Super Move Help..

Started by tetsuo9999, October 07, 2007, 03:52:19 AM

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tetsuo9999

Is there a way i can make a state trigger after a certain amount of hits this super does?..
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx

Loona

I think there's a numhits parameter in there you can use as a trigger - but that might count hits prior to the super, if something else comboed into it. You could use a variable to which you could assign such numhits value, and use as a trigger (numhits - var(x)) = value_you_want

PotS

Quote from: Loona on October 07, 2007, 05:02:27 AM
I think there's a numhits parameter in there you can use as a trigger
It's the HitCount trigger.
The numhits parameter is something that goes on Hitdefs to specify by how much a single hit increases the combo counter (and related stuff).

Quotebut that might count hits prior to the super
Not usually, only does so if you specify it to.
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tetsuo9999

Thanks?..

How can i make this go upward(like Akuma's air fireball but up)..

[Statedef 330223]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 330223                    ;Change animation (Def: no change)
poweradd = 4                   ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 25, 6                   ;Damage that move inflicts, guard damage
animtype = Light                 
guardflag = MA                   
hitflag = MAF                   
priority = 3, Hit               
pausetime = 11, 8                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = -10, -75              ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S5, 1                  ;Sound to play on hit
guardsound = 6, 0               
ground.type = High               
ground.slidetime = 5             
ground.hittime  = 10             
ground.velocity = 1           
airguard.velocity = -5,-5     
air.type = High                 
air.velocity = -1.4,-3           
air.hittime = 12
envshake.time = 4
envshake.ampl = 4
envshake.time = 8

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -2.9
y = -2.9
ignorehitpause = 1

[State 200, 7]
type = Destroyself
trigger1 = Time = 40
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx

ZzEzZ

this
Quote[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = -2.9
y = -2.9
ignorehitpause = 1
can be put under the statedef, ie. velset = -2.9,-2.9 and make physics = N

and, that is up... just, the -2.9 x makes it go towards your character

also: it wont hit unless your movetype = A

tetsuo9999

Thanks..but i want it to go Towards the Corner of the screen.
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx