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Blood Config (Read 1729 times)

Started by Knuckles8864, August 01, 2019, 05:44:16 pm
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Blood Config
#1  August 01, 2019, 05:44:16 pm
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I am currently trying to add optional blood for Yamazaki's Judgement Dagger, but I'm not getting them at all.

Spoiler: Blood Helper (click to see content)
Spoiler: Config (click to see content)

Spoiler: Judgement Dagger (click to see content)
Last Edit: August 04, 2019, 09:36:20 am by Knuckles8864

DW

Re: Blood Config
#2  August 01, 2019, 06:41:01 pm
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What is the conditions of var(44)? That's what the fx's stipulation is. Also:

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = 1

Won't this just destroy it immediately?
Re: Blood Config
#3  August 01, 2019, 08:27:25 pm
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I THINK he wanted var(44) to be in the config.txt as the on/off condition, but he forgot to change it. Anyway, what DW said is right, this DestroySelf with trigger1 = 1 will destroy the helper as soon as it is spawned.
Re: Blood Config
#4  August 01, 2019, 11:29:21 pm
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When a helper is destroyed, its explods still remain after they are triggered.
I think the problem is with "trigger1 = 1". Probably DestroySelf is being triggered before the explods for some reason.

You could try this:
Code:
;Small Slash Blood
[Statedef 8050]
type = A
anim = 1
velset = 0, 0

[State 8050, DestroySelf]
type = DestroySelf
trigger1 = NumExplod(8050)

[State 8050, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -3 + (Random / 166.7), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1

[State 8050, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -3 + (Random / 166.7), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1

[State 8050, Small Slash Blood]
type = Explod
trigger1 = !Time
anim = 8050
ID = 8050
postype = P1
vel = -3 + (Random / 166.7), -7.5 -(Random / 400.0)
accel = 0, 0.5
facing = IfElse(Random < 500, -1, 1)
vfacing = IfElse(Random < 500, -1, 1)
trans = AddAlpha
alpha = 256, 128
sprpriority = 5
scale = 0.5, 0.5
ownpal = 1

Those helpers don't need to destroy themselves right in the first tick.
In that example, the helper will only be destroyed after a explod being created, after the first tick.
Re: Blood Config
#5  August 04, 2019, 08:25:35 am
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It's weird, because the code itself is from Froz's Wolverine.
Re: Blood Config
#6  August 04, 2019, 08:58:22 am
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It's weird, because the code itself is from Froz's Wolverine.

As we said, you have var(44) in your attack and var(1) in the config file.
Froz's Wolverine have var(1) in both.

Code:
[State 1000, Blood]
type = Helper
TriggerAll = var(1)
trigger1 = HitPauseTime = IfElse((var(20) || var(14)), 2, 4)
trigger1 = MoveHit = 1 && NumTarget
helpertype = Normal
stateno = 8051
ID = 8050
name = "Blood"
postype = p1
pos = IfElse(P2Dist X < 0, 0, IfElse(P2Dist x < var(35), Ceil(P2Dist x), var(35))), var(36)
facing = IfElse((Target, Facing = Facing), 1, -1)
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1
Re: Blood Config
#7  August 04, 2019, 09:34:53 am
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I have both on var(44), and it still does not work right.
Spoiler: Config.txt (click to see content)
Spoiler: Inside Judgement Dagger (click to see content)
Spoiler: Blood FX (click to see content)

Edit: Never mind. I forgot about the extra var resets in 5901. Solved.