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Advanced Coding, Assists (Read 581 times)

Started by zabuzafreak, January 01, 2008, 06:10:17 am
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Advanced Coding, Assists
#1  January 01, 2008, 06:10:17 am
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Umm... well I'm no coding wizard, so I've turned here for at least a push in the right direction.

I'm working on a character and I want it to have assists, that differentiate based on command.

I.E.
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A few things to note, I don't want it to be like the Naruto and Sasuke Kun, where they freeze the screen, and take priority over like, everything.

I want them to be able to be hit, and if they are, they don't complete the assist, which drains both power from me, and health.

I want them to be effected by the superpause... so that you cant use an assist, for additional hits during a super, resulting in possible infinites.

Oh, but I do want Rugals throw to reset the juggle points, but increase the gravity... (if thats possible)
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Re: Advanced Coding, Assists
#2  January 01, 2008, 02:00:25 pm
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Create a helper. Read the docs.
Code it normally like you would code the character himself. Give him a hitoverride that will send him to a specific gethit state when he gets hi. Then, have the parent (your character) detect when his helper goes to that state, and use poweradd and lifeadd.
About Rugal's throw, you can't reset the juggle points of your parent, but you can make it not use any (that's the default behavior anyway). For increased gravity, just put the target in a custom state.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Advanced Coding, Assists
#3  January 01, 2008, 11:32:01 pm
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thanks, that actually helps me a lot.

But, how do I code a custom state for my opponent, to increase the gravity? I am unaware of anything that increases it...
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!
Re: Advanced Coding, Assists
#4  January 02, 2008, 12:17:58 am
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Targetstate, Veladd...
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Advanced Coding, Assists
#5  January 02, 2008, 12:31:34 am
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ok, and finally (as of now anyway... dunno what issues will come up during the beta) I am pretty sure that all I need, to make Rugal's throw hit aerial opponents, is to just set up my triggers like so.

Code:
trigger1 = P2StateType = S
trigger2 = P2StateType = A
trigger3 = P2StateType = C

and to make it not hit opponents lying down.

Code:
trigger1 = P2StateType !=
(dun remember what lying down is... I'll check the cns doc and find out)

and then do that for triggers 2 and 3 as well.
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!
Re: Advanced Coding, Assists
#6  January 02, 2008, 12:41:40 am
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ther is also the yaccel parameter in htdefs for increased gravity, but it depends on how does the attack behave.
Re: Advanced Coding, Assists
#7  January 02, 2008, 12:44:12 am
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Quote
to make Rugal's throw hit aerial opponents, is to just set up my triggers like so.
No. If you want the hitdef to grab even airborn opponents, it's in the "attr" parameter of your hitdef that you define it.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.