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FX appearing wrong (Read 172 times)

Started by Trinitronity, October 31, 2012, 03:11:09 pm
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FX appearing wrong
#1  October 31, 2012, 03:11:09 pm
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I'm coding a chibi char, and it is almost finished.
However, there is a problem, when I try to add the hyper FX from Warusaki's CvS chars.
The hyper itself works, but the hyper fx spark appears to high...even, when I try to change the position.
And when I cahnge the axis, I get weird results.
Here is the code:
Code:
[Statedef 2000]
type    = A
movetype= A
physics = N
anim = 2000
ctrl = 0

[State 3000, Superpause]
type = SuperPause
trigger1 = animelem = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 860, 4]
type = PowerAdd
;triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 3001, Super]
type = Helper
trigger1 = animelem = 4
id = 8000
name = "Super"
pos = ceil(6*const(size.xscale)),ceil(-84*const(size.yscale))
postype = P1
stateno = 8000
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1

[State 300, 2]
type = ChangeState
trigger1 = animtime = 0
value = 2001
Code:
[Statedef 8000]
type    = A
movetype= I
physics = N
anim = 8010
velset = 0,0
ctrl = 0
sprpriority = 5

[State 8000, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = 8300,0

[State 8000, BGPalFX]
type = BGPalFX
trigger1 = time < 47
time = 1
invertall = 1
ignorehitpause = 1

[State 8000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 8000, Transparency]
type = Trans
trigger1 = 1
trans = add

[State 8000, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0

[State 8000, Explod]
type = Explod
trigger1 = Time = 1
anim = 8002
id = 8002
pos = 0,0
postype = P1
scale = .75,.75
sprpriority = 5
supermove = 1
bindtime = -1
removetime = 10
ownpal = 0
persistent = 0
;pausemovetime = 999999
Supermovetime = 999999

[State 8000, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(2) = .5

[State 8000, VarAdd]
type = VarAdd
trigger1 = fvar(2) > 0
fvar(2) = .15

[State 8000, ModifyExplod]
type = ModifyExplod
trigger1 = 1
ID = 8002
scale = fvar(2),fvar(2)

[State 8000, VarSet]
type = VarSet
trigger1 = Time = 1
fvar(1) = 1

[State 8000, VarAdd]
type = VarAdd
trigger1 = Time < 25
trigger1 = fvar(1) > .5
fvar(1) = -.02

[State 8000, Angle]
type = AngleAdd
trigger1 = 1
value = -5.625

[State 8000, Angle]
type = AngleDraw
trigger1 = 1
scale = fvar(1),fvar(1)

[State 8000, Helper]
type = Helper
trigger1 = Time = 1 || Time = 6 || Time = 11 || Time = 16
id = 8001
pos = 0,0
postype = P1
stateno = 8001
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999

[State 8000, helper]
type = Helper
triggerall = parent,var(5)
trigger1 = Time = 4
id = 8003
pos = 0,0
postype = P1
stateno = 8003
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 8000, Helper]
type = Helper
triggerall = parent,var(5)
trigger1 = Time = 4
id = 8004
pos = 0,0
postype = P1
stateno = 8004
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 8000, helper]
type = Helper
triggerall = parent,var(5)
trigger1 = Time = 4
id = 8005
pos = 0,0
postype = P1
stateno = 8005
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 8000, Helper]
type = Helper
triggerall = parent,var(5) = 2
trigger1 = Time = 4
id = 8006
pos = 0,0
postype = P1
stateno = 8006
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 8000, helper]
type = Helper
triggerall = parent,var(5) = 2
trigger1 = Time = 4
id = 8007
pos = 0,0
postype = P1
stateno = 8007
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 8000, helper]
type = Helper
triggerall = parent,var(5) = 2
trigger1 = Time = 4
id = 8008
pos = 0,0
postype = P1
stateno = 8008
helpertype = normal
keyctrl = 0
ownpal = 1
;pausemovetime = 99999999
supermovetime = 99999999
size.xscale = 1
size.yscale = 1

[State 8000, RemoveExplod]
type = RemoveExplod
trigger1 = time = 48
id = 8010

[State 8000, DestroySelf]
type = DestroySelf
trigger1 = time = 48
Thanks in advance!
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: FX appearing wrong
#2  October 31, 2012, 08:22:36 pm
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pos = ceil(6*const(size.xscale)),ceil(-84*const(size.yscale))

It's being scaled. Have you doubled the size of your character in any way? Just make it

pos = 6,-84

Although if it's chibi, 84 is probably too high anyway.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: FX appearing wrong
#3  November 01, 2012, 08:15:53 am
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Yep, it worked. Thanks, now, I'm trying to find the perfect position.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns