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Messages by ShadowGeist

    

Re: Need Some Help With Expressions

 November 24, 2007, 10:26:04 pm View in topic context
avatar  Posted by ShadowGeist  in Need Some Help With Expressions  (Started by ShadowGeist November 24, 2007, 08:38:22 pm
 Board: M.U.G.E.N Development Help

Ok but when I try opening the cmd file it doesnt work and an error pops up. So I try using Fighter Maker to open the cmd and it still dun work. So how do I open the cmd file???
    

Need Some Help With Expressions

 November 24, 2007, 08:38:22 pm View in topic context
avatar  Posted by ShadowGeist  in Need Some Help With Expressions  (Started by ShadowGeist November 24, 2007, 08:38:22 pm
 Board: M.U.G.E.N Development Help

I've read the docs in the mugen folder and there's this thing I need help with and I can't explain. So for example, if I wanted for something to be triggered when the character's power is above 700, what can I put the trigger? Another thing I need help with is what and where do I edit that changes the power required for a move to be executed. Such as where do I edit to make a super(that requires 1000 power to do) require zero power to do?
    

Re: Can't Hit With Projectile

 November 12, 2007, 05:45:48 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Sry man, but, I got it to work. I downloaded the Fighter Factory(XD) and then I used it and added a clsn1 box to my projectile and it hits now, thanks ppl!
    

Re: Can't Hit With Projectile

 November 12, 2007, 01:08:42 am View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Sry for another dumb question, erm...how you add hitboxes XD!
    

Re: Can't Hit With Projectile

 November 11, 2007, 03:02:54 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

The projectile comes out but it doesn't hit and when i press ctrl+c twice, nothing happens.
    

Re: Can't Hit With Projectile

 November 10, 2007, 06:33:51 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Nope, didn't work. I replaced the projectile that I made wit urs and it didnt work, then i replaced the whole state with yours and it still didnt work. And btw, whats hitboxes? Sry for the dumb questions XD!!
    

Re: Can't Hit With Projectile

 November 10, 2007, 01:36:08 am View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Yea... and..
    

Re: Can't Hit With Projectile

 November 10, 2007, 12:20:11 am View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Well, this is it:

; Kongou Kokuretsu Zan
[Begin Action 2600]
Clsn2Default: 1
 Clsn2[0] = -22,-108, 23,  4
2600,0, 0,0, 4
2600,1, 0,0, 4
2600,2, 0,0, 4
2600,3, 0,0, 4
2600,4, 0,0, 3
2600,5, 0,0, 3
2600,6, 0,0, 3
2600,7, 0,0, 3
2600,8, 0,0, 3
2600,9, 0,0, 3
2600,10, 0,0, 3
2600,11, 0,0, 3
Clsn2: 2
 Clsn2[0] =  -9,-109, 32,-49
 Clsn2[1] = -22,-48, 43,  4
2600,12, 0,0, 3
Clsn2Default: 2
 Clsn2[0] =  -3,-104, 38,-48
 Clsn2[1] = -22,-47, 52,  5
2600,13, 0,0, 3
2600,14, 0,0, 3
2600,15, 0,0, 3
2600,16, 0,0, 3
2600,17, 0,0, 3
2600,18, 0,0, 2
Clsn2: 2
 Clsn2[0] =   5,-86, 55,-45
 Clsn2[1] = -22,-46, 63,  5
2600,19, 0,0, 3
Clsn2: 2
 Clsn2[0] =  17,-66, 72,-20
 Clsn2[1] = -26,-38, 73,  5
2600,20, 0,0, 2
Clsn1: 1
 Clsn1[0] =  -1, 55, 59,-489
Clsn2Default: 2
 Clsn2[0] =  21,-59, 71,-21
 Clsn2[1] = -26,-38, 73,  5
2600,21, 0,0, 3
2600,22, 0,0, 3
2600,23, 0,0, 3
2600,24, 0,0, 4
2600,25, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-49,114, 47
 Clsn1[1] = 114,-79,140, -9
 Clsn1[2] = -23,-47,-59, 46
 Clsn1[3] = -87,-78,-60,-10
2600,25, 0,0, 2
Clsn1: 4
 Clsn1[0] =  80,-102,115, 48
 Clsn1[1] = -25,-103,-61, 48
 Clsn1[2] = 114,-125,142, -7
 Clsn1[3] = -88,-124,-60, -8
2600,26, 0,0, 2
Clsn1: 4
 Clsn1[0] =  80,-145,115, 48
 Clsn1[1] = 113,-172,144, -7
 Clsn1[2] = -62,-146,-25, 49
 Clsn1[3] = -91,-167,-61, -8
2600,26, 0,0, 2
Clsn1: 4
 Clsn1[0] =  79,-166,115, 48
 Clsn1[1] = 114,-210,145, -8
 Clsn1[2] = -61,-165,-24, 50
 Clsn1[3] = -91,-204,-62, -9
2600,27, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,27, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,28, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,28, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,28, 0,0, 2
2600,29, 0,0, 15
2600,30, 0,0, 4
Clsn2: 2
 Clsn2[0] =   6,-69, 64,-36
 Clsn2[1] = -22,-43, 72,  5
2600,31, 0,0, 4
Clsn2Default: 2
 Clsn2[0] =  -9,-92, 37,-29
 Clsn2[1] = -23,-37, 57,  6
1530,15, 0,0, 4
1530,16, 0,0, 3
Clsn2: 1
 Clsn2[0] = -20,-99, 27,  6
1530,17, 0,0, 3
Clsn2Default: 1
 Clsn2[0] = -24, -105, 25, 4
10, 6, -2, 2, 3, ,
10, 0, 0, 0, 3, ,
    

