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Re: Projectile Reflection/Re-Reflection

 January 12, 2024, 12:13:04 am View in topic context
 Posted by elocomon  in Projectile Reflection/Re-Reflection (Started by space23 (DCL) September 13, 2023, 06:52:06 am
 Board: Resource Releases

try it with koopakoot athena 02. probed vs kamemaze and vans rugals, it seems something doesn´t work fine.

Code:
;---------------------------------------------------------------------------
;Psycho reflect
[Statedef 1020]
type    = S                     
movetype= A                   
physics = S                     
juggle  = 7                             
ctrl = 0                       
anim = 1020
poweradd= 0 
velset = 0, 0                             
sprpriority = 2
facep2=1

[State 1000: Helper]
type = Helper
trigger1 = animelem = 4
helpertype = Normal
id = 10020
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 10020
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 1000: Helper]
type = Helper
trigger1 = animelem = 7
helpertype = Normal
id = 10021
pos = 0, 0 ;50
postype = p1
facing = 1
stateno = 10025
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 200, snd]
type=playsnd
trigger1= animelem=1
value=200,7
channel=0 
;volume = 200

[State 1000, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1020
trigger1 = !animtime
trigger2 = ProjContact1020 = 1
trigger3 = numhelper(10021)
trigger3 = helper(10021), stateno = 10029
value = 1021
ignorehitpause = 0

[State 1000, 6]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = anim = 1021
value = 0
ctrl = 1
;---------------------------------------------------------------------------

Code:
[Statedef 10020]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1024
sprpriority = 4



[State 200, snd]
type=playsnd
trigger1= time = 1
value=1000,3
volume = -100

[State 10005]
type = BindToParent
trigger1 = 1
pos = 30,-30
ignorehitpause = 1

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root, stateno != 1020 
trigger2 = Root,MoveType = H

[State 10005, ChangeAnim]
type = ChangeState
trigger1 = root, anim = 1021
value = 10021
persistent = 0

[Statedef 10021]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1025
sprpriority = 4


;---------------------------------------------------------------------------
[State Reflector Compatability]
type = VarSet
trigger1 = !time
sysvar(0) = 262144
 
;Include the ReversalDef for projectiles
[State 0, ReversalDef] ;ReversalDef prioritized over HitOverride
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NP,SP
pausetime = 0,0
sparkno = -1
hitsound = -1
p1stateno = 100000 ;Your Reflectors next state
p2stateno = 821337 ;Send proj to reflected stateno (shared)
 
;Include the HitOverride for projectiles to be Re-Reflected
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP
stateno = 100001 ;RE-REFLECT OVERRIDE, this will be different
ignorehitpause = 1 ;than the one in ReversalDef

[State Obtain Target Projetcile ID if Compatible]
type = VarSet
triggerall = !Var(0)
trigger1 = numtarget
trigger1 = target, ishelper
var(0) = target, ID
ignorehitpause = 1
 
[State 0, Not Compatible? Send Your Own!]
type = VarSet
trigger1 = sysvar(0)
trigger1 = !playeridexist(var(0))
sysvar(0) = 0
 
[State Proximity Blocker, Attach to Reflected Projectile]
type = Helper
trigger1 = playeridexist(var(0))
name = "Proximity Blocker" ;Note 2, this Helper will be explained later!
ID = 821338 ;ID can be whatever you like
stateno = 821338 ;Statedef can also be whatever you like!
ownpal = 0 ;This helper is generated by your Reflector!
persistent = 0
;......etc etc more code for your reflector!

[State  Noncompatible Projectile Helper] ;No compatible projectile? Send one of your own.
type = Helper
trigger1 = numhelper(821337) ;Unique Reflector Helper ID
trigger1 = helper(821337), sysvar(0) = 0 ;Unique Reflector SysVar was reset to 0
trigger1 = AnimElem = 4
trigger1 = anim = 1307
ID = 1050
stateno = 1050
name = "Non-compatible projectile reflected"
postype = p1
pos = 36,-62
ownpal = 1
;---------------------------------------------

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;Psycho Reflector Helper (Reflector)
[Statedef 10025]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1022
sprpriority = 4

