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Haohmaru's Cyclone Slash have different effects with different palettes (Read 792 times)

Started by gamespy, January 27, 2008, 03:23:00 pm
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Haohmaru's Cyclone Slash have different effects with different palettes
#1  January 27, 2008, 03:23:00 pm
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When Haohmaru uses his Cyclone Slash, for palettes 7 to 12, he seems to be able to recover and attack the opponent when they're falling down.

This is from Haohmaru's CMD file:

[State -1, hadouken]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = !NumProjID(1005) && !NumProjID(1405)
triggerall = Command = "ù•——ôŽa1" || Command = "ù•——ôŽa2" || Command = "ù•——ôŽa3" || floor(fvar(29)*.1) = 1000
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(1) < 4)
trigger4 = StateNo = 211 && (var(16) || animelemtime(2) < 0) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || animelemtime(2) < 0)
trigger7 = StateNo = 221 && (var(16) || animelemtime(2) < 0)
trigger8 = StateNo = 230 && (var(16) || animelemtime(2) < 1 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || animelemtime(2) < 0)
trigger10 = StateNo = 241 && (var(16) || animelemtime(2) < 1 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 251 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || animelemtime(2) < 0)
trigger15 = StateNo = 420 && (var(16) || animelemtime(2) < 0)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || animelemtime(2) < 0)
trigger19 = stateno = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || animelemtime(3) < 0)
trigger21 = (StateNo = [1000,1799]) && var(36) && var(16)
trigger22 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0
Re: Haohmaru's Cyclone Slash have different effects with different palettes
#2  January 27, 2008, 03:25:06 pm
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And this is from his CNS file:

[Statedef 1000]
type = S
movetype = A
physics = S
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0
ctrl = 0

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(5) = ifelse(Command = "ù•——ôŽa1", 0, ifelse(Command = "ù•——ôŽa2", 1, 2))

[State 1000, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = fvar(29)
trigger1 = Time = 0
var(5) = ceil(fvar(29))%10

[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = random%3

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 1000, ifelse(var(5) = 1, 1010, 1020))

[State 3001, Width]
type = Width
trigger1 = AnimElem = 15
trigger2 = AnimElem = 17
player = 0,9

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 16

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
x = 8

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 17
x = -24

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 16
x = -16

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000, 0
channel = 0

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 12

[State 1000,Super]
type = Helper
trigger1 = AnimElem = 7
id = 7300
name = "senpu"
pos = 45,0
postype = P1
stateno = 7300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;‰œ‹`@ù•——ôŽai”ò‚Ñ“¹‹ïj
[Statedef 7300]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7300
sprpriority = 4

[State 9000, Assert]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1005, trans]
type=trans
trigger1=1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(12) = parent,var(12)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 3.375 + (Var(5)*1.6875)

[State 1000, Voice]
type = PlaySnd
trigger1 = time = 0
value = 1000, 1
channel = 0

[State -2, VoicePos]
type=sndpan
trigger1=1
channel=0
pan=0
ignorehitpause=1

[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(1005) = 1
fvar(26) = 1
persistent = 0

[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(1005) = 1
var(4) = 1
persistent = 0

[State 1000, Proj]
type = Projectile
trigger1 = time = 1
projanim = 7350
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
animtype = Heavy
air.animtype = diugup
hitflag = MAF
guardflag = MA
pausetime = 4,ceil(9*(2-parent,var(18))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = 0, -40
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -1, -10.5-var(5)
guard.velocity = -8
air.velocity = -1, -10.5-var(5)
airguard.velocity = -5.33,-1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
air.juggle = ifelse(parent,fvar(4)||parent,fvar(27)>0,0,8)
envshake.time = 8
envshake.ampl = 2
ProjID = 1005
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
fall.damage = ceil(ifelse(((56+(var(5)*7))*fvar(10))<7,7,((56+(var(5)*7))*fvar(10))))

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(1005) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(15)
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,-40
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1005)
value = 7305

;---------------------------------------------------------------------------
;‰œ‹`@ù•——ôŽai”ò‚Ñ“¹‹ïjiÁ–Łj
[Statedef 7305]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State -3, Blocking5]
type = helper
triggerall = !NumHelper(8130)
triggerall = root,fvar(15)
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 1100, Voice]
type = PlaySnd
triggerall = !parent,var(36)
trigger1 = time = 1
value = 1, 1

[State 902, Shock]
type = PalFX
trigger1 = 1
time = 1
add = -time*20,-time*20,-time*20

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 12


I thought that var(59) indicates what attacks can be used with what palettes but that does not seem to be the case here.

Any help will be appreciated.
Re: Haohmaru's Cyclone Slash have different effects with different palettes
#3  January 27, 2008, 05:10:48 pm
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No coding advice, but did you try DOS2WIN?
The Answer to the Ultimate Question:

For rare M.U.G.E.N. characters, click here.
Re: Haohmaru's Cyclone Slash have different effects with different palettes
#4  January 28, 2008, 02:50:28 am
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Oh no. It's not palette effects that I'm talking about.

When I said different effects, I'm referring to attacks or effects that differ for different palettes.
Re: Haohmaru's Cyclone Slash have different effects with different palettes
#5  January 28, 2008, 04:15:31 am
  • ****
  • Don't care if it's a sword or an egg, put it down!
    • www.youtube.com/profile?user=CandoraAuthes
You mean the colors of effects change with the characters? Like if a green Tetsu came up, his Hadouken would be green as well?
The Answer to the Ultimate Question:

For rare M.U.G.E.N. characters, click here.
Re: Haohmaru's Cyclone Slash have different effects with different palettes
#6  January 28, 2008, 04:37:01 am
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What the hell are you asking? Whatever it is it is probably NOT related to PalFX.
Re: Haohmaru's Cyclone Slash have different effects with different palettes
#7  January 28, 2008, 01:16:37 pm
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Alright, then. I don't believe that I made myself clear so I'll give an example below:

For palettes 1 -6, a QCF + P attack will render a fireball
For palettes 7 - 12, the same QCF + P attack will render a 3 hit punching combo

So, the same motion will cause 'different effects' with different palettes.

That's what I was explaining.