#1
Posted by Gêmeos dos Jogos
in Obby's WIP CS Thread (Started by Obby October 04, 2021, 05:15:36 amBoard: Sprite Projects
Hell yeah new SP for me to play. This look nice bro. Thanks man!
[Statedef 2100, Final Attack]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
sprpriority = 4
anim=2100
hitdefpersist=1
movehitpersist=1
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
;ignorehitpause =
;persistent =
[state ]
type=playsnd
trigger1=animelem=2
value=7000,0
[state ]
type=playsnd
trigger1=animelem=6
value=7000,0
[state ]
type=playsnd
trigger1=animelem=9
value=7000,0
[state ]
type=playsnd
trigger1=animelem=9
value=7000,1
[state ]
type=playsnd
trigger1=animelem=16
value=7000,2
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 16933
ID = 16933
pos = 0,-40
postype = P1 ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 999
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 7070
ID = 7070
pos = 6,-40
postype = P1 ;P2, Front, Back, Left, Right
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 0
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =
[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 15
time = 160
freq =500
ampl=50
;ignorehitpause =
;persistent =
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 2
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 4
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 6
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 9
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 16
priority = 999, Hit
projremove = 10
projremovetime = 425
projhits = 999999
projmisstime = 0
projanim = 88888
projhitanim = 88888
projid = 88888
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0,0 ;????????
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = 999999
animtype = Hard
sparkno = -1
hitflag = MAFDPLH
guardflag = HA
hitsound = -1
pausetime = 0, 200 ;??????????????????(??,??)
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 100
fall.damage = 99999999999
projpriority = 5
projshadow = 0,0,0
projremovetime = -1
[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive<0
value=0
ctrl=1
[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive>=1
value=2220
ctrl=1
Here is a update for Bang Shishigami.Quote-His cinematic during The Ultimate Bang now scales with GameHeight and GameWidth.
-Fixed common.cns
-Increased the time before going to the default state after Astral Heat
-Lifepoints reduced from 1100 to 1085
I'm not sure if this could fix your issue sir, but i hope it does.Spoiler, click to toggle visibilty
Snowman by The Snowman Team is a character that I can't use in your tag. He's constantly hoping back and forward in your character's current position. I know this is OBVIOUSLY the character problem, but I wonder why that happens. I still didn't check his code on the hop states though, so maybe is a very easy problem to fix. I've a similar problem with a character that hops but after a couple of seconds he goes away.I'll try this char in a bit. I doubt the tag can be made more compatible, but maybe I'll learn something.
What do you think? It is possible? I'd really like to work on something like this but honestly I have zero idea about tag coding. I just make some basic edit on chars...It's possible but I'm not currently planning to do it. The plug and play aspect was one of the things I was interested in when I chose a MvC:I-ish tag. Doing assists has all the drawbacks you mentioned.
You already implemented the possibility to switch in a character while doing an active move, but after playing a lot I think the best of the best would be to retain this asking for a little of power to not overabuse it (mostly on supers that fires projectiles that lasts extensively long), and adding ONLY ONE assist per character to compensate, so the player needs to think if they want to use the tag options offensively; it would cause some risks as the assists can take damage and the tag-in while casting a move asks for power. Normal switching and Counter Switching would stay the same as I think it is literally perfect.I thought about having it locked behind meter at first, but being able to do it at any time is part of what makes it fun. Besides, a power requirement of say 1000 can be a completely different cost from one char to another. Would need its own meter like how counter tagging currently works.