YesNoOk
avatar

A quick question on dizzying opponents (Read 2174 times)

Started by #Shaun, September 25, 2007, 06:27:23 pm
Share this topic:
A quick question on dizzying opponents
#1  September 25, 2007, 06:27:23 pm
  • *****
  • corner push pusher
If I want my char to daze the opponent in a single hit/projectile would I have to add a p2statetype = numofdizzyanimation/actionnumber in my hitdef or projectile state AND THEN create a state def just for the dizzy code?  And if so.....how???

Yeah I know, I ask a lot of questions... ;D
Re: A quick question on dizzying opponents
#2  September 25, 2007, 06:43:33 pm
  • ******
  • [E]
    • Mexico

  • Online
yes, you pretty much got it right, just don't forget to use p2getp1stateno = 1 in hte hitdef or projectile definition.
Re: A quick question on dizzying opponents
#3  September 25, 2007, 06:59:51 pm
  • *****
  • corner push pusher
Does the dizzy anim number have to be what MY char has or a guesstimation of the opponent?

I'm overlooking the code of Sander71113's lucky and this is what I found for his dizzy:

[mcode];---------------
;P2 dizzy CODE
;---------------
; HITA_SHAKE
[Statedef 3402]
type    = A
movetype= H
physics = N
anim = 5030
velset = 0,0

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 3403

;P2 dizzy
[Statedef 3406]
type = S
physics = N
movetype = I
anim = 5300
velset = 0,0
sprpriority = 2
ctrl = 0

[State 2103, 3]
type = varset
trigger1 = time = 0
var(58) = 6

[State 5050, 6]
type = posset
trigger1 = time >= 0
y = 0

[State 2103, 3]
type = varset
trigger1 = var(9) = 1
trigger1 = p1name = "Lucky Glauber"
trigger1 = life >200
trigger1 = time = 200
var(58) = 0

[State 2103, 3]
type = varset
trigger1 = var(9) = 1
trigger1 = p1name = "Lucky Glauber"
trigger1 = life <=200
trigger1 = time = 90
var(58) = 0

[State 2103, 3]
type = varadd
trigger1 = command = "x" || command = "y" || command = "a" || command = "b" || command = "z" || command = "c"
var(58) = -1

[State 2103, 3]
type = assertspecial
trigger1 = time >=0
flag = nowalk

[State 2103, 3]
type = selfstate
trigger1 = time = 500
trigger2 = var(58) <= 0
trigger3 = life <= 0
trigger4 = p2life = 0
value = 0
ctrl = 1[/mcode]


Understanding variables is like trying to end the math problem 10 divided by 3. I know nothing about VarSet or VarAdd. From what I can understand the code disables the opponent from moving (movetype = I), disables the button cfg ctrl through its var(58) inserts an assertspecial so that the opponent can't walk, sets up a time length of how long to stay immoblized, then sets a selfstate to put the opponent back in its 0 state. I'll tinker around with his code later so I can code a dumber method....that is, unless anyone else knows?
Last Edit: September 25, 2007, 07:07:12 pm by #Shaun
Re: A quick question on dizzying opponents
#4  September 25, 2007, 09:49:28 pm
  • avatar
  • ***
ya... u got it pretty much, except he added a button smash also... like, they can get out of being dizzy faster if they smash alotta buttons rapidly (the varadd of var58 with the -1)
Re: A quick question on dizzying opponents
#5  September 25, 2007, 10:01:03 pm
  • ******
  • [E]
    • Mexico

  • Online
change var (58) for sysvar(0), less chance on breaking the other's characters.
Re: A quick question on dizzying opponents
#6  September 25, 2007, 10:09:09 pm
  • ****
  • "Moyashi tsuku shite yaru..."
I suggest using TargetState instead P2StateNo in HitDef, or else you'll get conflict with HitOverride.