[State 1000, 5]
type = Projectile
triggerall = root,prevstateno != 1043
trigger1 = time = 1
ProjAnim = 1023
Projhitanim = -1
ProjID = 1020
projpriority = 1
projremovetime = 25
offset = 0, 0       
velocity = 0,0
hitflag = MA   
attr = S, SA
damage    = 99,5
animtype  = Hard
guardflag = M
pausetime = 0,12
guard.pausetime = 0,2
hitsound = s3+(parent,var(32)*2),3
guardsound = s3+(parent,var(32)*2), 12
sparkno = 2;+(parent,var(31)*10000)
sparkxy = 70, -77   
guard.sparkno = 41;+(parent,var(31)*10000)
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4,-9.77564102564102564102564102563869
air.type = High
air.velocity = -4,-9.77564102564102564102564102563869
air.hittime = 13
air.juggle = parent,var(42)*1000
fall = 1
fall.recover = 1
fall.recovertime = 120
getpower = 78,78
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
id = 1020
nochainID = 1020
yaccel = .5

[State 1000, 5]
type = Projectile
triggerall = root,prevstateno = 1043
trigger1 = time = 1
ProjAnim = 1023
Projhitanim = -1
ProjID = 1020
projpriority = 1
projremovetime = 25
offset = 0, 0       
velocity = 0,0
hitflag = MAF   
attr = S, SA
damage    = 99,5
animtype  = Hard
guardflag = M
pausetime = 0,12
guard.pausetime = 0,2
hitsound = s3+(parent,var(32)*2),3
guardsound = s3+(parent,var(32)*2), 12
sparkno = 2;+(parent,var(31)*10000)
sparkxy = 70, -77   
guard.sparkno = 41;+(parent,var(31)*10000)
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -4,-9.77564102564102564102564102563869
air.type = High
air.velocity = -4,-9.77564102564102564102564102563869
air.hittime = 13
air.juggle = parent,var(42)*1000
fall = 1
fall.recover = 1
fall.recovertime = 120
getpower = 78,78
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
id = 1020
nochainID = 1020
yaccel = .5

[State 10005, AEGIS]
type = HitOverRide
trigger1 = 1
attr = SCA, AP
stateno = 10029
ignorehitpause = 0

[State 10005]
type = BindToParent
trigger1 = 1
pos = 0,0
ignorehitpause = 1

[State 10021, Hitby]
type = HitBy
trigger1 = 1
value = SCA, AP
ignorehitpause = 1

;[State 10021 REFLECTOR]
;type = reversaldef
;trigger1 = time = 0
;reversal.attr = SCA,AP
;pausetime = 0,0
;sparkno = -1
;sparkxy = 0,0
;p2stateno = 1580
;p1stateno = 10029

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = root, stateno != 1020 
trigger2 = Root,MoveType = H
trigger3 = time = 25


Code:
;Psycho Ball Helper
;Projectile
[Statedef 10000]
type = A
physics = N
ctrl = 0
VelSet = parent,var(15),0
ownpal = 1
sprpriority = 4
anim = 1003

;sysvar(0) ;Vans compatability
;sysvar(1) ;Reflected state behavior (Vans compatabilty)
;sysvar(2) ;Saved Stateno for Reflection/Re-reflection
;sysvar(4) ;Reflection Status (0 = Normal/Re-Reflected, 1 = Reflected)
 
;----------------------------------------
; Reflection Compatability
;----------------------------------------
[State VANS COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072 ;VANS COMPATABILITY
 
[State VANS COMPATIBILITY REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 821337 ;SHARED REFLECTED STATE, YOU CAN RENAME THIS IF NECESSARY
 
[State SaveState for Reflection]
type = VarSet
trigger1 = !time
sysvar(2) = StateNo ;Use the same Stateno as this Projectile
 
 
;NOTE 1, this State will be explained later.
[State Re-Reflect Compatibility]
type = ChangeState
triggerall = sysvar(4) = 1 ;In Reflected Status
triggerall = MoveContact = 1 ;On 1st Contact
trigger1 = root, numprojID(262144) ;Unique ProjID spawned (VANS)
trigger1 = NumHelper(821337) ;UNIQUE REFLECTOR HELPER
trigger2 = NumPartner ;Partner?
trigger2 = partner, numprojID(262144) ;Partner spawns Unique ProjID (VANS)
trigger2 = partner, NumHelper(821337) ;Partner has UNIQUE REFLECTOR
value = sysvar(1) ;Reflection/Re-Reflect State
ignorehitpause = 1 ;This must be 1

[State 200, snd]
type=playsnd
trigger1= animelem=1
value=1000,1

[State 1000, 5]
type = Projectile
;-------------------------------------
Triggerall = SysVar(4) = 0 ;Normal/Re-Reflected
;-------------------------------------
trigger1 = time = 1
trigger1 != root,NumProjID(1000) = 0
ProjAnim = 1002
Projhitanim = -1
ProjID = 1000
projpriority = 1
offset = 0, 0       
velocity = parent,var(15),0
hitflag = MAF   
attr = S, SP
damage    = 99,5
animtype  = Hard
guardflag = M
pausetime = 1,12
guard.pausetime = 0,2
hitsound = s3+(parent,var(32)*2),3
guardsound = s3+(parent,var(32)*2), 12
sparkno = 2;+(parent,var(31)*10000)
sparkxy = 20, -75 
guard.sparkno = 41;+(parent,var(31)*10000)
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -12.61205725171355925864938338293
air.type = High
air.velocity = -4,-7.77564102564102564102564102563869
air.hittime = 13
air.juggle = parent,var(42)*1000+6
air.fall = 1
fall.recover = 1
fall.recovertime = 120
getpower = 78,78
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[State 1000, 5]
type = Projectile
;-------------------------------------
Triggerall = SysVar(4) = 1 ;Normal/Re-Reflected
;-------------------------------------
trigger1 = time = 1
trigger1 != root,NumProjID(1000) = 0
ProjAnim = 1002
Projhitanim = -1
ProjID = 1000
projpriority = 1
offset = 0, 0       
velocity = parent,var(15),0
hitflag = MAF   
attr = S, SP
damage    = 99,5
animtype  = Hard
guardflag = M
pausetime = 1,12
guard.pausetime = 0,2
hitsound = s3+(parent,var(32)*2),3
guardsound = s3+(parent,var(32)*2), 12
sparkno = 2;+(parent,var(31)*10000)
sparkxy = 20, -75 
guard.sparkno = 41;+(parent,var(31)*10000)
ground.type = High
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -12.61205725171355925864938338293
air.type = High
air.velocity = -4,-7.77564102564102564102564102563869
air.hittime = 13
air.juggle = parent,var(42)*1000+6
air.fall = 1
fall.recover = 1
fall.recovertime = 120
;-------------------------------------
;REFLECTION STATUS
guard.dist = 0 ;NO GUARDDIST FOR OPPONENT
affectteam = F ;ATTACK TEAM MATES
fall.kill = 0 ;RE-REFLECTOR GETHITVAR TRIGGER
;-------------------------------------
getpower = 78,78
givepower = 16,16
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1000, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 1000, 4]
type = ChangeState
triggerall = time > 1
trigger1 = root,NumProjID(1000) = 0
value = 10001

[Statedef 10001]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0, 0
ownpal = 1
anim = 1004
sprpriority = 4

[State 7001, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 10002, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
    

Re: [TUTORIAL] (飛び道具を跳ね返し方法)PROJECTILE REFLECTION

 July 20, 2021, 12:33:51 am View in topic context
 Posted by elocomon  in [TUTORIAL] (飛び道具を跳ね返し方法)PROJECTILE REFLECTION (Started by Vans February 09, 2017, 11:15:58 am
 Board: Tips, Tricks, Tutorials

Hola vans!

he estado intentando últimamente aplicar esto..... y lo único que he logrado es hacerme bolas y que los personajes no hagan nada de lo que espero. concretamente, lo que sucede es que el escudo no refleja el proyectil, este se sigue de largo y ni siquiera golpea al char.



     Posted: July 20, 2021, 12:36:42 am
Asi quedo el codigo.


Code:
;---------------------------------------------------------------------------
;(HELPER)闇払い・ヘルパー
[Statedef 1020]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1020
sprpriority = 5

;este va en el proyectil, como helper
;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1021
;=======================================;

;ガード不能連携
[State 1000, ]
type = VarSet
trigger1 = root,stateno = 1450
trigger2 = root,stateno = 4000
trigger3 = root,stateno = 7000
trigger4 = root,stateno = 7100
trigger5 = root,stateno = 9100
var(2) = 1

[State 1000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, AirGuard]
type = AssertSpecial
trigger1 = root,var(20) >= 1
trigger1 = p2statetype = A
trigger2 = var(2) = 1
flag = unguardable

