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Eagle

Started by CrazyKyubey, October 29, 2010, 01:32:53 AM

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CrazyKyubey

I'm making in my usual PotS-Ripoff style.

He will feature all his moves from CVS2, with a few extra goodies that I'm going to have to come up with myself.

I don't have very many screenshots yet but here's what i have.

Spoiler (click to show)



Yes that is fido's small portrait i am stealing it until i can get a new one.
Sparks are still misaligned but i'm working on it.

I KNOW YALL ARE GONNA BEG ME FOR A PALETTE TEMPLATE BUT THAT COMES LATER

Big Dick

Make sure the Eagle Swing and the Eagle Cyclone have the FX palette
shared and Hi-Res!

Garuda

Quote from: Seinfeld Fansub on October 29, 2010, 01:32:53 AM

I KNOW YALL ARE GONNA BEG ME FOR A WINMUGEN PATCH BUT THAT COMES LATER



SNT

JOUJI NO NATSU DA!  JOUJI NO NATSU DA!
HIDDEN TEXT HERE==>Translator's Note: Natsu means summer

Cool, a new Eagle.  Is this one going to have reflected projectiles, I wonder..?

Drex

Are you implying that there's an Eagle made that DOESN'T reflect projectiles? What the heck would be the point of Saint Andrews Green then?

Anyway, good to see Eagle getting more love. Should be coll to see him with P.o.t.S-ish gameplay.

CrazyKyubey

I  HAVE ENCOUNTERED A PROBLEM

http://www.youtube.com/watch?v=2wHcQ2z-96M

SOMEONE HELP ME I CANT FIGURE THIS OUT

Hero

Try posting both Eagle's and target's state

CrazyKyubey

#7
ok one minute im double checking so i dont end up having overlooked something


;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, Button]
type = varset
trigger1 = !time
var(10) = (command = "kk")

[State 800, Tech Hit]
type = varset
trigger1 = 1
var(19) = 0
[State 800, Tech Hit]
type = varset
trigger1 = numenemy
trigger1 = enemynear, statetype != A
trigger1 = (enemynear, stateno = [0, 999]) && (enemynear, stateno != [100, 119]) && (enemynear, stateno != [200, 799])
var(19) = 7

[State 800, Guard Dist]
type = attackdist
trigger1 = 1
value = 0

[State 800, Hit]
type = hitdef
trigger1 = animelem = 2
trigger1 = !var(38)
attr = S, NT
hitflag = M-
priority = 1, Miss
getpower = 0, 0
givepower = 0, 0
sparkno = -1 + 0 * (var(33) := 0)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 40), var(36) := -50
hitsound = -1 + 0 * (var(31) := 800)
guardsound = -1 + 0 * (var(32) := 0)
fall = 1
fall.recover = 1
fall.xvelocity = -3.325
fall.yvelocity = -3.85
numhits = 0
p1stateno = ifelse(command = "holdback", 810, 805)

[State 800, Hit]
type = hitdef
trigger1 = animelem = 2 && var(10)
trigger1 = !var(38)
attr = S, NT
hitflag = M-
priority = 1, Miss
getpower = 0, 0
givepower = 0, 0
sparkno = -1 + 0 * (var(33) := 0)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 40), var(36) := -50
hitsound = -1 + 0 * (var(31) := 800)
guardsound = -1 + 0 * (var(32) := 0)
fall = 1
fall.recover = 1
fall.xvelocity = 3.325
fall.yvelocity = -3.85
numhits = 0
p1stateno = ifelse(command = "holdback", 805, 820)

[State 800, Snd]
type = playsnd
trigger1 = animelem = 4
value = 4, 8
channel = 0

[State 800, Type]
type = statetypeset
trigger1 = animelemtime(4) >= 0
movetype = I
[State 800, End]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Throwing the opponent
[Statedef 820]
type    = S
movetype= A
physics = N
anim = 820
poweradd = 60
sprpriority = -1

[State 810, Safety]
type = changestate
trigger1 = !time && !numtarget
value = 0
ctrl = 1

