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PalFX timing Question (solved) (Read 918 times)

Started by JJKnezovicz, February 20, 2011, 11:58:23 pm
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PalFX timing Question (solved)
New #1  February 20, 2011, 11:58:23 pm
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I'm working on a healing attack and I'm using a PalFX to make p1 flash during the healing, now i want to make him stop flashing when his life is maximum.
I tried with:
[mcode]time = life = lifemax[/mcode]
p1 didn't flashed at all. The I tried with:
[mcode]time = lifemax[/mcode]
p1 was flashing but wouldn't stop flashing even though his HP is totaly full.

I would try with the actual time but it wouldn't go because if the character got hit the flashing will continue until the game ticking is over.

So help please!
Last Edit: February 22, 2011, 04:19:29 am by JozetPoet

2OS

Re: PalFX timing Question
#2  February 21, 2011, 12:25:25 am
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[State 2OS, Flash While Charging]
type=palfx
trigger1=!time
time=9999999
ignorehitpause=1
persistent=0

[State 2OS, Stop Flashing When Life = LifeMax]
type=palfx
trigger1=life=lifemax
time=1
add=0,0,0
mul=0,0,0
sinadd=0,0,0,0

ignorehitpause=1
persistent=0


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Last Edit: February 21, 2011, 01:49:46 am by 2OS
Re: PalFX timing Question
#3  February 21, 2011, 12:33:49 am
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[State 2OS, Flash While Charging]
type=palfx
trigger1=!time
time=9999999
ignorehitpause=1
persistent=0

[State 2OS, Stop Flashing When Life = LifeMax]
type=palfx
trigger1=life=lifemax
time=1
add=0,0,0
mul=0,0,0
sinadd=0,0,0,0

ignorehitpause=1
persistent=0

Didn't worked
Re: PalFX timing Question
#4  February 21, 2011, 12:40:30 am
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[State -2, PalFX]
here is mine. I'm using a variable to show when the healing factor is off or on and a variable to count the time it takes to heal. I have this is state -2 ironically I has help from SO2 so I don't know why his code isn't working.
just try what's in red first.

type = PalFX
triggerall=var(5)!=0
trigger1 = var(2)=1
time = life < lifemax
add = 120,30,-30
sinadd = 25,15,-20,20
invertall = 0
ignorehitpause =1
persistent =0
Re: PalFX timing Question
#5  February 21, 2011, 12:49:49 am
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[State -2, PalFX]
here is mine. I'm using a variable to show when the healing factor is off or on and a variable to count the time it takes to heal. I have this is state -2 ironically I has help from SO2 so I don't know why his code isn't working.
just try what's in red first.

type = PalFX
triggerall=var(5)!=0
trigger1 = var(2)=1
time = life < lifemax
add = 120,30,-30
sinadd = 25,15,-20,20
invertall = 0
ignorehitpause =1
persistent =0

it flashed only once

[State 3100, PalFXWiz]
type = PalFX
trigger1 = AnimElem = 2
time = life < lifemax ;403
add = 56,0,0
mul = 256,256,256
sinadd = 56,0,0,3
invertall = 0
color = 256
Re: PalFX timing Question
#6  February 21, 2011, 01:21:45 am
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triggerall=stateno=3100
trigger1=life < lifemax
Time=300

This might not work right if your character doesn't stay in state.
Re: PalFX timing Question
#7  February 21, 2011, 01:47:39 am
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triggerall=stateno=3100
trigger1=life < lifemax
Time=300

This might not work right if your character doesn't stay in state.

He doesn't flashes, but is the color on the PALFX, and when he Changes State he flashes until the given time ends up

2OS

Re: PalFX timing Question
#8  February 21, 2011, 01:49:17 am
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Yea I was trying to AVOID using vars cos they're not actually NEEDED

You were supposed to only take the stuff in bold, not the ENTIRE thing

Add the time=9999999 to the PalFX you already made, take the ENTIRE 2nd one


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Re: PalFX timing Question
#9  February 21, 2011, 01:54:03 am
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Yea I was trying to AVOID using vars cos they're not actually NEEDED

You were supposed to only take the stuff in bold, not the ENTIRE thing

Add the time=9999999 to the PalFX you already made, take the ENTIRE 2nd one

[State 3100, PalFXWiz]
type = PalFX
trigger1 = AnimElem = 2
time=9999999
ignorehitpause=1
persistent=0

[State 2OS, Stop Flashing When Life = LifeMax]
type=palfx
trigger1=life=lifemax
time=1
add=0,0,0
mul=0,0,0
sinadd=0,0,0,0
ignorehitpause=1
persistent=0

like this? If yes it doesn't works. If no could fix where i made a mistake?

2OS

Re: PalFX timing Question
#10  February 21, 2011, 01:58:15 am
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No not like that


You made your own flash PalFX code that functions, right ?

Take the time=9999999 and add it to THAT


[State 2OS, Stop Flashing When Life = LifeMax]
type=palfx
trigger1=life=lifemax
time=1
add=0,0,0
mul=0,0,0
sinadd=0,0,0,0
ignorehitpause=1
persistent=0


Put ^ this underneath your flash code


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Re: PalFX timing Question
#11  February 21, 2011, 02:18:44 am
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i did as you said, it flashes but wont stop, now he flashes until the given time ends up...

