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im an idiot vol.1: Hypers (Read 229 times)

Started by Erroratu, November 03, 2012, 04:56:50 pm
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im an idiot vol.1: Hypers
#1  November 03, 2012, 04:56:50 pm
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Code:
 ;Hyper 3 hits and a shadow kick
[StateDef 6232]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = -100
sprpriority = 2

[State 6232,1, SuperPause]
type = SuperPause
trigger1 =animelem=1
time =30
anim =230
sound = S10,0
pos = 0,0
move = 0
movetime = 0
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =

[State 6232, 2]
type = HitDef
trigger1 = Time = 0
attr = A,NA ;Attribute: Crouch, Normal Attack
damage = 70, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 20 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -20, -30 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = 0 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12

[State 6232, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
trigger2 = moveguarded
value = 210

[State 6232, 3]
type = HitDef
trigger1 = Time = 0
attr = A,NA ;Attribute: Crouch, Normal Attack
damage = 90, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 20 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -20, -30 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = 0 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12

[State 6232, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
trigger2 = moveguarded
value = 4700

[State 6232, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = M-
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -17, -58
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 80
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 6232, ChangeAnim]
type = ChangeAnim
trigger1 = movehit
trigger2 = moveguarded
value = 4500

[StateDef 6232]
type = S
movetype= A
physics = S
juggle  = 1
velset = 15,0
ctrl = 0
anim = 4500
poweradd = 20
sprpriority = 2

[State 6232, 1]
type = Hitdef
trigger1 = time = 0
attr = S, NA
offset = 0,0
damage = 130,0
animtype = Hard
hitflag = MA
guardflag = M
pausetime = 10,4
guard.pausetime = 10,13
sparkno = -1
guard.sparkno = -1
sparkxy = -20,-94
hitsound = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 30
air.hittime = 30
ground.velocity = -9,-10
air.animtype = Back
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
fall.recovertime = 40
air.velocity = -9,-10
down.hittime = 12
down.velocity = -9,0
down.hittime = 30
guard.ctrltime = 15
yaccel = .50
air.juggle = 1
envshake.time = 22
envshake.freq = 190
envshake.ampl = 5
kill = !var(58) || 1*p2stateno = 49999

[state 6232,sound]
type=playsnd
trigger1 = animelem = 3
value =  14,0

[State 6232, PUFF'S SHADOWS ]
type = Afterimage
triggerall = palno = 1 || palno = [7,12]
trigger1 = time = 0
trans = add
palcolor = 230
palpostbright = 0,70,0
PalContrast =  0,200,0
time = 20
length  = 8
TimeGap = 2
FrameGap = 1
persistent = 1

[State 6232, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



I have a terrible feeling i fucked up hard,and im making a fool od myself.But oh well.
Re: im an idiot vol.1: Hypers
#2  November 03, 2012, 10:05:39 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You're not making a fool of yourself, but did you simply double click or copy paste this from something else without checking how it functions in between each step?

Which is the specific bit you're seeing is broken (i can see 3 right off the bat) but you may as well learn something.

Explain what you're trying to achieve PRECISELY, no short cuts on explanation, every single thing you want the move to do. Write it ALL down and tell us.

I wanna make a hyper will not be sufficient. You need to say exactly how you want it to work, think it through in steps. Then we can help you to achieve that. Right now your code is a bit of a clusterfuck and there is no real point "fixing" it without knowing what you're after.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: im an idiot vol.1: Hypers
#3  November 03, 2012, 11:55:02 pm
  • *****
  • The guy that does the dirty work.
    • Bosnia and Herzegovina
    • lukijan1@hotmail.com

  • Online
okaaay here i go
Hyperpause,then an attack(anim 230),changestate into anim210,then anim 4700,finishing with a shadow kick 4500.
230 and 210 and 4700 are supposed to keep the enemy close(no sliding away after hitting),and anim 4500 was meant to kick the enemy away and thus end the hyper.
.....How much did i fail and is it fixable?
The code is done by myself(Except the afterimage one) and not copied from another character.
Re: im an idiot vol.1: Hypers
#4  November 04, 2012, 02:29:09 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well, most of your hitdefs aren't going to trigger or hit anything and you have an animation that changes to itself over and over again. And state 6232 will never be reached.

By using changeanims you make this more complicated.

First step. Create a single animation containing every animation you want. You can do this easily in FF by swapping to text and copy pasting the existing animations.

When you have One animation, call it... anim 3000 if that's not in use create ONE state

Nothing in that one state other than

Type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

Then test it and make sure it plays your whole animation from start to finish with no missing frames.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.