[State 1000, AttackDist]
type = AttackDist
trigger1 = var(2) = 0
value = 90

[State 1000, AttackDist]
type = AttackDist
trigger1 = var(2) = 1
value = 0

[state 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 0
x = 4

[state 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 1
x = 8

[State 1000, ヒット定義]
type = HitDef
triggerall = root,var(12) = 0
triggerall = root,var(16) != 1
trigger1 = 1
attr = A, SP
damage    = floor(90*root,fvar(5)),10
getpower  = 135,135
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,10+root,var(0)
Sparkno = 2;+(root,var(11)*10000)
guard.Sparkno = 42;+(root,var(11)*10000)
sparkxy = 20,-45
hitsound = s1,1+ifelse((root,var(9)),90,(root,var(11))*10)
guardsound = s2,1+ifelse((root,var(9)),90,(root,var(11))*10)
ground.type = Low
ground.hittime = 17
ground.slidetime = 17
ground.velocity = -9
air.velocity = -3.6,-3.8
yaccel = .35
air.fall = 1
fall.recover = 0
fall.recovertime = 94190; fuego rojo
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, ヒット定義]
type = HitDef
triggerall = root,var(12) = 0
triggerall = root,var(16) = 1
trigger1 = 1
attr = A, SP
damage    = floor(90*root,fvar(5)),10
getpower  = 135,135
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 2,10+root,var(0)
Sparkno = 2;+(root,var(11)*10000)
guard.Sparkno = 42;+(root,var(11)*10000)
sparkxy = 20,-45
hitsound = s1,1+ifelse((root,var(9)),90,(root,var(11))*10)
guardsound = s2,1+ifelse((root,var(9)),90,(root,var(11))*10)
ground.type = Low
ground.hittime = 17
ground.slidetime = 17
ground.velocity = -9
air.velocity = -3.6,-3.8
yaccel = .35
air.fall = 1
fall.recover = 0
fall.recovertime = 94190; fuego rojo
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1021
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

;ヒット数測定
[State 1000, ]
type = ParentVaradd
trigger1 = movehit = 1
fvar(1) = 1

[State 1000, ガードクラッシュ値削り]
type = parentvaradd
trigger1 = moveguarded = 1
fvar(10) = 13
ignorehitpause = 1
persistent = 0

[State 1000, スタン値削り]
type = parentvaradd
trigger1 = movehit = 1
fvar(12) = floor(20*root,fvar(14))
ignorehitpause = 1
persistent = 0

[State 1000, ガードクラッシュ値回復不能時間]
type = ParentVarSet
triggerall = root,fvar(11) != 180
triggerall = roundstate = 2
trigger1 = moveguarded = 1
fvar(11) = 180

[State 1000, スタン値回復不能時間]
type = ParentVarSet
triggerall = root,fvar(13) != 120
triggerall = roundstate = 2
trigger1 = movecontact = 1
fvar(13) = 120

;ジャグル設定
[State 1000, Juggle]
type = ParentVarSet
trigger1 = p2statetype = A
trigger1 = movehit
var(12) = 2

;投げ制限
[State 1000, Throw Limitter]
type = ParentVarSet
trigger1 = movehit= 1
var(17) = 1

;スロー処理
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = Movehit = 1
name = "Slow"
stateno = 4900
ID = 4900
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

;燃え小エフェクト
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = movehit = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 1000, このヘルパーを消す]
type = DestroySelf
trigger1 = time >= 300
trigger2 = frontedgedist <= -80

[State 1000, ステート変更]
type = changestate
trigger1 = movecontact
trigger2 = root,numprojID(1000) = 0
value = 1025

;---------------------------------------------------------------------------
;(HELPER)闇払い・ヘルパー
[Statedef 1021]
type     = A
movetype = A
physics  = N
ctrl     = 0
anim     = 1020
sprpriority = 5

;se copia el proyectil a el estado 1007, se a?ade lo siguiente

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
[State 1005, COMPATIBILITY]
type = VarSet
trigger1 = !time
sysvar(0) = 131072
[State 1005, REFLECTED STATE]
type = VarSet
trigger1 = !time
sysvar(1) = 1005

;ガード不能連携
[State 1000, ]
type = VarSet
trigger1 = root,stateno = 1450
trigger2 = root,stateno = 4000
trigger3 = root,stateno = 7000
trigger4 = root,stateno = 7100
trigger5 = root,stateno = 9100
var(2) = 1

