How to make a Cheap KO?  (Read 6082 times)

Started by SlayerGatsu, September 11, 2005, 10:02:49 am
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How to make a Cheap KO?
#1  September 11, 2005, 10:02:49 am
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So... really easy at first glance...
Set up the statedef which you want to be the "cheap Ko" one
I often use 171, since there aren't many other Time-up animations and 170 it's still about losing...

So well we set up the statedef, write the anim, the Nothitby like in the statedef 170

this changestate

[State 171, Last]
type = ChangeState
trigger1 = AnimTime = 0
value = 5150

in case you are wondering; statedef 5150 = Laying dead state....

Now the state it's set lets move to the statedef -3 and make it so that it will work 8)

Very well so...

[statedef -3]

and here we place a Changestate, With a particular trigger to get the state changed...

trigger1 = Gethitvar(damage) <= 30 && LoseKO = 1 && Anim = 5030

now let us explain...

Gethitvar(damage) <= 30 indicates that the enemy attack was somewhat cheap (make the value less to make it cheper)

LoseKO = 1 tells the state to change Only IF you have died

Anim = 5030 it's the anim often showed when you are just ding and start to fly in the air (Kfm standards -and Mine as well-)

Now, if you actually try... it will remain Sloppy... what is it? Hell the Slow-Motion!
Sure let's get read of it and get the body to DROP dead as it should!

to do so, Always in the [statedef -3]
activate the assert special with this trigger
trigger1 = Gethitvar(damage) <= 30

this it's because the assert special MUST be activate ALWAYS if you must disable the slow-motion, yes it will disable the slow-motion of Ko's if you get less then 30 damage, BUT you will also go in the cheap ko state so there should not be any problem....

For Dummies
Yo there.... what u didn't understand?? What Copy paste Works better?
Well If you say so... Hell just copy paste then...

The statedef:
;------------------SlayergGatsu Ceap Ko----------------;
[Statedef 171]
type = S
ctrl = 0
anim = 171
velset = 0,0

[State 171,2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 5150

and this Goes in the stetedef -3
;-----------SlayergGatsu Ceap Ko Activation----------;
[State 170, Go To Ceap Ko]
type = Changestate
trigger1 = Gethitvar(damage) <= 30 && LoseKO = 1 && Anim = 5030
value = 171

[State 171, No slow on Ceap Ko]
type = AssertSpecial
trigger1 = Gethitvar(damage) <= 30
Flag = nokoslow

Now here are the rules:
If you don't copy paste, I need no credit; you would have done it with some reasoning in the end

If you copy paste then leave the things how I wrote them.

That’s all B) Enjoy you 5 minutes earned from this code that you should have coded, and remember, It’s offered by SlayerGatsu  ;) 8)

Ho and It reminds me :P the code it’s Open Source, So if someone wants to make it better here below he is more then welcome 8)
Thanks Ice, I had complitely forgotten ;)
Re: How to make a Cheap KO?
#2  September 11, 2005, 10:07:28 am
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Elecbyte said:
Unless you plan to override a common state, avoid choosing state numbers in the range 0-199 and 5000-5999.

And IINM, the definition of a cheap KO is a hit that knocks out the opponent while this one is guarding.
Last Edit: September 11, 2005, 10:09:32 am by BlackJack
Re: How to make a Cheap KO?
#3  September 11, 2005, 10:18:57 am
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ho well That one it's Sf3 related... a simple punc...
statedef 171 it's not a common state, and expecially IF you are making your OWN character it's a Good start,

In kfm standards GetHitVar(damage) < 10 it's MORE then enough!

For 'editors' that edit the chars they have for personal use, Plan to use a state that it's not used and that it's in the 200-400 range

@BJ: so edit the code to act among anims 120. 121, 122-130, 131, 132, 140, 141, 142 (for Newbs Using a Anim = [120,142]  should be more the good)

the entire thing will then work ONLY when you block and die :P
Thanks Ice, I had complitely forgotten ;)
Re: How to make a Cheap KO?
#4  August 04, 2006, 12:57:13 pm
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is there a way for me to end the round in the cheap ko anim instead of going to anim 5150?  cause I tried just putting -1 on the last anim of 171 and it wont go onto the new round, so i was wondering if there was a way for the cheap ko anim to play once and end the round after its done without going to anim 5150?

"I can Fight Again, My Fight"
Re: How to make a Cheap KO?
#5  August 04, 2006, 01:29:42 pm
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There is a statedef 5150 and I don't think I need to say more.
Year old topic revival.
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