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add004basic (Read 619555 times)

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 pm
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Re: add004basic
#1021  January 14, 2018, 01:46:07 pm
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yo shiyo, do you plan on adding more variations to the lifebars?

Like what the bars look like, do you plan on making more looks for them? I think an MVC version would be awesome

also, do you plan on doing more stage interaction? Like breaking the signs on suzaku castle or the barrels in guiles stage?
Last Edit: January 14, 2018, 07:03:40 pm by Taybear
Re: add004basic
#1022  January 15, 2018, 06:15:54 pm
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@Mr.Karate JKA:
please use "assertspecial" "flag=timerfreeze"
in stafedef 190190 or 190191 if you need.


@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]

Please tell me that this is possible in some future add004 update.
please let me have a think about it. :)


Thanks Shyo! It woks!
Re: add004basic
#1023  January 15, 2018, 06:38:43 pm
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@Mr.Karate JKA Could you share the code please?
Last Edit: January 15, 2018, 06:53:01 pm by -Ash-
Re: add004basic
#1024  January 16, 2018, 01:30:53 am
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Shyo, another question: Is this possible add to the commom1 the back light code form the guardian dogs effect? Without patch char by char?

Code

Code:
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;1aD§3oE?I≫OA
;--------------------------------------------------------------
[Statedef 23680]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999

[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1

[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192

[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;1aD§×o
;--------------------------------------------------------------
[Statedef 23681]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;1aD§OO
;--------------------------------------------------------------
[Statedef 23682]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA

Re: add004basic
New #1025  January 16, 2018, 06:25:27 am
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  • Hoping for the best, prepared for the worst.
  • 2D Fighting games forever!
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@-Ash-:
yes, that is possible and you can do it. (even I do not know how to do everthing  :rolleyes5:)
please try to add a "pause" or "superpause" sctrl in striker stages.
tag-mode.partner.statedef [190190-190199]
@Shiyo Kakuge I've tried doing this by placing a pause sctrl in statedef 190197, but I can't manage to make the character keep running through the screen while the pause effect is triggered, if could help me on this I would appreciate.

Last Edit: January 16, 2018, 07:47:52 am by -Ash-