[State 1000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, 特殊効果]
type = AssertSpecial
trigger1 = 1
flag = NoShadow ;影を消す

[State 1000, AirGuard]
type = AssertSpecial
trigger1 = root,var(20) >= 1
trigger1 = p2statetype = A
trigger2 = var(2) = 1
flag = unguardable

[State 1000, AttackDist]
type = AttackDist
trigger1 = var(2) = 0
value = 90

[State 1000, AttackDist]
type = AttackDist
trigger1 = var(2) = 1
value = 0

[state 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 0
x = 4

[state 1000, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = root,var(15) = 1
x = 8

[State 1000, ヒット定義]
type = HitDef
triggerall = root,var(12) = 0
triggerall = root,var(16) != 1
trigger1 = 1
attr = A, SP
damage    = floor(90*root,fvar(5)),10
getpower  = 135,135
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,10+root,var(0)
Sparkno = 2;+(root,var(11)*10000)
guard.Sparkno = 42;+(root,var(11)*10000)
sparkxy = 20,-45
hitsound = s1,1+ifelse((root,var(9)),90,(root,var(11))*10)
guardsound = s2,1+ifelse((root,var(9)),90,(root,var(11))*10)
ground.type = Low
ground.hittime = 17
ground.slidetime = 17
ground.velocity = -9
air.velocity = -3.6,-3.8
yaccel = .35
air.fall = 1
fall.recover = 0
fall.recovertime = 94190; fuego rojo
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
;al hitdef
;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
id = sysvar(0)
affectteam = F
;al final, antes del changestate

[State 1000, ヒット定義]
type = HitDef
triggerall = root,var(12) = 0
triggerall = root,var(16) = 1
trigger1 = 1
attr = A, SP
damage    = floor(90*root,fvar(5)),10
getpower  = 135,135
givepower = 10,10
animtype = Hard
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 2,10+root,var(0)
Sparkno = 2;+(root,var(11)*10000)
guard.Sparkno = 42;+(root,var(11)*10000)
sparkxy = 20,-45
hitsound = s1,1+ifelse((root,var(9)),90,(root,var(11))*10)
guardsound = s2,1+ifelse((root,var(9)),90,(root,var(11))*10)
ground.type = Low
ground.hittime = 17
ground.slidetime = 17
ground.velocity = -9
air.velocity = -3.6,-3.8
yaccel = .35
air.fall = 1
fall.recover = 0
fall.recovertime = 94190; fuego rojo
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
;al hitdef
;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;?????????????                   ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / ?????              ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;=======================================;
id = sysvar(0)
affectteam = F
;al final, antes del changestate

[State 1000, Projectile]
type = Projectile
trigger1 = time = 0
projID = 1000
projanim = 1021
projremove = 1
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 0
projshadow = 0,0,0
projremovetime = -1
offset = 0,0
velocity = vel X, vel Y

;ヒット数測定
[State 1000, ]
type = ParentVaradd
trigger1 = movehit = 1
fvar(1) = 1

[State 1000, ガードクラッシュ値削り]
type = parentvaradd
trigger1 = moveguarded = 1
fvar(10) = 13
ignorehitpause = 1
persistent = 0

[State 1000, スタン値削り]
type = parentvaradd
trigger1 = movehit = 1
fvar(12) = floor(20*root,fvar(14))
ignorehitpause = 1
persistent = 0

[State 1000, ガードクラッシュ値回復不能時間]
type = ParentVarSet
triggerall = root,fvar(11) != 180
triggerall = roundstate = 2
trigger1 = moveguarded = 1
fvar(11) = 180

[State 1000, スタン値回復不能時間]
type = ParentVarSet
triggerall = root,fvar(13) != 120
triggerall = roundstate = 2
trigger1 = movecontact = 1
fvar(13) = 120

;ジャグル設定
[State 1000, Juggle]
type = ParentVarSet
trigger1 = p2statetype = A
trigger1 = movehit
var(12) = 2

;投げ制限
[State 1000, Throw Limitter]
type = ParentVarSet
trigger1 = movehit= 1
var(17) = 1

;スロー処理
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = Movehit = 1
name = "Slow"
stateno = 4900
ID = 4900
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

