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Super/EX moves (Mechanics) (Read 35387 times)

Started by Niitris, November 23, 2016, 05:51:52 pm
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Super/EX moves (Mechanics)
#1  November 23, 2016, 05:51:52 pm
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Super moves are moves that require meter to perform. They often require a more complex command than a special move, and are usually more powerful, possess invincibility, and may have other unique traits that are usually not covered by special moves. Also, a majority of games will pause the screen when the Super is starting up. To do this, add a SuperPause controller. While EX moves also require meter, these are often special moves with additional properties, and don't have the screen pause that supers have.

To designate a move as a Super, you must assign the move as HA,HP,or HT on the Attr inside the HitDef. EX moves would instead use SA,SP,and ST.

Code:
[State 3000, HitDef]
type = HitDef
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(9) < 0
attr = S,HA

To change the power value for doing the Super/EX move, use the PowerAdd controller or define the PowerAdd in the statedef.

Code:
[Statedef 3000]
type     = S
movetype = A
physics  = N
anim     = 3000
poweradd = -1000

;or

[State 3000, PowerAdd]
type = PowerAdd
trigger1 = Time = 0
value = -1000

Finally in the CMD, make sure to add a triggerall that requires P1 to have X amount of meter

Code:
[State -1, ChangeState]
type = ChangeState
value = 3000
triggerall = roundstate < 3
triggerall = statetype != A
triggerall = power >= 1000   ;<----- add this
triggerall = command = "2qcf_x"
trigger1 = ctrl
Last Edit: November 25, 2016, 07:21:48 pm by Niitris
Re: Super/EX moves
#2  November 23, 2016, 07:06:25 pm
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Re: Super/EX moves
#3  November 23, 2016, 07:15:19 pm
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Re: Super/EX moves (Mechanics)
#4  May 27, 2020, 06:59:11 pm
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Would we have to add glowy sprites for EX moves?  Or is that handled through the code?