Posted by BC
in SFA4 Team (Started by BC November 06, 2014, 11:15:56 pm
Board: Street Fighter Alpha 4
Board: Street Fighter Alpha 4
Inbox me please
[State 0, VarAdd]
type = VarAdd
trigger1 = stateno = 1500 && time = 1
v = 6
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(6)>= 3
v = 6
value = 3
[State 0, Helper]
type = Helper
trigger1 = numhelper(9997)=0
name = "step meter"
ID = 9997
stateno = 9997
pos = 0,0
postype = left
facing = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0
Helper State: (triggers provided do not make a difference)
[statedef 9997]
type = A
anim = 7999
;If the explods trigger is root,var(6)=1 it appears when the variable is equal to 1 and disappears when the variable is equal to 2
(if set in the removeexplod)
;But I want it to disappear when it's equal to 1. But for some reason it's not doing that.
[State 0, Explod]
type = Explod
trigger1 = root,var(6)=0
trigger1 = numexplod(5)=0
anim = 10002
ID = 5
pos = 54,23
postype = left
scale = 0.5,0.5
removetime = -1
sprpriority = 5
ownpal = 1
persistent = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(6)=1
id = 5
;TEST CODE FOR STEP SYSTEM GRAPHIC
[State 0, VarAdd]
type = VarAdd
trigger1 = stateno = 1500 && time = 1 ;Dash Cancel
v = 6
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(6)>= 3 ;Limit
v = 6
value = 3
;========================================================
;Display Helper When you have 1 lvl of power and the variable hasn't incremented yet.
;========================================================
[State 0, Helper]
type = Helper
trigger1 = numhelper(9997)=0
trigger1 = power>= 1000 && var(6)=0
name = "step meter"
ID = 9997
stateno = 9997
pos = 0,0
postype = left
facing = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999
;==========================
common1.cns from Mugen's Data Folder
;==========================
;STEP SYSTEM
[statedef 9997]
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 7999 ;blank anim
[State 0, Explod]
type = Explod
trigger1 = numexplod(9000) = 0
anim = F9000
ID = 9000
pos = 54,23
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5
sprpriority = 5
ontop = 1
ownpal = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(6)=1 ;remove when the variable 6 from the players file has incremented.
id = 9000
Glad to see that you still plan on working on this. Stagger seems a bit iffy to me. It seems you're dumbing down the timing to follow up an overhead. Following up an overhead is perhaps a bit easier now that the timing is not strict. Judging from the video, if mashed correctly, the timing may still be strict. I'll have to wait and see the frame advantage for level 1/2/3 staggers.
Going for overheads now are much more rewarding and mix-up heavy characters are going to benefit a lot from it. Characters without overheads however are not going to benefit much from this system. Maybe giving everyone an overhead similar to how 3S did will help.
Also regarding the Unique System, I think you could do without it. The game itself doesn't really need those gimmicks and you already have Rage Mode.
I'm looking forward to this, but I'm wondering why there's no guard break system though?