Vel X < -7 x = -7 [State 21362] type = VelSet trigger1 = vel Y > 7 y = 7 [State 21362] type = VelSet trigger1 = Vel Y < -7 y = -7 [State 21362] type = ChangeState trigger1 = Time = 120;Parent,Var(28) = 0 trigger2 = MoveContact value = 21369 ignorehitpause = 1 ;------------------------------------------------------------------------------------------------------------ ;Hyper Grav End [Statedef 21369] type = A movetype = I physics = N anim = 21363 ctrl = 0 sprpriority = 4 velset = 0,0 [State 21369] type = AssertSpecial trigger1 = 1 flag = noshadow [State 21369] type = DestroySelf trigger1 = Time = 12 ;------------------------------------------------------------------------------------------------------------ ;Hyper Grav [Statedef 21370] type = A movetype = I physics = N anim = 21370 ctrl = 0 sprpriority = 4 velset = 0,0 hitcountpersist = 1 [State 21370] type = Turn trigger1 = facing != Parent,facing [State 21370] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 21370] type = AssertSpecial trigger1 = 1 flag = noshadow [State 21370, Bind 1] type = TargetBind trigger1 = 1 pos = 0,-20 [State 21370] type = VelSet trigger1 = Time = 0 x = 3 y = -3 [State 21370] type = VelAdd trigger1 = Time > 0 x = ParentDist X + 50 - 0.9*(ParentDist X + 50) [State 21370] type = VelAdd trigger1 = Time > 0 y = ParentDist Y + 80 - abs(const(size.mid.pos.y)) - 0.9*(ParentDist Y-abs(const(size.mid.pos.y)) + 80) [State 21370] type = VelAdd trigger1 = ParentDist X > ParentDist Y && Vel Y > 1 y = -1 [State 21370] type = VelAdd trigger1 = ParentDist X < ParentDist Y && Vel Y < 0 y = 0.5 [State 21370] type = VelSet trigger1 = Vel X > 7 x = 7 [State 21370] type = VelSet trigger1 = Vel X < -7 x = -7 [State 21370] type = VelSet trigger1 = vel Y > 7 y = 7 [State 21370] type = VelSet trigger1 = Vel Y < -7 y = -7 [State 21370] type = TargetLifeAdd trigger1 = Time = 89 value = -5*(Root,Var(30)) [State 21370] type = PowerAdd trigger1 = Time = 89 value = 50 [State 21370] type = TargetState trigger1 = Time = 90 trigger2 = NumTarget(1360) trigger2 = Target(1360),life <= 0 value = 859 [State 21370] type = ChangeState trigger1 = Time = 90 trigger2 = NumTarget(1360) trigger2 = Target(1360),life <= 0 trigger3 = !NumTarget(1360) value = 21369 ;--------------------------------------------------------------------------- ;Hyper Grav Grab [Statedef 21380] type = A movetype= H physics = N velset = 0,0 sprpriority = -2 [State 21380] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 21380] type = ChangeAnim2 trigger1 = Time = 0 value = 21380 [State 21380] type = null;Turn trigger1 = facing = enemynear,facing [State 21380] type = null;SelfState trigger1 = !gethitvar(isbound) value = 5050 [State 21380] type = DestroySelf trigger1 = ishelper | |
| | | carpa5
Posts : 1388 Join date : 2012-06-04
| Subject: Re: magnetic shield June 1st 2016, 9:43 am | |
| ey shinning share that magneto lol | |
| | | Shining
Posts : 4994 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: magnetic shield June 1st 2016, 1:59 pm | |
| https://www.4shared.com/archive/tzp4U8sOba/MVC2_Magneto.html | |
| | | Chimoru
Posts : 623 Join date : 2012-06-05 Age : 43 Location : Detroit
| Subject: Re: magnetic shield June 2nd 2016, 6:36 pm | |
| You want to change how fast they move? You'd have to play with the VelSet numbers until they behave like you want them to. Might have to keep changing and testing. You want them to move slower? I'm not sure what exactly you're asking.
