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ownpal=1 for projectiles? (Read 950 times)

Started by Continuity, October 28, 2009, 08:51:53 pm
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ownpal=1 for projectiles?
#1  October 28, 2009, 08:51:53 pm
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I'm coding a state that includes palfx and also summons a projectile, but the thing is, the palfx seems to affect the projectile as well, is there an option like ownpal or something? I don't want to switch everything to helper if I don't have to, but if there's no other ways, I guess I will. Thank you
Re: ownpal=1 for projectiles?
#2  October 28, 2009, 09:29:09 pm
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I'm coding a state that includes palfx and also summons a projectile, but the thing is, the palfx seems to affect the projectile as well, is there an option like ownpal or something? I don't want to switch everything to helper if I don't have to, but if there's no other ways, I guess I will. Thank you

If I remember correctly, using ownpal = 1, stops the projectile (or anything that uses ownpal = 1) from being affected by palFX. I've used this with my characters helpers.

So yeah, use ownpal = 1 if you want a helper/projectile to not be affected by palFX.
Re: ownpal=1 for projectiles?
#3  October 28, 2009, 09:42:43 pm
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No, ownpal only works on helpers. It has no effect on projectiles at all. Works on explods though.


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Re: ownpal=1 for projectiles?
#4  October 28, 2009, 10:45:55 pm
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I see, I'll have to use helper then, thanks for the reply
I would just like to squeeze in another quick question while I'm at it, I'm using helper for my hitsparks, and the code looks something like this
[mcode][state 200, hitspark]
type=helper
trigger1=movehit
stateno=8006
size.xscale=0.5
size.yscale=0.5
pos=ceil(p2bodydist x+45), -75
postype=p1
ownpal=1
keyctrl=0
ignorehitpause=1
persistent=0[/mcode]

This usually works, but when the state consists of 2 hitdef, the spark will appear in the first attack but not the second one, any idea how this works? thank you
Re: ownpal=1 for projectiles?
#5  October 29, 2009, 12:02:28 am
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Change to movehit = 1

Should only be true once.


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: ownpal=1 for projectiles?
#6  October 29, 2009, 12:17:52 am
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I changed the trigger to movehit=1, still no hitspark for second hit
Re: ownpal=1 for projectiles?
#7  October 29, 2009, 12:33:35 am
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[mcode]
persistent=0[/mcode]

This will make the controller trigger only ONCE per state.

It wont work if you just delete this line. You would have to change the trigger to movehit=1 and do a movehitreset or use the HitPauseTime trigger, because movehit=1 will be true during the whole hitpause.

What most people do here if you only have two hits (I think), is to use another state for the second hit. Then you can use this trigger as it is and copy it to the second state.
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Re: ownpal=1 for projectiles?
#8  October 29, 2009, 01:31:51 am
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I just thought of something, can I give ID to the hitdef and write 2 helpers so they will trigger in correspondence to each of the ID?
Re: ownpal=1 for projectiles?
#9  October 29, 2009, 01:36:12 am
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Yes, you can, you'd need to use the numtarget(id#) trigger to trigger the helpers.
Re: ownpal=1 for projectiles?
#10  October 29, 2009, 01:39:54 am
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whooohoo, success, thanks again, problem solved :sugoi: