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Need help with editing a character (Read 3408 times)

Started by daonlylonely, June 01, 2024, 12:15:15 pm
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Need help with editing a character
New #1  June 01, 2024, 12:15:15 pm
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Currently editing Morrigan by DivineWolf and Li Kun and I can't figure out how to not make her stay still for so long at the start of her Valkyrie Turn super.



Note: I removed her super pauses.

I'm using Mugen 1.1

Code from her Supers.cns file
Code:
;======================<VALKYRIE TURN>===================
[Statedef 3200]
type    = A
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3200
poweradd = ifelse(var(20) > 0, 0, -1000)
sprpriority = 2
facep2 = 1

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 3200, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3200, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 45

[State 3200, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3200, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3200, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3200, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3200, No Push]
type = PlayerPush
trigger1 = 1
value = 0

[State 3200, ScreenBound]
type = ScreenBound
trigger1 = Time>58
value = 0
movecamera = 0,0

[State 3200, PosSet]
type = PosSet
trigger1 = pos y>=0
y = 0

[State 3200, Velocity]
type = VelSet
trigger1 = Time=46
x = (-80-(pos x*facing))/5.0
y = -pos y/5.0

[State 3200, Velocity]
type = VelSet
trigger1 = Time=[51,58]
x = 0
y = 0

[State 3200, Velocity]
type = VelSet
trigger1 = Time=58
x = 16
y = 0

[State 3200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3200, 2
channel = 0
persistent = 0

[State 3200, Jet Booster FX]
type = Helper
trigger1 = AnimElem=2 && !NumHelper(6020)
helpertype = normal
stateno = 6020
ID = 6020
name = "Jets"
postype = p1
ownpal = 1

[State 3200, Jet Streak FX]
type = Helper
trigger1 = Time>=58 && !NumHelper(6028)
helpertype = normal
stateno = 6028
ID = 6028
name = "Jet Trail"
postype = p1
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5

[State 3200, Return Trip]
type = ChangeState
trigger1 = Time>58 && FrontEdgeDist<=-60
trigger2 = Time>105
value = 3201

;Return Trip
[Statedef 3201]
type    = A
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0
sprpriority = 2

[State 3201, NotHitBy]
type = NotHitBy
trigger1 = Anim = 3200
time = 1
value = SCA

[State 3201, No Push]
type = PlayerPush
trigger1 = Anim = 3200
value = 0

[State 3201, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 3201, Turn]
type = Turn
trigger1 = !Time

[State 3201, PosSet]
type = PosSet
trigger1 = Time<=10
x = (-200-50*sin(time/3.33))*facing

[State 3201, Y Velocity]
type = VelSet
trigger1 = !Time
y = ifelse(Command="holdup",-10,ifelse(Command="holddown",-3.25,-6))

[State 3201, Velocity]
type = VelSet
trigger1 = Time = 10
x = 6
y = -1.5

[State 3201, Gravity]
type = VelAdd
trigger1 = Time>=10
y = .18

[State 3201, Drill Attack]
type = ChangeAnim
trigger1 = Time>=10 && Anim!=3202
trigger1 = Command="hold_x" || Command="hold_y" || Command="hold_z" || Command="hold_a" || Command="hold_b" || Command="hold_c"
value = 3202

[State 3201, Drill FX]
type = Helper
trigger1 = Anim=3202 && AnimElemTime(3)>=0 && !NumHelper(3205)
helpertype = normal
stateno = 3205
ID = 3205
name = "Drill FX"
postype = p1
pos = 0,0
size.xscale = 0.5
size.yscale = 0.5
ownpal = 1

[State 3201, Voice]
type = PlaySnd
trigger1 = Anim = 3202
value = 3200,3
channel = 0
persistent = 0

[State 3201, Hits]
type = HitDef
;trigger1 = !var(16) && var(15) < 15
trigger1 = Anim=3202 && !(Time%3)
attr = A, HA
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 3
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 15, 15
guardflag = HA
hitflag = MAF
hitsound = S2,10
guardsound = S130,0
pausetime = 6,6
guard.pausetime = 6,6
sparkNo = -1 + 0 * (var(33) := 8017)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 74), var(36) := -35
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.slidetime = 16;18
ground.hittime  = 16
guard.hittime = 16
ground.velocity = -4.5, 0
air.velocity = -2, -1.89
guard.velocity = -4.5
airguard.velocity = -2, -1.89
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120

[State 3201, End]
type = ChangeState
trigger1 = vel y>0 && pos y>=10
value = 1135
Last Edit: June 02, 2024, 05:56:25 pm by daonlylonely