;燃え小エフェクト
[State 1000, ヘルパーを出す]
type = Helper
trigger1 = movehit = 1
name = "hit"
stateno = 4910
ID = 4910
helpertype = normal
pos = 0,0
postype = p2
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0

;=======================================;
;PROJECTILE REFLECTION COMPATIBILITY    ;
;飛び道具を跳ね返し行動設定               ;
;by Vans                                ;
;GUIDE:                                 ;
;FOR PROJECTILE / 飛び道具で          ;
;sysvar(0) = 131072                     ;
;sysvar(1) = REFLECTED_BEHAVIOR_STATE   ;
;FOR REFLECTOR / 飛び道具を跳ね返するHELPERで;
;sysvar(0) = 262144                    ;
;=======================================;
[State 1007, Turn]
type = Turn
trigger1 = movecontact
trigger1 = root,NumProjID(262144)
persistent = 0
ignorehitpause = 1
[State 1206, ChangeState]
type = ChangeState
trigger1 = movecontact
trigger1 = root,NumProjID(262144)
value = sysvar(1)
ctrl = 0
ignorehitpause = 1
;=======================================;

[State 1000, このヘルパーを消す]
type = DestroySelf
trigger1 = time >= 300
trigger2 = frontedgedist <= -80

[State 1000, ステート変更]
type = changestate
trigger1 = movecontact
trigger2 = root,numprojID(1000) = 0
value = 1025
    

Re: Fighter Factory Studio + BIG FIX

 April 06, 2018, 03:38:10 am View in topic context
 Posted by elocomon  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Excelent!

Here's my backup:

windows 64 bits:

- cannot save an edit project
- if adding a rgb image without transparency, it cuts to half the image and put a black block instead.
- it crash after trying to "save as" the sff file

- in the palette edit screen, if open a rgb image without transparency doesn't generate that image palette anymore
- don't have the palette organizer :(

 

    

Re: AMUSEMENT PARK A-B(updated) KOF 99 EVO.

 November 11, 2017, 12:04:32 am View in topic context
 Posted by elocomon  in AMUSEMENT PARK A-B(updated) KOF 99 EVO. (Started by KAINE September 21, 2017, 05:27:04 pm
 Board: Your Releases, 1.0+

Me alegra ver que sigues activo, y sacas algo tan maravilloso como este stage.... podre esperar el pao pao cafe de la 94 rebout (broma, se que esa cosa pesaría mas que todo el mugen)? digo, soñar no cuesta nada xD
    

Re: Fighter Factory 3.0.1 Final

 June 19, 2015, 04:32:40 am View in topic context
 Posted by elocomon  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

BUg Report:

Win 7, 64 bits

-If you change window when it's loading a char, the program open it in a diferent tab. that´s not trully a problem, but for report.....

-In Neo motif, sometimes when you try to open mugen to test the char runs the next message: "Oops, you could open one mugen at once" even there's no other mugen instance open anywhere. If I change it to Modern this doesn't happens.
    

SFF Patch for Fire and Hydroman

 June 08, 2015, 12:45:11 am View in topic context
 Posted by elocomon  in SFF Patch for Fire and Hydroman (Started by elocomon June 08, 2015, 12:45:11 am
 Board: Edits & Add-ons

    

SFF Patch por elocomon Round 3 Nappa & Nail, Dodoria updated

 August 31, 2014, 09:02:25 pm View in topic context
 Posted by elocomon  in SFF Patch por elocomon Round 3 Nappa & Nail, Dodoria updated (Started by elocomon August 31, 2014, 09:02:25 pm
 Board: Edits & Add-ons

Me again, updated with color separation some Tomo stuff, This time with 3 ugly guys :3



all in my onedrive:

Onedrive de Elocomon

Download Tomo chars from here:

Stuff by Tomo
    

Re: Stuff By Tomo

 August 10, 2014, 10:19:51 pm View in topic context
 Posted by elocomon  in Stuff By Tomo (Started by Tomo. January 14, 2014, 06:27:15 pm
 Board: Your Releases, 1.0+

Hi there! I just finished the color separation for Nappa and I will Upload it with Nail..... Time didn't seen your work, looks like I have a lot more to do :D
    

SFF Patch by elocomon TOMO DB chars Round 2 (Guldo, General Blue and Tao)

 March 18, 2014, 03:12:53 am View in topic context
 Posted by elocomon  in SFF Patch by elocomon TOMO DB chars Round 2 (Guldo, General Blue and Tao) (Started by elocomon March 18, 2014, 03:12:53 am
 Board: Edits & Add-ons

Hello! here introducing my second group of SFF patch for the Dragon Ball chars by TOMO.



