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Statedef help

Started by IEatRamen, February 16, 2008, 02:09:18 AM

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IEatRamen

is it possible to have 2 statedefs in one attack?

☠Guardian Angel★☃

Well, why would you need that? Most probably would be enough to add a changestate to other move there, or use a helper code, you need to be more descriptive on what you want to achieve.

IEatRamen

i just want to know if you could make 2 statedefs in one attack.

☠Guardian Angel★☃

Nope. Mugen crashes.

But you can make a changestate that directs to the next move with it's proper animation if needed, or you can add other hitdef in a later animation of the same move you're coding.

IEatRamen

ok. now i need to know is how to make an attack made of 2 diffrent animations. first of all, is that possible?

ssjsongoku

Yes, you can start with one animation and then use a changeanim to change it at some point.

IEatRamen

#6
okay  :), now how do you set an explod onto the hit def of the animation

code
Spoiler (click to show)

[StateDef 831]
type = S
movetype= A
physics = S
juggle  = 1
velset = 3,0
ctrl = 0
anim = 831
poweradd = 20
sprpriority = 2

[State 831, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 7
x = 4
y = 0
;ignorehitpause =
;persistent =

[State 831, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElem = 3
value = 833
elem = 3
;ignorehitpause =
;persistent =


[State 831, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 831, Explod]
type = Explod
trigger1 = 1
anim = 832
ID = 832
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+time/28.0,.5+time/28.0
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

Cyanide

The same way as you add any explod. I mean, haven't you worked out explod by now? You should have enough of a grasp NOW that you can reliably add an explod and play with triggers.

I had that sorted by day 2.

I refuse to answer on the basis you should be able to work out explods by now. Simple questions should not need to be asked.


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

i tried but it starts from the beginning. i want it to start at a different hit def