SFA4 Stagger and Dash Cancel Systems: http://youtu.be/cfQRHD4NMY8
BC is Offline
Contact BC:
;====================STAGGER STUN SYSTEM====================================
;THIS SETS A VARIABLE TO THE MASH VALUE AND RECOGNIZES WHEN THE OPPONENT IS IN STAGGER STUN
[State 0, VarSet]
type = VarSet
trigger1 = stateno = 1406 && numtarget(500)=1
trigger1 = target,stateno = 1415
trigger2 = stateno = 210 && numtarget(500)=1
trigger2 = target,stateno = 1410
trigger3 = stateno = 1403 && numtarget(500)=1
trigger3 = target,stateno = 1410
v = 7
value = 30
persistent = 0
:THESE ARE THE COMMANDS TO USE FOR MASHING
[State 0, VarAdd]
type = VarAdd
triggerall = numtarget(500)=1
trigger1 = target,command = "x" || target,command = "y" || target,command = "z"
trigger2 = target,command = "a" || target,command = "b" || target,command = "c"
trigger3 = target,command = "up" || target,command = "down" || target,command = "left" || target,command = "right"
trigger4 = target,command = "uf" || target,command = "ub" || target,command = "df" || target,command = "db"
v = 7
value = -1
;RESETS THE VARIABLE
[State 0, VarSet]
type = VarSet
trigger1 = var(7) <= 0 || p2movetype != H
v = 7
value = 0
;HERE IS THE HELPER CODE:
[State -2, Helper]
type = Helper
triggerall = numhelper(1)=0
trigger1 = ((stateno = [1410,1415]) && stateno != 1411)
name = "Stagger Meter"
ID = 1
stateno = 4500
pos = 0,0
facing = 1
postype = p1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
;HELPER STATE========
[statedef 4500]
physics = N
velset = 0,0
anim = 7999
ctrl = 0
sprpriority = 0
[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 5 * root,const(size.head.pos.x),root,const(size.head.pos.y)-30
;THIS IS THE EMPTY GUAGE====
[State 0, Explod]
type = Explod
trigger1 = numexplod(1)=0
anim = 10000
ID = 1
facing = 1
bindtime = -1
pos = 0,0
postype = p1
pausemovetime = 999
supermovetime = 999
scale = 0.3,0.3
ownpal = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = (root,stateno != [1410,1415])
trigger2 = stateno = 1411
id = 1
ignorehitpause =1
;THIS IS THE FILLER===
[State 0, Explod]
type = Explod
trigger1 = numexplod(2)=0
anim = 10001
ID = 2
facing = 1
bindtime = -1
pos = 0,0
postype = p1
pausemovetime = 999
supermovetime = 999
scale = 0.3,0.3
ownpal = 1
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(2)=1
ID = 2
scale = ;OK SO THIS IS THE SCALE I NEED TO ADJUST TO SCALE FROM FULL TO NOTHING DEPENDING ON VAR(7)'s VALUE?
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = (root,stateno != [1410,1415])
id = 2
[State 0, DestroySelf]
type = DestroySelf
trigger1 = (root,stateno != [1410,1415])
It's great to see you back man. This Guy revamp is really nice and fresh. Loving the new stuff !
Only thing I'm still doubtful of is the Ki attack, as I feel this kind of character is not meant to have projectiles and should focus on close-range attacks.
not to be rude or anything but are u going to continue your KFM by any chance just wondering
not to be rude or anything but are u going to continue your KFM by any chance just wonderingplease refrain from asking about other characters in a project thread, you can always PM him
Just as a heads up, I'm looking to commission spriters/animators over the course of this project (the full game) so if anyone is interested in making money give me a shout.Hey, you should try this topic right here. Be sure to list everything like the others (Kamekaze, Thagr8test) did. Or use the template I just wrote in the first post.
By the way, these may be useful:
(focus attack by artchell)
(palm strike by CallMeMrA/Rolento)
Nice to see you back man. I'm just wondering will your old chars go back online now? (Ryu,Ken..)
This is definitely an interesting take on the gameplay. Is the Super FX final?
You may be interested in this ki blast made by Sean Altly