Maybe change this part:
[State 21362] type = VelSet trigger1 = Vel X > 7 x = 7
[State 21362] type = VelSet trigger1 = Vel X < -7 x = -7
[State 21362] type = VelSet trigger1 = vel Y > 7 y = 7
[State 21362] type = VelSet trigger1 = Vel Y < -7 y = -7
Try changing the 7s to 5s and the -7s to -5s and see if it helps. If I'm correct by thinking this is what you want, I mean. Slower by lowering the numbers, faster by increasing, I think. I'm not sure. I'm not good at moves like this. | |
| | | Shining
Posts : 4994 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: magnetic shield June 3rd 2016, 8:10 am | |
| thanks a lot chimoru!!!! perfect advices... now the last !!! i would have end on his flight mode!!! always he can flyes ; give him a time to end his flight please
[Statedef 1330] type = A movetype= I physics = N juggle = 3 poweradd= 20 ctrl = 0 velset = 0,-4 anim = 1330 sprpriority = 2
[State 1330] type = VarSet trigger1 = Time = 0 var(54) = 1
[State 1330] type = ChangeState trigger1 = AnimTime = 0 && var(54) >= 1 value = 1335 ctrl = 0
;--------------------------------------------------------------------------- ;Flight Cancel [Statedef 1331] type = A movetype= I physics = N juggle = 3 poweradd= 20 ctrl = 0 velset = 0,0 ;anim = 44 sprpriority = 2
[State 1331] type = ChangeAnim trigger1 = Time = 0 value = 44 elem = 9
[State 1331] type = VarSet trigger1 = Time = 0 var(54) = 0
[State 1331] type = VelAdd trigger1 = Pos Y < 0 y = 0.35
[State 1331] type = CtrlSet trigger1 = Time = 1 value = 1
[State 1331] type = ChangeState trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 52 ctrl = 0
;--------------------------------------------------------------------------- ;Flight End [Statedef 1332] type = A movetype= I physics = A juggle = 3 ;poweradd= 40 ctrl = 1 velset = 0,0 ;anim = 1332 sprpriority = 2
[State 1332] type = ChangeAnim trigger1 = Time = 0 value = 44 elem = 9
[State 1332] type = ChangeState trigger1 = Pos Y >= 0 trigger1 = Vel Y > 0 value = 52 ctrl = 0
;--------------------------------------------------------------------------- ;Flight after S Jump [Statedef 1333] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1
[State 1333] type = PlaySnd trigger1 = Time = 1 value = 710,0 channel = 1
[State 1333] type = Explod trigger1 = Time = 1 anim = 7055
[State 1333] type = Explod trigger1 = Time = 1 anim = 7055 facing = -1
[State 1333] type = Explod trigger1 = Time = 1 anim = 7022 sprpriority = 4
[State 1333, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0
[State 1333, 2] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1
[State 1333, 3] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1
[State 1333, 4] type = null;VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) - 3
[State 1333, 4] type = null;VelSet trigger1 = AnimTime = 0 x = (P2Dist X)*0.07 y = (P2Dist Y)*0.07
[State 1333, 5] type = null;VelSet trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x)
[State 1333, 6] type = ChangeState trigger1 = AnimTime = 0 value = 1334 ctrl = 0
;--------------------------------------------------------------------------- ; Super Jump Up [Statedef 1334] type = A physics = N