OneDrive

Greetings everyone!
    

SFF Patch por elocomon: Chaoz y Dodoria (TOMO) Mature (KoopaKoot)

 October 21, 2013, 02:43:13 am View in topic context
 Posted by elocomon  in SFF Patch por elocomon: Chaoz y Dodoria (TOMO) Mature (KoopaKoot) (Started by elocomon October 21, 2013, 02:43:13 am
 Board: Edits & Add-ons

¡Osu, Ora Goku!

Well, after some trouble with 4shared, here's Chiaotzu again, and ading dodoria with color separation. Reuploading Mature By KoopaKoot because the last link is broken.









Chaoz








Dodoria








Mature

Greetings, Guess you all like it.
    

Re: Piccolo HR Demo

 October 14, 2013, 01:27:25 am View in topic context
 Posted by elocomon  in Piccolo HR Demo (Started by phoenixxviii October 09, 2013, 06:21:24 pm
 Board: Your Releases, 1.0+

It's offline :(
    

Re: Interactive KOF Character Tutorial

 August 05, 2013, 09:00:37 pm View in topic context
 Posted by elocomon  in Interactive KOF Character Tutorial (Started by Koop February 07, 2013, 04:41:25 pm
 Board: Development

Ok, I used kong rips too, but for animations i like to know if there is a way to stop characters moving arroung or to see the "debug" character, I try every dipswitch and only send me a lot of numbers.... its for animations count principally
    

Re: Interactive KOF Character Tutorial

 August 04, 2013, 10:53:51 pm View in topic context
 Posted by elocomon  in Interactive KOF Character Tutorial (Started by Koop February 07, 2013, 04:41:25 pm
 Board: Development

Would you please deepen in the 2003 ripping and animations taking please? I guess its the harder one to do.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 22, 2013, 02:26:57 am View in topic context
 Posted by elocomon  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Mmmm dunno, I just have a KOF roster, mostly Vans, KoopaKoot, Ahuron, Jin.... and nothing weird happens, only the same "bug" than RC6, if you create a new animation, it goes automatically to the end of file when you try to arrange instead of going to its position; and sometimes "fuses" animations.
    

Re: Fighter Factory 3 RC7 + BGs beta

 July 22, 2013, 02:03:30 am View in topic context
 Posted by elocomon  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

You sure? I tried at least 4 chars in this moment (64bit) even saving states and nothing happens, they just go on working normally....
    

Re: Mature by Koopakoot color separation and more (patch) by Elocomon

 January 25, 2013, 07:18:35 pm View in topic context
 Posted by elocomon  in Mature by Koopakoot color separation and more (patch) by Elocomon (Started by NiO ErZeBeTh January 02, 2013, 06:16:36 am
 Board: Edits & Add-ons

em... Hi! I didn´t even know it been posted here.... Maybe i add a sff1 version later, glad you like it.
    

Re: NGBC Akari Release

 December 21, 2012, 05:21:57 am View in topic context
 Posted by elocomon  in NGBC Akari Release (Started by Websta December 20, 2012, 10:23:10 am
 Board: Your Releases, 1.0+

Let´s take a look, I'll been waiting for a good ngbc akari.  ;)
    

Re: Visual Select Screen Editor (updated 12/06/2012)

 June 13, 2012, 03:44:43 am View in topic context
 Posted by elocomon  in Visual Select Screen Editor (updated 06/08/2021) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

Great update! the only things left it's than he load stages...  :sugoi:
    

Re: Fighter Factory 3 RC1 (updated 03/14/12)

 March 15, 2012, 04:03:22 am View in topic context
 Posted by elocomon  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

In previous versions, the sff organizer put the group 9000 automatically at first, in this last versions this doesn´t happen and if you move them manually simply doesn't read the palletes in the char (1.0)
    

Re: Fighter Factory 3 RC1 (updated 03/10/12)

 March 11, 2012, 07:33:58 pm View in topic context
 Posted by elocomon  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Got something weird in the 64 bits version: if you run the project in mugen 1.0 (I don't try on win), the game always read a pallete after  o_O.

for example, you got on pal.defaults = 4, and in the game show pallete 5.