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super cancels & hyper finish (Read 1293 times)

Started by Chyros, October 07, 2012, 12:13:06 pm
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Re: super cancels & hyper finish
#21  October 11, 2012, 02:52:59 am
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Ignoring that i have no idea what colours those will turn it.

Lets say i have 2 states. 1000 and 1010. If i cancel to 1010 from 1000 i want to play a special sound, turn the BG bright red and play a fancy explod, all at slightly different times.

In state 1010 i have the following

type = bgpalfx
trigger1 = time = 0 && prevstateno = 1000
add = 255,0,0
time = 60

type = playsnd
trigger1 = time = 10 && prevstateno = 1000
value = S5,0

type = explod
trigger1 = time = 20 && prevstateno = 1000
anim = 666
etc etc

Prevstateno returns true if the state referenced is the last state you were in, just like stateno references the state you're in at the time.


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: super cancels & hyper finish
#22  October 11, 2012, 12:02:28 pm
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    • blahdiblah22@hotmail.com
OK, I've tried copying bgpalfx lines from the code and modifying them like you said. The result was:

Code:
[State 3000, 14]
type = BGPalFX
Trigger1 = time = 0 && prevstateno = 3300
ignorehitpause = 1
add = -128,-128,128
time = 1

[State 3000, 15]
type = BGPalFX
Trigger1 = time = 2 && prevstateno = 3300
ignorehitpause = 1
add = 256,256,256
time = 1

[State 3000, 16]
type = BGPalFX
Trigger1 = time = 4 && prevstateno = 3300
ignorehitpause = 1
add = -128,-128,128
time = 1

[State 3000, 17]
type = BGPalFX
Trigger1 = time = 6 && prevstateno = 3300
ignorehitpause = 1
add = 256,256,256
time = 1
The normal dango (state 3000) code stops at number 13 so I added the lines after that. The effect this block of code has it that it adds four flashes of coloured backgrounds to the cancel, seemingly white and cyan, so it does WORK, but it's not the red stars thing I was hoping for. Unfortunately I can't find any part of the whole code that has a different bgpalfx even though I KNOW there is a red stars code already present in the character. What am I missing here?
Re: super cancels & hyper finish
#23  October 11, 2012, 09:13:44 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
all bgpalfx does is changes the BG colour. The stars you may be thinking of will be explods, reference the sff file > air file > find animation.


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: super cancels & hyper finish
#24  October 15, 2012, 07:58:14 pm
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    • Netherlands
    • blahdiblah22@hotmail.com
Sorry I haven't been on the last three days - I just emigrated to another country and it took a while to get my internet up and running.

Inthe meantime, I found the explods that did the trick. For the record, and so that others might profit from this, this is how I did it; I went into the game to perform a move in which the red stars show up, noted the state the character was in, and copied the lines that involved explods, BG colour changes and pauses. I then substituted "state 1500" for "state 3000" and added "&& prevstateno = 3300" to the triggers. Then I removed block by block until only the stuff that was needed was left. This was the following code:

Code:
[State 3000, sp]
type = SuperPause
trigger1 = AnimElem = 3 && prevstateno = 3300
time = 30
anim = 3000
p2defmul = 1.2

[State 3000, exp]
type = Explod
trigger1 = time = 1 && prevstateno = 3300
anim = 2100
pos = 165,245
postype = left
sprpriority = -2
bindtime = -1
scale = 1.09,1.09
ownpal = 1
ignorehitpause = 1
supermove = 1
removetime = 28

[State 3000, ec]
type = EnvColor
trigger1 = time = 0 && prevstateno = 3300
value = 0,0,0
time = 30
under = 1

The result is the following:

http://www.youtube.com/watch?v=shsIXij-vIQ

(note that tourou is no longer a super move; only the follow-ups are supers now)