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return attribute of Special moves, super or normal moves in a trigger ? (solved) (Read 244 times)

Started by Zodiac Uchiha, September 30, 2010, 02:33:33 am
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return attribute of Special moves, super or normal moves in a trigger ? (solved)
#1  September 30, 2010, 02:33:33 am
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hi there !
i am back again with another problem. boring it would be without problems right ? =)
well here the situation : if i want the char to play certain winning animations when certain moves are used to kill the opponent, then what do i use ? i guessed something with the  word  "attr", but thats no trigger.
[State 181, changeanim]
type = changestate
trigger1 = ???
trigger1 = time = 1
value = 181

does the word   attr come in use here ? if the finishing move was a normal attack, special or super attack.
S, HA
S,HP
S,NA
.......this ones will come in use right ? but which trigger is it i have to use ?
thx for helping out guys !
Last Edit: October 03, 2010, 04:16:45 pm by Zodiac Uchiha
Re: return attribute of Special moves, super or normal moves in a trigger ?
#2  September 30, 2010, 02:59:38 am
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[mcode]hitdefattr[/mcode] is the trigger you're after. But the way you want to do it it sounds like you have to set a variable to check that value and only change when that value does. Then you can use a winstate decider and check the var.



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Re: return attribute of Special moves, super or normal moves in a trigger ?
#3  September 30, 2010, 09:33:35 pm
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ah ok i see. yes that would be a possibility. but i think there is another way to do this. lets take the shoryureppa of Ken as an example. if i want to play a special animation if the opponent dies through this move, cant i just write this in the winning state ?
[State 180, shoryureppawin]
type = changeanim
triggerall = prevstateno = 9999  ;  9999 would be the number of the shoryureppa state
trigger1 = time = 0
value = 10000                             ; desired winning animation

wouldnt that work ?  oh ...wait the previous state no is always 0, because the char returns to normal after each move of course right ? so i have to set this variable.

if this is right, then this thread can be closed, because i know how to use variables by now
thanks for your help cyanide




Last Edit: September 30, 2010, 09:37:09 pm by Zodiac Uchiha
Re: return attribute of Special moves, super or normal moves in a trigger ?
New #4  October 01, 2010, 02:05:33 am
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In statedef -3

[State -3, VarSet]
type = varset
trigger1 = winko && stateno = 9999
var(x) = 1 ;---use whatever numeric var you have free in place of the "x"
ignorehitpause = 1


In statedef 180

[State 180, ChangeState]
type = ChangeState
trigger1 = var(x) = 1
value = whatever state you have that has animation 10000 or make a state just for this win animation
persistent = 0
Last Edit: October 03, 2010, 10:04:39 pm by -SyN-
Re: return attribute of Special moves, super or normal moves in a trigger ?
#5  October 03, 2010, 04:16:15 pm
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Yes that would be the solution.

the char is in state 9999 while reducing the opponents life to zero. in this moment the variable is set.
and in the winning state we ask for the variable to reach value = 1 and then the special winning pose should be played.

thx for this one Syn !