POTS Parry Code

Started by BigBoss, March 27, 2008, 06:57:48 AM

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BigBoss

Yah i get what most of the things say and what i have to do in the animation and anim = areas but im curious where this all is placed i stumbled upon this on syns and it has no explanation and seems sloppy; So basically can someone sort this?

Spoiler (click to show)
[State -1, sparry]
type=hitoverride
triggerall=var(59)<=0&&roundstate=2&&statetype=S
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||stateno=700||stateno=701
trigger1=var(21):=1
trigger2=(stateno=[150,153])
trigger2=var(21):=-1
attr=SA,AA,AP
stateno=700
slot=0
time=ifelse((stateno=[150,153]),4,8)

[State -1, cparry]
type=hitoverride
triggerall=var(59)<=0&&roundstate=2&&statetype!=A
triggerall=(statetype=S&&command="down")||(statetype=C&&command="fwd")&&command!="back"&&command!="up"
trigger1=ctrl||stateno=700||stateno=701
trigger1=var(21):=2
trigger2=(stateno=[150,153])
trigger2=var(21):=-2
attr=C,AA,AP
stateno=701
slot=0
time=ifelse((stateno=[150,153]),4,8)

[State -1, aparry]
type=hitoverride
triggerall=var(59)<=0&&roundstate=2&&statetype=A
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||stateno=702
trigger1=var(21):=3
trigger2=(stateno=[154,155])
trigger2=var(21):=-3
attr=SA,AA,AP
stateno=702
forceair=1
slot=0
time=ifelse((stateno=[154,155]),4,8)

[State -1, resetparry]
type=hitoverride
trigger1=(statetype=S||statetype=C)&&var(21)!=1&&var(21)!=-1&&var(21)!=2&&var(21)!=-2
trigger2=statetype=A&&var(21)!=3&&var(21)!=-3
trigger3=movetype=A||(movetype=H&&(stateno!=[120,155]))
trigger4=!ctrl
slot=0
time=0

;==========<PARRY>==========
;---STANDING---
[Statedef 700]
type=S
physics=S
movetype=I
anim=700
velset=0,0
ctrl=0
sprpriority=2
poweradd=75

[State 700, pause]
type=pause
trigger1=!time
time=10
movetime=10
[State 700, nhb]
type=nothitby
trigger1=time<=10
time=1
value=SCA
[State 700, stop]
type=posfreeze
trigger1=time<=10
value=1

[State 700, blueflash]
type=palfx
trigger1=!time&&var(21)>=0
add=0,50,255
sinadd=0,-50,-255,60
time=15
[State 700, redflash]
type=palfx
trigger1=!time&&var(21)<0
add=255,0,0
sinadd=-255,0,0,60
time=15

[State 700, snd]
type=playsnd
trigger1=!time
value=3,1
channel=0
[State 700, snd]
type=playsnd
trigger1=!time
value=7,3

[State 700, spark]
type=explod
trigger1=animelem=2
anim=7200
ID=7200
sprpriority=5
postype=p1
pos=37,-64
pausemovetime=60
ownpal=1
scale=.5,.5

[State 700, asserts]
type=assertspecial
trigger1=1
flag=nowalk
flag2=nostandguard
flag3=nocrouchguard
[State 700, ctrl]
type=ctrlset
trigger1=time>10
value=1
[State 700, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


;---CROUCHING---
(...)

;---AERIAL---
[Statedef 702]
type=A
physics=A
movetype=I
anim=702
ctrl=0
sprpriority=2
poweradd=80

[State 702, pause]
type=pause
trigger1=!time
time=10
movetime=10
[State 702, nhb]
type=nothitby
trigger1=time<=10
time=1
value=SCA
[State 702, sts]
type=statetypeset
trigger1=time<=10
physics=N
[State 702, stop]
type=posfreeze
trigger1=time<=10
value=1
[State 702, sts]
type=statetypeset
trigger1=time>10
physics=A

[State 702, blueflash]
type=palfx
trigger1=!time&&var(21)>=0
add=0,50,255
sinadd=0,-50,-255,60
time=15
[State 702, redflash]
type=palfx
trigger1=!time&&var(21)<0
add=255,0,0
sinadd=-255,0,0,60
time=15

[State 702, snd]
type=playsnd
trigger1=!time
value=3,1
channel=0
[State 702, snd]
type=playsnd
trigger1=!time
value=7,3

[State 702, spark]
type=explod
trigger1=animelem=2
anim=7200
ID=7200
sprpriority=5
postype=p1
pos=44,-77
pausemovetime=60
ownpal=1
scale=.5,.5

[State 702, asserts]
type=assertspecial
trigger1=1
flag=noairguard
[State 702, ctrl]
type=ctrlset
trigger1=time>10
value=1

i know like anything with a negative state -1 goes into CMD but maybe a better explaination
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I give my life not for honor but for you

PotS

You'd be better off grabbing it from the updated versions. Or the reversaldef version from later chars, since my hitoverride one is obsolete.

Either way, the first three Sctrl detect parry input and activate the HitOverride that sends P1 to the parry pose if hit.  The "resetparry", something Byakko added to it, disables the HitOverride if say you did the motion for a crouching parry but then jumped.

The other states can be whatever you like and aren't really important, just require vulnerability to only throws and correct timing.

Or wasn't that your question at all? :S

*moves*
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

BigBoss

#2
Still useful information why use the outdated when i can get the new? ;D

EDIT:
Hey pots do you got a projectile tutorial on hand the current ones are horrid.
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Cybaster

Projectile tutorial ? Do you want to learn how to use the projectile sctrl, or rather code a projectile via helper, which is much more complicated, but allows more diversity and control over your stuff ?

BigBoss

Both would be a bit better lol id like to learn both?
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