[State 1334, 4] type = null;VelSet trigger1 = 1;Time = 0 y = -11
[State 1334, 4] type = VelSet trigger1 = Time = 0 y = -15;-13
[State 1334, 4] type = VelAdd trigger1 = 1 y = 0.35;0.4
[State 1334] type = veladd triggerall = vel x <= 4 trigger1 = var(59) trigger1 = p2bodydist x >= 0 persistent = 4 x = .9
[State 1334] type = veladd triggerall = vel x >= -4 trigger1 = var(59) trigger1 = p2bodydist x <= 0 persistent = 4 x = -.9
[State 1334,4] type = null;VelAdd triggerall = command = "holdfwd" trigger1 = sysvar(1) = 1 trigger1 = vel X <=4 trigger2 = sysvar(1) = -1 trigger2 = Vel X <= -.4 x = .2
[State 1334,5] type = null;VelAdd triggerall = command = "holdback" trigger1 = sysvar(1) = -1 trigger1 = Vel X >= -4 trigger2 = sysvar(1) = 1 trigger2 = Vel X >= .4 x = -.2
[State 1334, 1] type = null;ScreenBound trigger1 = 1 value = 0 movecamera = 0,1
[State 1334] type = Explod trigger1 = Time%4 = 0 trigger1 = Time >= 4 trigger1 = Vel Y < 0 anim = 7056 pos = 0,0 random = 50,0 ontop = 1
[State 1334] type = Explod trigger1 = Time%2 = 0 trigger1 = Time >= 12 trigger1 = Vel Y < 0 anim = 7057+random%3 pos = 0,0 random = 60,0 ontop = 1
[State 1334, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 1334, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3
[State 1334] type = turn trigger1 = p2dist x < -5
[State 1334] type = ChangeState trigger1 = Vel Y > -1 value = 1330
;--------------------------------------------------------------------------- ; Flight [Statedef 1335] type = A physics = N anim = 0 velset = 0,0 movetype= I sprpriority = 2 ctrl = 1
[State ] type = Helper trigger1 = NumHelper(6000) = 0 trigger1 = Anim = 0 stateno = 6000 id = 6000
[State 1335] type = Turn trigger1 = FrontEdgeDist < 15 trigger2 = enemy(0),facing = facing trigger2 = Time%4 = 0
[State 1335] type = PosAdd trigger1 = Pos Y > -10 y = -4
[State 1335] type = VarSet trigger1 = 1 sysvar(1) = 0
[State 1335] type = VarSet trigger1 = Time = 0 var(1) = 0
[State 1335] type = null;ChangeAnim trigger1 = Anim = [41,43] persistent = 0 value = Anim + 3
[State 1335] type = VarSet trigger1 = p2bodydist x != 0 var(1) = ifelse((p2bodydist y/p2bodydist x = [0.4,0.8]),1,0)
[State 1335] type = ChangeState trigger1 = var(59) trigger1 = !var(1) trigger1 = p2bodydist x > 200 value = 1340
[State 1335] type = ChangeState trigger1 = var(59) trigger1 = !var(1) trigger1 = p2bodydist x < 70 value = ifelse(BackEdgeDist > 70,1345,1340)
[State 1335] type = ChangeState trigger1 = var(59) && Screenpos Y > 100 trigger1 = !var(1) trigger1 = p2bodydist y < 170;240 value = 1342
[State 1335] type = ChangeState trigger1 = var(59) trigger1 = !var(1) trigger1 = p2bodydist y > 340;480 value = 1344
[State 1335] type = VarSet trigger1 = command = "holdfwd" trigger1 = command != "holdup" trigger1 = command != "holddown" trigger2 = var(59) trigger2 = !var(1) trigger2 = p2bodydist x > 200 sysvar(1) = 1
[State 1335] type = VarSet trigger1 = command = "holdback" trigger1 = command != "holdup" trigger1 = command != "holddown" trigger2 = var(59) trigger2 = !var(1) trigger2 = p2bodydist x < 70 sysvar(1) = -1
[State 1335, 3] type = VarSet trigger1 = command = "holdfwd" trigger1 = command = "holdup" sysvar(1) = 2