[State 810, Tech Hit]
type = changestate
trigger1 = numtarget && var(19)
trigger1 = (target, command = "holdfwd" || target, command = "holdback") && target, command != "holdup" && target, command != "holddown"
trigger1 = (target, command = "b" || target, command = "c" || target, command = "y" || target, command = "z")
value = 890
[State 810, Tech Hit]
type = varadd
trigger1 = var(19) > 0
var(19) = -1

[State 810, Turn Var]
type = varset
trigger1 = !time
var(0) = 0
[State 810, Turn Var]
type = varset
trigger1 = !time
trigger1 = command = "holdback"
var(0) = 1

[State 810, Turn]
type = turn
trigger1 = !time && var(0)

[State 810, Throw]
type = targetstate
trigger1 = !time && numtarget
value = 825
[State 810, Throw]
type = targetfacing
trigger1 = time <= 1
value = -1

[State 820, Arm]
type = Explod
trigger1 = AnimElem = 9
anim = 822
id = 822
sprpriority = 2
postype = P1
pos = 0,0
removeongethit = 1
ignorehitpause = 1
bindtime = -1
ownpal = 0

[State 810, Hit]
type = hitadd
trigger1 = numtarget && animelem = 18
value = 1
[State 810, Hitcount]
type = varadd
trigger1 = numtarget && animelem = 18
var(13) = 1

[State 810, Juggle]
type = varadd
trigger1 = numtarget && animelem = 18
var(15) = 1
ignorehitpause = 1
[State 810, Juggle]
type = varset
trigger1 = numtarget && animelem = 18
var(16) = 1
ignorehitpause = 1

[State 801, Voice]
type = TargetState
trigger1 = AnimElem = 18
value = 826

[State 820, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 40,0

[State 820, Bind 2]
type = targetbind
trigger1 = AnimElemTime(2)>=0 && AnimElemTime(4)<0
pos = 60,0

[State 820, Bind 3]
type = targetbind
trigger1 = AnimElemTime(4)>=0 && AnimElemTime(6)<0
pos = 35,-85

[State 820, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(17)<0
pos = 28,-70

[State 820, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(17) >= 0 && AnimElemTime(18)<0
pos = 50,0

[State 820, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S2,2
[State 820, Sparks]
type = helper
trigger1 = animelemtime(18)=0
helpertype = normal
stateno = 8012
ID = 8000
name = "Spark"
postype = p1
pos = 28,-70
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 820, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

;Target
[Statedef 825]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[Statedef 826]
type    = A
movetype= H
physics = N
;velset = 0,0

[State 808, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 826
[State 827, Camera]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1, 0

[State 827, Vel]
type = veladd
trigger1 = 1
y = 0.58
[State 827, Vel]
type = velset
trigger1 = !time
x = -5.32
y = -6.91

[State 827, Recover]
type = selfstate
trigger1 = alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.gethit.groundrecover.ground.threshold)
value = 5200

[State 827, End]
type = selfstate
trigger1 = vel y > 0
trigger1 = pos y > -vel y
value = 5100

MDD

POTS EAGLE. MY DREAM HAS FINALLY COME TRUE.

Hero

From the code, I can only say isn't a problem of the 3 states mentioned. My money is should be something in -2/-3 states that do that. That`s cause the positive x movement is when Eagle is in the ground, not when in the air.

That happens only in the edges of the stage?

CrazyKyubey

I nulled everything in -2,-3. Nothing.

CrazyKyubey

ok i fixed it cause im a dumbass

aokmaniac13

Admitting you have a problem is the first step to healing.

CrazyKyubey

on another note all of eagle's basics are done so now i'm moving on to specials

CrazyKyubey


MDD

...Is Drex color separating for you too?

CrazyKyubey

Yep, he sent me his color separated SFF.

MDD

In that case, check your PM's.

GOH

This is gonna be GODLY.

Sorry if it's a little off-topic, but are you planning on updating your Kim edit also?

SilentRipper