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finish him state, hyper move with finish him variable for fatality  (Read 247 times)

Started by masterninja7, June 11, 2014, 05:48:10 am
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finish him state, hyper move with finish him variable for fatality
#1  June 11, 2014, 05:48:10 am
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How would one go about doing this? in match a super move would be a super move, on finish him it would do the same yet "kill" the player would it be  some thing like akumas shun goku satsu maybe?
Re: finish him state, hyper move with finish him variable for fatality
#2  June 11, 2014, 10:34:25 pm
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Make the FINISH HIM! Statedefs.
Then in the regular states, make it check p2's health in a changestate.

So something like

[State 1100, finishhim]
type = ChangeState
trigger1=time=0
trigger1 = enemynear, alive = 1
trigger1 = enemynear, life <= 20
value=666
ctrl=0
Put it right under the statedef so nothing else activates.
           
Re: finish him state, hyper move with finish him variable for fatality
#3  June 11, 2014, 10:45:15 pm
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I think he wants the full coverage, like in Mortal Kombat, or something. But yea, you'll need some triggers to determine the enemy's life.

More specifically, yo can use either target state, or a clsn1 box around the enemy to put him into a dizzy state when they're down to 1 point of HP. Then activate the finishing move state when they are in the dizzy state you have set them in to.

"You must defeat my flaming
dragon punch to stand a chance."
Re: finish him state, hyper move with finish him variable for fatality
#4  June 12, 2014, 02:40:33 am
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i have the finish state working. no problems there, just need some good direction (for example) to get supers to make the player "explode" on finish him only so that it wouldnt happen on 1st round. i am novice with cns my coding ability is more of a copy paste style, i learn more the more stuff i paste and tweek works lol i get the simple stuff though to better help you to help me.

     Posted: June 12, 2014, 02:46:03 am
a super move may have a lot of hits and we do not want the character to Die and explode at first hit, but at a specified point in the super move to better explain myself.
Re: finish him state, hyper move with finish him variable for fatality
#5  June 12, 2014, 04:43:01 am
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That's why you should make a second state, and that last state, would have a hitdef that sends P2 to a custom state.
In all the hitdefs use kill = 0 until the last hit I believe
           
Re: finish him state, hyper move with finish him variable for fatality
#6  June 13, 2014, 01:24:30 am
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ok makes sense, thank you. ill try it out. once i get around to doing so ill let you know how it all works out.


     Posted: June 20, 2014, 03:56:10 am
ok, so i have not got around to attempting this yet but i face another issue, i have finish him state working fine for one character, i go to copy it to another character and another, but it doenst work nothing happens. whats going on? can you help?

[Statedef 9000]
type    = S
movetype= I
physics = S
juggle  = 4
ctrl = 1
velset = 0,0,0
[State 9000, 1]
type = PlaySnd
trigger1 = Time = 1
value = 12,0
abspan = 1

; Finish Him as a Helper
[State 9000, 1]
type = Helper
trigger1 = 1
trigger1 = NumHelper(9010) = 0 ; If there's no other Finish Hims on the screen, it opos up
ID = 9010 ; IMPORTANT!
pos = 160, -140
postype = left
stateno = 9010
helpertype = normal
name = "Finish Him!!"
keyctrl = 0
ownpal = 1

; Back to stand position
[State 9000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Helper: Finish Him!! (invisible)
[Statedef 9010]
type = S
movetype = A
physics = S
anim = 9010
velset = 0,0
ctrl = 1

[state 9011, 2]
type = AssertSpecial
trigger1 = Time >= 0
flag = nomusic
; Hitting the whole screen
[State 9010, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2StateType != A
attr = S, SP
damage = 0,0
animtype = Heavy
getpower = 10
givepower = 25
hitflag = MF
guardflag = A
priority = 7
pausetime = 0,2
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
p2stateno = 987123 ; P2 changes to a custom state!
numhits = 0

; IMPORTANT: It's highly recommended if you don't destroy this helper

;-------------------------


; Helper: Finish Him!! (message)
[Statedef 9011]
type = S
movetype = A
physics = S
anim = 9011
velset = 0,0
ctrl = 1
[State 9000, 2]
type = PlaySnd
trigger1 = Time = 0
value = 12,0
abspan = 1

[state 9011, 2]
type = AssertSpecial
trigger1 = Time >= 0
flag = noshadow
; It destroys when P2 dies
[State 9011, 3]
type = DestroySelf
trigger1 = P2Life <= 0






;--------------------


; CUSTOM STATES


;--------------------



; Dizzy (Before a Fatality, with a "timer")
[Statedef 987123]
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0

; Setting enemy's life to 1
[State 987123, 1]
type = LifeSet
trigger1 = 1
value = 1

; P1 (your character) gains a bit more of life, excluding the possibility of a Draw Game
[State 987123, 1]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1

; After 600 ticks and with no fatality, p2 dies
[State 987123, 1]
type = LifeSet
trigger1 = P2StateNo != [3000,3010] ; use the numbers of your character's fatality states
trigger1 = Time = 400
value = 0

; After 600 ticks and with no fatality, p2 falls down
[State 987123, 1]
type = SelfState
trigger1 = P2StateNo != [3000,3010]
trigger1 = Time = 400
value = 5050
ctrl = 0

; If P1 (your character) does a fatality, the timer STOPS, so he can make the fatality without problems
[State 987123, 1]
type = ChangeState
trigger1 = P2StateNo = [3000,3010]
value = 987124
ctrl = 0

; Dizzying animation
[State 987123, 2]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300


;-----------


; Dizzy, without "timer"
[Statedef 987124]
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0,0

; Dizzying animation
[State 987124, 2]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300

[Statedef -2]

; This VAR will be on only when one of the previous rounds were won
; It's STRONGLY recommended if you use a high value, like 59, because
; this VAR does NOT reset between rounds
[State -2, 0]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 0
v = 59
value = 1

; When p2 dies, it resets
[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 1
trigger1 = p2life != 0
v = 59
value = 0

; Any movement can kill your opponente when he's got <= 1 of life
[State -2, 5]
type = AttackMulSet
triggerall = !Var(59) && p2life <= 1
trigger1 = RoundNo != 1 && Win=0
trigger2 = p2stateno = 987123
value = 9999

; Finish Him (message)
[state -2, 1]
type = Helper
trigger1 = NumHelper(9010) = 1 ; invisible one ought to be ON the screen
trigger1 = NumHelper(9011) = 0 ; this one shouldn't be ON the screen
trigger1 = enemy(0), stateno = 987123 ; enemy have to be in this state
ID = 9011 ; IMPORTANT!
pos = 160, -140
postype = left
stateno = 9011
helpertype = normal
name = "Finish Him!! MSG"
keyctrl = 0
ownpal = 1

     Posted: June 20, 2014, 03:57:16 am
i have verified that none of these states already exist in the characters

     Posted: June 20, 2014, 07:18:00 am
also i might add, for those it works for, project tiles do no damage... ive tried to tackle this problem for  while. *silent screaming* lol