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tune down sliding speed (Read 515 times)

Started by mugenfan89, February 17, 2021, 01:26:01 am
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tune down sliding speed
#1  February 17, 2021, 01:26:01 am
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Like it says I would like to slow the sliding of one of my Characters special move but don't know how there are two animation which I would slow down a bit, anim = 300 and anim = 301,

 Also if possible I would like to know how It can be shortened cause the slide feels quite long he reach almost the half of the screen when he slides. Thank you in advance.

Here is the code

;double punches ---------------------------------------------------------------------------------------
[Statedef 1040]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 300
ctrl = 0
velset = 0,0
sprpriority = -5


[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 2,12
channel = 3
;volumescale = 200

[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50

[State 0, ex]
type = Explod
trigger1 = time = 0
ID = 1400
anim = 888
removetime = 90
ignorehitpause = 1

[State ]
type = Hitdef
trigger1 = !time
damage = 120,20
pausetime = 1,15
attr = S,NA
guardflag = M
animtype = high
air.animtype = back
priority = 1, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 30
ground.velocity = 0, 0
guard.ctrltime = 10
guard.slidetime = 20
guard.velocity = -4
air.velocity = -4, -8
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = 0.5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
guard.dist = 10
forcestand = 1

[State 1000, 7]
type = playsnd
trigger1 = time = 0
value = 4,16
volumescale = 120
channel = -1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 300 && animelem = 2
x = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
x = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 301
ctrl = 0
sprpriority = 2

[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 4,10
channel = 3

[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Back
damage    = 150, 20
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -4,-8
air.velocity = -4,-8
air.hittime = 17
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 5

;[State 0, VelAdd]
;type = VelSet
;trigger1 = anim = 1441 && animelem = 1
;x = 5

[State 0, TargetVelSet]
type = Targetstate
trigger1 = moveguarded
value = 1999
persistent = 0

[State 0, VelAdd]
type = VelSet
trigger1 = anim = 301 && animelem = 5
x = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================================================

Last Edit: February 17, 2021, 01:31:25 am by mugenfan89