[State 1335, 3] type = VarSet trigger1 = command = "holdback" trigger1 = command = "holdup" sysvar(1) = -2
[State 1335, 3] type = VarSet trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger1 = command = "holdup" trigger2 = var(59) trigger2 = !var(1) trigger2 = p2bodydist y < 170 sysvar(1) = 3
[State 1335, 3] type = VarSet trigger1 = command = "holddown" trigger1 = command != "holdfwd" trigger1 = command != "holdback" trigger2 = var(59) trigger2 = !var(1) trigger2 = p2bodydist y > 340 sysvar(1) = -3
[State 1335, 3] type = VarSet trigger1 = command = "holdfwd" trigger1 = command = "holddown" sysvar(1) = 4
[State 1335, 3] type = VarSet trigger1 = command = "holddown" trigger1 = command = "holdback" sysvar(1) = -4
[State 1335, 3] type = null;ChangeAnim trigger1 = anim != 103 value = 103 persistent = 0
[State 1335, 3] type = null;ChangeAnim triggerall = anim != 102 trigger1 = sysvar(1) = 0 value = 102 persistent = 0
[State 1335] type = null;ChangeAnim triggerall = anim != 101 trigger1 = sysvar(1) = 1 trigger2 = sysvar(1) = 2 value = 101 persistent = 0
[State 1335] type = VarSet trigger1 = command = "x" && command = "y" var(1) = 4
[State 1335] type = ChangeAnim triggerall = anim != 20 trigger1 = sysvar(1) = 1 value = 20
[State 1335] type = ChangeAnim triggerall = anim != 21 trigger1 = sysvar(1) = -1 value = 21
[State 1335] type = ChangeAnim triggerall = anim != 1337 trigger1 = sysvar(1) = 2 value = 1337
[State 1335] type = ChangeAnim triggerall = anim != 1338 trigger1 = sysvar(1) = -2 value = 1338
[State 1335] type = ChangeAnim triggerall = anim != 1336 trigger1 = sysvar(1) = 3 value = 1336
[State 1335] type = ChangeAnim triggerall = anim != 1335 trigger1 = sysvar(1) = -3 value = 1335
[State 1335] type = ChangeAnim triggerall = anim != 1334 trigger1 = sysvar(1) = 4 value = 1334
[State 1335] type = ChangeAnim triggerall = anim != 1339 trigger1 = sysvar(1) = -4 value = 1339
[State 1335] type = VelSet trigger1 = sysvar(1) = 0 y = 0 x = 0
[State 1335] type = VelSet trigger1 = sysvar(1) = 1 x = const(velocity.walk.fwd.x) y = 0
[State 1335] type = VelSet trigger1 = sysvar(1) = -1 x = const(velocity.walk.back.x) y = 0
[State 1335] type = VelSet trigger1 = sysvar(1) = 2 x = 4 y = -5+5*(ScreenPos Y < 120)
[State 1335] type = VelSet trigger1 = sysvar(1) = -2 x = -4 y = -5+5*(ScreenPos Y < 120)
[State 1335] type = VelSet trigger1 = sysvar(1) = 3 y = -5+5*(ScreenPos Y < 120) x = 0
[State 1335] type = VelSet trigger1 = sysvar(1) = -3 y = 5-5*(Pos Y > -20) x = 0
[State 1335] type = VelSet trigger1 = sysvar(1) = 4 y = 5-5*(Pos Y > -20) x = 4
[State 1335] type = VelSet trigger1 = sysvar(1) = -4 y = 5-5*(Pos Y > -20) x = -4
[State 1335] type = VarSet trigger1 = Time = 0 var(6) = 0
[State 1335] type = null;PlaySnd trigger1 = sysvar(1) != 0 trigger1 = var(6) != sysvar(1) value = 100,5
[State 1335] type = null;VarSet trigger1 = sysvar(1) != 0 trigger1 = var(6) != sysvar(1) var(6) = sysvar(1)
[State 1335] type = ChangeAnim triggerall = anim != 0 trigger1 = sysvar(1) = 0 value = 0
[State 1335] type = ChangeState trigger1 = var(54) = 0 value = 1331 ctrl = 0
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