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Problem with FX (SOLVED)

Started by Domatenboss, April 05, 2012, 06:47:56 PM

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Domatenboss

How to make this with color A? I already put color A in air file, but does not disappear. :S



This is the code:

[Statedef 3405]
type = A
movetype = A
ctrl = 0
anim = 3405

[state 3405, Angle]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 3405, 1.1]
type = SprPriority
trigger1 = Time = 0
value = 5

[State 3405, 1.2]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 35,-87

[State 3405, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3405, 3]
type = HitDef
trigger1 = (Time = 7) || (Time = 8) || (Time = 9) || (Time = 10) || (Time = 11)
trigger2 = (Time = 12) || (Time = 13) || (Time = 14) || (Time = 15) || (Time = 16)
trigger3 = (Time = 17) || (Time = 18) || (Time = 19) || (Time = 20) || (Time = 21)
trigger4 = (Time = 22) || (Time = 23) || (Time = 24) || (Time = 25) || (Time = 26)
attr = S, HP
animtype  = Heavy
damage = 16,2
getpower = 0,0
givepower = 10,0
guardflag = MA
hitflag = MAF
priority = 7, Hit
sprpriority = 5
pausetime = 0,5
guard.pausetime = 0,4
guard.sparkno = S8007
sparkno = S3406
sparkxy = ifelse((Random < 330),-20,ifelse((Random = [330,660]),-30,-40)),0
hitsound   = S1,4
guardsound = S0,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
fall = 1
air.fall = 1
fall.recovery = 0
envshake.time = 20
envshake.ampl = 10
fall.envshake.time = 20
fall.envshake.ampl = -10
palfx.time = 80
palfx.add = 200,200,0
palfx.mul = 300,192,192
palfx.sinadd = 40,30,0,10
palfx.color = 0

[State 3405, 4.1]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8601
postype = p2
pos = 10,-30
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 3405, 4.2]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8601
postype = p2
pos = 30,-60
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 3405, 5]
type = DestroySelf
trigger1 = parent, stateno != 3400

[State 3405, 6]
type = ChangeState
trigger1 = Time = 27
value = 3407

And this:

[Statedef 3407]
type = A
movetype = A
ctrl = 0
anim = 3407
sprpriority = 4

[State 3407, 1]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 3407, Angle]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5

[State 3407, 2]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 35,-87

[State 3407, 3]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3400

Rajaa Retired

Mugen bug/limitation/weird behavior.

When one uses an angledraw state controller on an animation that needs transparency applied to it, one must couple the angledraw controller with a trans controller. It's just what has to be done.

Domatenboss