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is it possible?

Started by IEatRamen, February 18, 2008, 09:58:54 PM

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IEatRamen

is it possible to set an attack so you can only use it a certain amount of times in one round?

Laxxe23

yeah
needs a variable and just make it so when the move is performed add one to the variable and once the variable reaches a certain number just in the command have trigger1 = var(31)<=4 or something
Shades 2 site:Shades of Manhattan

IEatRamen

soryy but, what do you mean by this:

Quoteneeds a variable and just make it so when the move is performed add one to the variable and once the variable reaches a certain number

Valodim

Add this to the move:

[State 12345, Counter]
type = VarAdd
trigger1 = time = 0
v = 5 ; arbitrary number, choose anything that isn't used elsewhere
value = 1


In the move trigger sctrl in the cmd file, add a triggerall like

triggerall = var(5) < 3 ; do not trigger if the move has been executed three or more times before


make sure the variable number used in the sctrl (in this case 5) is the same in the var(x) in the trigger

IEatRamen

oh i did it right lol  :). thx

IEatRamen

now is it possible to make seperate explods go in a certain order?

(sorry for double posting  :-\)

Valodim

umm... yeah. trigger them in that order :P

IEatRamen

like if you use the attack once, say explod1 shows, and if yoiu use it again, explod 2 comes?

Valodim

oh. well, use var(x) = 1 for first time, var(x) = 2 for second....

IEatRamen

it doesnt work  :-\


code:
Spoiler (click to show)
[State 0, Explod]
type = Explod
trigger1 = var(1) = 1
anim = 900
ID = 900
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(2) = 2
anim = 901
ID = 901
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(3) = 3
anim = 902
ID = 902
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(4) = 4
anim = 903
ID = 903
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(5) = 5
anim = 904
ID = 904
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


Cyanide

FFS.

Guess it's not working then.

Actually, i can see the problem cos it's pretty obvious. I just want to make you feel silly for saying "it doesn't work" It doesn't work tells us NOTHING AT ALL! Think about that for a minute. Go on, do it.











Done? Right, your problem is you're checking a different variable each time. You don't want var(5) = 5 you want var(1) = 5. You don't change variables as you go you add to the existing one. You can in fact use your move counting variable.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

IEatRamen

#11
oh lol, ok, srry

EDIT: it doesnt show the explod...code: [State 0, Explod]
type = Explod
trigger1 = var(1) = 1
anim = 900
ID = 900
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 2
anim = 901
ID = 901
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 3
anim = 902
ID = 902
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 4
anim = 903
ID = 903
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 5
anim = 904
ID = 904
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

Cyanide

Well, is var(1) 1? if it's not, then no it won't. How about the full state, and not a set of explod sctrls that could be anywhere.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

IEatRamen

sorry, but can you explain that a lil better

Cyanide

Look. Your first explod is set to appear (constantly) if trigger1 = var(1) = 1

Is var(1) 1. Have a look at your varadd, you've added one right? What's it setting things to. As i said, post the WHOLE state. Don't feed us piecemeal or noone can get more than part way. If you don't really understand what we're asking for just give us everything that pertains to the thing you're currently having trouble with. It's much more helpful than dragging it out of you over 6 posts.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

IEatRamen

there


Spoiler (click to show)
[State 0, Explod]
type = Explod
trigger1 = var(5) = 1
anim = 900
ID = 900
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(5) = 2
anim = 901
ID = 901
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(5) = 3
anim = 902
ID = 902
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(5) = 4
anim = 903
ID = 903
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(5) = 5
anim = 904
ID = 904
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


Cyanide

That. is what you posted before, with a different variable.

I said, the WHOLE MOVE. As in from [statedef ###] to whatever is at the end of it. EVERYTHING.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

IEatRamen

accident  :P

there:
Spoiler (click to show)
[StateDef 900]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 900
poweradd = 20
sprpriority = 2

[State 0, LifeAdd]
type = LifeAdd
trigger1 = AnimElem = 3
value = 200
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

[State 900, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 900, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 5    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 1
anim = 901
ID = 901
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 2
anim = 902
ID = 902
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 3
anim = 903
ID = 903
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 4
anim = 904
ID = 904
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = var(1) = 5
anim = 904
ID = 904
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

Bastard Mami

why are you even using vars, by the way. normally one uses the animelem or the time triggers to activate explods at different intervals of time.

Fallen_angel

also you have coded a different var that the one you are using


[State 900, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 5    ;fv =
value = 1
;ignorehitpause =
;persistent =

these is  var(5) =1    and you are using var(1) = #

as Reika told you you better use another trigger... to make it work better you should coded it like these
triggerall = var(5)= 3
trigger1 = time = 0

means that the explod will only appear when the condition of the var is achieved.. and then triggers when the time = 0