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Super Move Help.. (Read 660 times)

Started by tetsuo9999, October 07, 2007, 03:52:19 am
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Super Move Help..
#1  October 07, 2007, 03:52:19 am
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Is there a way i can make a state trigger after a certain amount of hits this super does?..
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Re: Super Move Help..
#2  October 07, 2007, 05:02:27 am
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I think there's a numhits parameter in there you can use as a trigger - but that might count hits prior to the super, if something else comboed into it. You could use a variable to which you could assign such numhits value, and use as a trigger (numhits - var(x)) = value_you_want
Re: Super Move Help..
#3  October 07, 2007, 05:49:53 am
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I think there's a numhits parameter in there you can use as a trigger
It's the HitCount trigger.
The numhits parameter is something that goes on Hitdefs to specify by how much a single hit increases the combo counter (and related stuff).

Quote
but that might count hits prior to the super
Not usually, only does so if you specify it to.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: Super Move Help..
#4  October 08, 2007, 12:52:41 am
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Thanks?..

How can i make this go upward(like Akuma's air fireball but up)..

[mcode][Statedef 330223]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 330223                    ;Change animation (Def: no change)
poweradd = 4                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 25, 6                   ;Damage that move inflicts, guard damage
animtype = Light                 
guardflag = MA                   
hitflag = MAF                   
priority = 3, Hit               
pausetime = 11, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = -10, -75              ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 1                  ;Sound to play on hit
guardsound = 6, 0               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 10             
ground.velocity = 1           
airguard.velocity = -5,-5     
air.type = High                 
air.velocity = -1.4,-3           
air.hittime = 12
envshake.time = 4
envshake.ampl = 4
envshake.time = 8

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -2.9
y = -2.9
ignorehitpause = 1

[State 200, 7]
type = Destroyself
trigger1 = Time = 40[/mcode]
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Super Move Help..
#5  October 08, 2007, 01:13:46 am
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this
Quote
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -2.9
y = -2.9
ignorehitpause = 1
can be put under the statedef, ie. velset = -2.9,-2.9 and make physics = N

and, that is up... just, the -2.9 x makes it go towards your character

also: it wont hit unless your movetype = A
Re: Super Move Help..
#6  October 08, 2007, 01:21:57 am
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Thanks..but i want it to go Towards the Corner of the screen.
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PSN / XBLA - ViewtifulSuxx