Re: Can't Hit With Projectile

 November 08, 2007, 08:52:44 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

    

Re: Can't Hit With Projectile

 November 08, 2007, 02:08:36 am View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

This is what I tried and didn't work:

[State 2610, 1.2]
type = projectile
trigger1 = Animelem = 22
attr = S, HP
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
projid = 7120
projanim = 7120
offset = 210,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

Something I did wrong cause still dun work??
    

Re: Can't Hit With Projectile

 November 08, 2007, 01:52:43 am View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Whoops, read the projectile state wrong XD. And eh, can't record, dun got webcam and dun got any tools and dun got money to buy XD.
    

Re: Can't Hit With Projectile

 November 06, 2007, 09:15:37 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Uh okay, this is the WHOLE state :
[mcode]
; Kongou Kokuretsu Zan
[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 0
ctrl = 0
poweradd = -3000
anim = 2600

[State 2600, BGPalfx]
type = BGPalfx
trigger1 = time >= 0
invertall = 1
time = 2
ignorehitpause = 1

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 2000,0

[State 2600, Playsnd]
type = Playsnd
trigger1 = time = 1
value = 191,0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 21
value = 191,1
persistent = 0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 22
value = 2501,1

[State 2600, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 130

[State 2600, Pause]
type = SuperPause
trigger1 = time = 1
time = 52
movetime = 52
anim = -1
darken = 0

[State 2600, 3]
type = EnvColor
trigger1 = Time = 1
value = 0,0,0
time = 52
under = 1

[State 2600, AfterImage]
type = AfterImage
trigger1 = time = 1
FrameGap = 3
PalBright = 1,1,1
PalContrast = 80,25,25
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1
length = 10
time = 95

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 1
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 2
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 3
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 6
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, Width]
type = width
trigger1 = Animelemtime(18) >= 0 && Animelemtime(41) < 0
player = 15,0
ignorehitpause = 1

[State 2600, Corner]
type = posadd
trigger1 = Animelemtime(22) >= 0 && Frontedgedist < 70
x = Frontedgedist-70

[State 2600, 1.2]
type = HitDef
trigger1 = AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -8
fall.recover = 0
down.bounce = 1

[State 2600, 1.1]
type = HitDef
trigger1 = var(10) != 5 && (time%2) = 0 && time = [80,94]
attr = S, HA
getpower = 0,0
givepower = 50
damage = 265, 10
animtype = Hard
Fall.animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,1
guard.pausetime = 0,1
sparkno = S7021
guard.sparkno = S7041
sparkxy = 0, Ceil(-30+(P2dist Y*1.2))
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.velocity = -10.5
ground.hittime = 22
ground.cornerpush.veloff = 0
air.velocity = -14, -7
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -2
fall.recover = 0
down.bounce = 2

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Front]
type = Projectile
trigger1 = Animelem = 26
persistent = 0
projanim = 7121
offset = 0,0
projsprpriority = 3
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Back]
type = Projectile
trigger1 = Animelemtime(25) = 2
persistent = 0
projanim = 7122
offset = 0,0
projsprpriority = -1
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 29
persistent = 0
projanim = 7123
offset = 0,27
projsprpriority = 3
bindtime = -1
projremovetime = 7
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2610, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2600, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits= 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, 1.2]
type = HitDef
trigger1 = ProjContact7120 = 1 && AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 22
time = 33
freq = 330
ampl = -24

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 24
time = 36
freq = 330
ampl = -21

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 28
time = 36
freq = 330
ampl = -18

[State 2100, EnvShake]
type = EnvShake
trigger1 = Animelem = 33
time = 36
freq = 330
ampl = -15

[State 2610, Aircombo system]
type = Varset
trigger1 = movehit != 0
var(10) = Ifelse(time < 98,3,5)
ignorehitpause = 1

[State 2610, Personal Action Var]
type = Varset
trigger1 = time = 98
var(20) = 0
ignorehitpause = 1