How about this.
I make a change state that jumps into a state when life is max that will start a new PalFX which will in this case none and would it end up the PalFX?

2OS

Re: PalFX timing Question
#12  February 21, 2011, 02:25:48 am
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That would've been my next suggestion if that didn't work

Do that


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Re: PalFX timing Question
#13  February 21, 2011, 02:34:02 am
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It worked, now I only have to make a changestate when p1 gets hit. Any suggestion?
Re: PalFX timing Question
#14  February 21, 2011, 02:38:52 am
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So you are actually making a stopPalFX hum...

Okay well let me check. Will he go into a hitstate at all or are you worried he will stay in your state.
Oh are you trying to turn of the palFX if he gets hit cause that should be easy.
Re: PalFX timing Question
#15  February 21, 2011, 03:14:08 am
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I'm using a HitOverRide but it messes up, when he gets hit he should just slide back and he does, but now, everytime he gets hit, he slides back, no falling, no tripping...

here is the hitoverride code

[State 3102, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NA, NP, NT, SA, ST, SP, HA, HT, HP
slot = 0
stateno = 3102
Re: PalFX timing Question
#16  February 21, 2011, 03:20:03 am
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I meant to ask if he naturally with out the additional code inter a hit state. do the hits still count?
I would just use ignorhitpause or something but you can't the way this is set up.
If the healing it triggered by a command why don't you just make it so he doesn't take damage during the time he is healing.
Re: PalFX timing Question
#17  February 21, 2011, 06:39:03 am
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How are you doing the flash? I mean, if it's as simple as time%2 = 0, you should have a time of 1 and the flashing shouldn't continue.

if it's an attack that implies a temporary period of time. If it's in state -2 does that mean you have a level of control?

Please post your code. Unless you're using sinadd to achieve this you shouldn't need that much to achieve what you want. Even with sinadd you shouldn't need that much, it's just retriggering the palfx more often rather than applying it once for a really long time.


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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: PalFX timing Question
#18  February 21, 2011, 08:59:49 am
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Yeah I should have asked you to post you code and explain how this is triggered.
I'm new to mugen but I thought they way I had mine set up the was traditional way to make a healing factor.
I really want to see how you are making yours
Re: PalFX timing Question
#19  February 21, 2011, 11:56:43 am
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Well here is the code:

;------------------------------------------------------------
;Regeneration
[Statedef 3100]
type    = S
movetype= I
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0
anim = 3100
sprpriority = 2

[State 0, PalFX1]
type = PalFX
trigger1 = AnimElem = 2
time = 9999999
add = 0,0,0
mul = 256,256,256
sinadd = 100,0,0,5
invertall = 0
color = 256
ignorehitpause = 1
;persistent = 1

[State 2OS, PalFX2]
type=palfx
trigger1=life<lifemax
time=0
add=0,0,0
mul=0,0,0
sinadd=0,0,0,0
ignorehitpause=1
persistent=0

[State 3100, 6]
type = LifeAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = 15

[State 3100, 6]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = 80, 0

[State 3100, 6]
type = PlaySnd
trigger1 = life = lifemax
value = 80, 1

[State 3100, 6]
type = ChangeState
trigger1 = life = lifemax
value = 3101
ctrl = 1

[State 3100, 3]
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NA, NP, NT, SA, ST, SP, HA, HT, HP
slot = 0
stateno = 3102

;------------------------------------------------------------
;Regeneration (stop flashing when life is max)
[Statedef 3101]
type    = S
movetype= I
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 3101
sprpriority = 2

[State 3100, PalFX]
type = PalFX
trigger1 = AnimElem = 1
time = 1
add = 0,0,0
mul = 100,100,300
sinadd = 56,56,56,1
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------
;Regeneration (stop flashing when got hit)
[Statedef 3102]
type    = S
movetype= I
physics = S
juggle  = 4
ctrl = 0
velset = -3,0
anim = 3102
sprpriority = 2

[State 3100, PalFX]
type = PalFX
trigger1 = AnimElem = 1
time = 1
add = 0,0,0
mul = 100,100,300
sinadd = 56,56,56,1
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: PalFX timing Question
#20  February 21, 2011, 09:10:27 pm
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[State 0, PalFX1]
type = PalFX
trigger1 = life < lifemax && animelemtime(2) >= 0
time = 5
add = 0,0,0
mul = 256,256,256
sinadd = 100,0,0,5
invertall = 0
color = 256
ignorehitpause = 1
persistent = 5

That's it. You might get a slight flicker of palfx entering any hitstate or if you stop holding, but tbh, 5 ticks isn't going to be noticeable.


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: PalFX timing Question
#21  February 22, 2011, 02:44:26 am
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[State 0, PalFX1]
type = PalFX
trigger1 = life < lifemax && animelemtime(2) >= 0
time = 5
add = 0,0,0
mul = 256,256,256
sinadd = 100,0,0,5
invertall = 0
color = 256
ignorehitpause = 1
persistent = 5

That's it. You might get a slight flicker of palfx entering any hitstate or if you stop holding, but tbh, 5 ticks isn't going to be noticeable.

Thank you so much, Cyanide. It's a good thing you're still around mugen.