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Learning New Moves. (Read 4211 times)

Started by L, April 27, 2006, 02:19:22 pm
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L

Learning New Moves.
#1  April 27, 2006, 02:19:22 pm
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Okay, I found this out on my own! 8)
First off, you'll need two moves.

Key:
1- Move A States
2- Move B States


In the CMD, you need to place these above the "[Statedef-1]"
Code:
[command]
name = "Move1"
command= D, D, a
time=33

[command]
name = "Move2"
command= D, D, b
time=33


Next. Below the statedef-1, add this

Code:
;MoveA
[State -1, MoveA]
type = ChangeState
value = 1 <=This will be your MoveA state
triggerall = command = "MoveA"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------
;MoveB
[State -1, MoveB]
type = ChangeState
value = 2 <= This will be your MoveB state
triggerall = command = "MoveB"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger1=  Var(10) >=5

Okay, now we move to the CNS.
The follow code will go in your CNS where MoveA is.

Code:
[State 1, VarAdd]
type = VarAdd
trigger1 = stateno= 1 && time=0
v = 10
value = 1
ignorehitpause = 1
persistent = 1

This will add 1 value to Var(10).

Next, we add this lines. This will change the characters state to the next move.
Code:
[State 1, ChangeState]
type = ChangeState
trigger1 = Var(10) = 5
value = 2 <=This will change it to Move 2
ctrl = 0
anim = 10023
ignorehitpause = 1
persistent = 1

In your move two state, add this superpause
Code:
[State 2, SuperPause]
type = SuperPause
trigger1 = Var(10)=5 && Time=0
time = 36
anim = s*, * ;SuperSpark
sound = S*, * ; Sound
pos = 21,-22
darken = 1

That will create a superspark once the move is learned. You can it to > = instead of = if you want to keep the superspark afterwards.
 And, to avoid repeat the superspark (if you don't want to keep it), add this.
Code:
[State 2, VarAdd]
type = VarAdd
trigger1 = stateno= 2 && time=4
v = 10
value = 1
ignorehitpause = 1
persistent = 1

This will add one the Var around 4 ticks of Move B.

Well, that's all. If you have question, please post them. I'll try to explain this a best as I can.

Re: Learning New Moves.
#2  April 27, 2006, 02:37:50 pm
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Well, this is one of the various basic things you can do with variables : performing something only if the variable is set at the right value.

An experience mode for a RPG character would work more or less the same I guess.
Each time the character hits or gets hit, you rise a variable with a varadd, and when this variable reaches a certain value, your char gains a level, and can perform new moves.
The only thing is that you have to keep these variables persistent between the different matches.

L

Re: Learning New Moves.
#3  April 27, 2006, 03:37:54 pm
  • ***
Yeah, that's something I need to learn. But this should be cool for now=P. Exp, can be the same thing. Only if you can keep it thru like 10 matches XD

Re: Learning New Moves.
#4  April 27, 2006, 05:07:11 pm
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For the records, a long time ago (few years) someone made up a very similar experience system for his Piccolo, and from what I remember, it stayed for the whole Arcade mode, IIRC. Can't remember the name of said person, but he had a tutorial as well (IIRC it was a .doc file named something like EPS, as in Experience Points system). If someone can dig it up...
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Last Edit: April 27, 2006, 05:11:40 pm by Byakko

L

Re: Learning New Moves.
#5  April 27, 2006, 06:28:17 pm
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Last Edit: April 27, 2006, 06:34:14 pm by リーダー
Re: Learning New Moves.
#6  May 07, 2006, 07:12:13 am
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Ok so if i wanna teach a character a new move ill plugin in what you said.? or do i have to config the sprite to do that..

L

Re: Learning New Moves.
#7  May 07, 2006, 08:56:50 am
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Just do what I type.

Re: Learning New Moves.
#8  May 13, 2006, 10:32:25 pm
  • ***
Well okay i see what you mean by doing that but noone really answered my question on how to add attack on BroliDOS?
Re: Learning New Moves.
#9  May 14, 2006, 12:51:20 am
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Also the cmd you just plug in what does it do did you add like another punch or a kick?

L

Re: Learning New Moves.
#10  May 14, 2006, 12:55:55 am
  • ***
You have two differen't moves. You have to program the both in the CNS, and CMD.