------------------------------------------------------------------------
-This is the hitdef that applys to the projectile and the projectile itself:

[State 2600, 1.2]
type = HitDef
trigger1 = AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -8
fall.recover = 0
down.bounce = 1

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

-These are the projectiles I duplicated:

[State 2610, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2600, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits= 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

-And the hitdef I duplicated:


[State 2610, 1.2]
type = HitDef
trigger1 = ProjContact7120 = 1 && AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

--------------------------------------------
This is the ORIGINAL state

; Kongou Kokuretsu Zan
[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 0
ctrl = 0
poweradd = -3000
anim = 2600

[State 2600, BGPalfx]
type = BGPalfx
trigger1 = time >= 0
invertall = 1
time = 2
ignorehitpause = 1

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 2000,0

[State 2600, Playsnd]
type = Playsnd
trigger1 = time = 1
value = 191,0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 21
value = 191,1
persistent = 0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 22
value = 2501,1

[State 2600, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 130

[State 2600, Pause]
type = SuperPause
trigger1 = time = 1
time = 52
movetime = 52
anim = -1
darken = 0

[State 2600, 3]
type = EnvColor
trigger1 = Time = 1
value = 0,0,0
time = 52
under = 1

[State 2600, AfterImage]
type = AfterImage
trigger1 = time = 1
FrameGap = 3
PalBright = 1,1,1
PalContrast = 80,25,25
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1
length = 10
time = 95

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 1
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 2
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 3
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 6
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, Width]
type = width
trigger1 = Animelemtime(18) >= 0 && Animelemtime(41) < 0
player = 15,0
ignorehitpause = 1

[State 2600, Corner]
type = posadd
trigger1 = Animelemtime(22) >= 0 && Frontedgedist < 70
x = Frontedgedist-70

[State 2600, 1.2]
type = HitDef
trigger1 = AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -8
fall.recover = 0
down.bounce = 1

[State 2600, 1.1]
type = HitDef
trigger1 = var(10) != 5 && (time%2) = 0 && time = [80,94]
attr = S, HA
getpower = 0,0
givepower = 50
damage = 265, 10
animtype = Hard
Fall.animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,1
guard.pausetime = 0,1
sparkno = S7021
guard.sparkno = S7041
sparkxy = 0, Ceil(-30+(P2dist Y*1.2))
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.velocity = -10.5
ground.hittime = 22
ground.cornerpush.veloff = 0
air.velocity = -14, -7
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -2
fall.recover = 0
down.bounce = 2

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Front]
type = Projectile
trigger1 = Animelem = 26
persistent = 0
projanim = 7121
offset = 0,0
projsprpriority = 3
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Back]
type = Projectile
trigger1 = Animelemtime(25) = 2
persistent = 0
projanim = 7122
offset = 0,0
projsprpriority = -1
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 22
time = 33
freq = 330
ampl = -24

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 24
time = 36
freq = 330
ampl = -21

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 28
time = 36
freq = 330
ampl = -18

[State 2100, EnvShake]
type = EnvShake
trigger1 = Animelem = 33
time = 36
freq = 330
ampl = -15

[State 2610, Aircombo system]
type = Varset
trigger1 = movehit != 0
var(10) = Ifelse(time < 98,3,5)
ignorehitpause = 1

[State 2610, Personal Action Var]
type = Varset
trigger1 = time = 98
var(20) = 0
ignorehitpause = 1
[/mcode]











    

Re: Can't Hit With Projectile

 November 06, 2007, 07:59:10 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Well the state (the state of the super) has a hitdef that only applys to the original projectile but not the ones I duplicated.
    

Re: Can't Hit With Projectile

 November 06, 2007, 06:03:14 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Well it is a real projectile, at least I THINK it is, because there's no helper in that state, but there is projectile. There's only 1 state for the super.
    

Re: Can't Hit With Projectile

 November 06, 2007, 02:42:50 pm View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

I know but the "original projectile" can hit the opponent. But when I duplicate more of the projectile it doesn't hit. HELP PLS!!!
    

Can't Hit With Projectile

 November 06, 2007, 02:20:08 am View in topic context
avatar  Posted by ShadowGeist  in Can't Hit With Projectile (Started by ShadowGeist November 06, 2007, 02:20:08 am
 Board: M.U.G.E.N Development Help

Hey, I'm new and I really need help here, well this is the problem. I'm "EDITING" a character, and there's this super that he has that I'm editing. Well im trying to get a projectile to hit. I tryed putting the hitdef's trigger as movecontact7120, and I put the id for the projectile as 7120 (the projectile didnt have an ID), and after, I tryed some other stuff like p2dist. I then thought that maybe I need to make some stuff like the velset and  destroyself stuff but then I thought I didn't need to, because the original projectile didnt have those things and the original projectile had a hitdef and it hits. And so thats what I need help with. Thanks!  :)