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HELP: EDITING A SUPER MOVE OF GOD OROCHI (Read 910 times)

Started by sarfraz192, February 06, 2013, 09:46:03 am
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HELP: EDITING A SUPER MOVE OF GOD OROCHI
New #1  February 06, 2013, 09:46:03 am
  • *
    • Pakistan
    • vgbscorpion@hotmail.com
I need help in editing a super move (d,df,f,d,df,f+a/b) of god orochi
I am novice in coding. Here is the code

[Statedef 2310]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

;---------------------[•Ï”Žw’è]
[state a]
type = varadd
trigger1 = var(19) > 5
trigger1 = animelem = 10,<=0
v = 19
value = -5

[state a]
type = varadd
trigger1 = var(19) <= 254
trigger1 = animelem = 19,>=0
v = 19
value = 5

;---------------------[”wŒi]
[State 3040, 7]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

;---------------------[ƒGƒtƒFƒNƒg]
[State 1020, 4];‰æ–ʃVƒFƒCƒN
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 3040, 7]
type = EnvColor
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 1000, 5]
type = Explod
trigger1 = animelem = 7
anim = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 1000, 5]
type = Explod
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14


;---------------------[Œø‰Ê‰¹]
[State 2000, 6];‚Í‚©‚È‚¢‚à‚Ì‚¾
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

[State 2000, 6];Žh‚·
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2000, 6];’ׂ·
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

;---------------------[‘ŠŽè§Œä]
[State 801, 2]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[state a]
type = targetstate
trigger1 = animelem = 7
value = 2011

[state a]
type = targetstate
trigger1 = animelem = 8
value = 2012

[state a]
type = targetstate
trigger1 = animelem = 18
value = 2013

[state a]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14


[state a]
type = targetlifeadd
trigger1 = animelem = 7
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 8
value = Ceil(-0.03 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[state a]
type = targetlifeadd
trigger1 = animelem = 18
value = Ceil(-0.25 * enemy,Const(data.life)) - 5
absolute = 1

;---------------------[I—¹]
[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


    In this move orochi pulls opponent, on reaching near orochi hits strong punch, opponent get paused some time, then orochi pulls a magic lever.
Here, I want to edit the same move, when orochi hits strong punch, the opponent should get hit and move some distance backward and opponent's pause time should b increased so that orochi can perform some other styles/taunts and then he should pull the lever. I have tried many days to find out  by doing changes in all cns files of the g.orochi but didn't succeed.

    In short I have to increase pause time of opponent there and the movement of opponent in x axis (ground.velocity).

when p1's above move 2310 is true
p2 goes in following state
2010, 2011, 2012 and finally in 2013 which is a fall state.
here is the code for each one

[Statedef 2010]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010


[State 1];ƒJƒƒ‰ŒÅ’è
type = screenbound
trigger1 = 1
value = 1
movecamera = 1


;---------------------------------------------------------------------------
;“Š‚°‚ç‚ê‚Ä‚¢‚é‘ŠŽè2
[Statedef 2011]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2011


[State 1];ƒJƒƒ‰ŒÅ’è
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;“Š‚°‚ç‚ê‚Ä‚¢‚é‘ŠŽè3
[Statedef 2012]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2012


[State 1];ƒJƒƒ‰ŒÅ’è
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

;---------------------------------------------------------------------------
;“Š‚°‚ç‚ê‚Ä‚¢‚é‘ŠŽè4
[Statedef 2013]
type    = A
movetype= H
physics = N
velset = -7,-7

[State 1];ƒJƒƒ‰ŒÅ’è
type = null;screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 5050

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = animexist(5052) = 1
value = 5052

[State 821, 1] ;‚±‚ê‚͏d—Í‚±‚ê‚Í–ˆƒtƒŒ[ƒ€Ž–‚É0.4‚Ì—Í‚ª‰Á‚í‚è‚Ü‚·
type = VelAdd
Trigger1 = 1
y = .3

[State 1];–³“G‚̏ó‘Ô‚ðì‚é
type = NotHitBy
trigger1 = 1
value = SCA

[State 821, 3]
type = null;SelfState
trigger1 = time = 15
value = 5050


[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5061) = 1
value = 5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 15
trigger1 = animexist(5062) = 1
value = 5062

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
Last Edit: March 05, 2013, 02:10:07 pm by sarfraz192