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uppercut help

Started by Iori Fue, September 04, 2007, 12:24:55 AM

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Iori Fue

hi id like to include an uppercut in my character but i dont know how?

can anyone help me code it? i know i have to use velsets and veladds and stuff but it stuffs up for me

Loona

Quote from: Iori Fue on September 04, 2007, 12:24:55 AM
hi id like to include an uppercut in my character but i dont know how?
http://i204.photobucket.com/albums/bb257/DjFue/108.gif
can anyone help me code it? i know i have to use velsets and veladds and stuff but it stuffs up for me

What goes wrong when you attempt to use the veladds and whatnot?

I'm not experienced with this kind of move myself, but you might be able to learn a thing or to from TESTP's Yuri C-Type, it was meant as a reference character to learn for and I'm pretty sure it has a move like that.

Remember that you have to code the animations (AIR file) along with the states (CNS or ST).

Iori Fue

iori either falls through the floor or stands in nothing,, where would i be avle to obtain this char?

Loona

#3
Quote from: Iori Fue on September 04, 2007, 12:46:52 AM
iori either falls through the floor or stands in nothing,, where would i be avle to obtain this char?

You'l probably need to add a ChangeState to state 0 (neatral stance, IIRC) that's triggered when Y >= 0 (that's when he's touching the floor).

Yuri's probably available in a lot of places, but last I check it was also at Mugen History:

http://www.mugenhistory.com/opensource.html

Iori Fue

THANKS!!
i was getting soooo annoyed with it

Bastard Mami

;___________________________________________________
;
;regular punch dp            3000
;___________________________________________________

[StateDef 3000]
Type          = S
MoveType      = A
physics       = N
Ctrl          = 0
PowerAdd       = 0
FaceP2          = 1
HitDefPersist       = 0
MoveHitPersist       = 0
HitCountPersist    = 0
SprPriority       = 2


[State Anim ]
Type       = ChangeAnim
trigger1    = !time && Prevstateno != 1370
Value          = StateNo
[State Vel ]
Type       = VelSet
Trigger1    = !Time && Prevstateno != 1370
X          = 0
Y          = 0

[State Idle ]
Type       = StateTypeSet
Trigger1    = !AnimelemTime(7)
;stateType       = U
moveType       = I
;physics       = U


[State Proper]
Type       = StateTypeSet
Trigger1    = Pos Y < 0
stateType       = A
moveType       = A
physics       = N
[State Proper]
Type       = PosSet
Trigger1    = Pos Y >= 0 && AnimElemTime(3) > 1
Y          = 0
[State esp]
Type       = ChangeState
Trigger1    = Pos Y >= 0 && AnimElemTime(3) > 1
Value          = StateNo+1
[State InitVel]
Type       = VelAdd
Trigger1    = AnimElemTime(3) = 1
X          = 2.9
Y          = -6.7
[State AirFriction]
Type       = VelMul
Trigger1    = AnimElemTime(3) > 1
X          = 0.96
[State Accel]
Type       = VelAdd
Trigger1    = AnimElemTime(3) > 1
Y          = 0.62

[State Counter Hit Damage]
Type       = TargetLifeAdd
Trigger1    = NumTarget
Trigger1    = var(15) = 1
Value          = Floor(fvar(0)*39.2+(random*.001))
Kill         = 1
Absolute      = 0
Persistent      = 0
[State hit ]
Type       = Hitdef
Trigger1    = !AnimElemTime(3)
Attr             =  S, SA
HitFlag          = MAF
GuardFlag          = M
AffectTeam          = E
AnimType          = Back
Air.AnimType          = back
Fall.AnimType          = back
Priority          = 3,Hit
Damage             = Floor((49+((random%2)*9.8))*fvar(0)), Floor((9.8+((random%10)*.1))*(fvar(0)))
PauseTime          = Floor(fvar(3)*10),Floor(fvar(3)*12)
Guard.PauseTime       = Floor(fvar(3)*11), Floor(fvar(3)*11)
SparkNo          = 0
Guard.SparkNo          = 40
sparkxY          = 4,-60
HitSound          = 5, 0
GuardSound          = 6, 0
Ground.Type          = Low
Air.Type          = High
Ground.SlideTime       = 16
Guard.SlideTime       = 16
Ground.HitTime          = Floor(fvar(4)*16)
Guard.HitTime          = Floor(fvar(4)*16)
Air.HitTime          = Floor(fvar(4)*13)
Guard.CtrlTime          = 0
Airguard.CtrlTime       = 99999999
Guard.Dist          = 50
YAccel             = 0.636363625526428
Ground.Velocity       = -9.63655853271484, -8.96969699859619
guard.Velocity          = -12.61205725
air.Velocity          = -9.63655853271484, -8.96969699859619
AirGuard.Velocity       = -12.61205725, -8.96969699859619
ground.cornerpush.veloff    = -9
Down.CornerPush.VelOff       = -9
Air.CornerPush.VelOff       = 0
Guard.CornerPush.VelOff    = -9
AirGuard.CornerPush.VelOff    = -9
Air.Juggle          = 0
SprPriority          = 2
;P1Facing          = -1
P1GetP2Facing          = 0
;P2Facing          = -1
;P1StateNo          =
P2StateNo          = 5610
P2GetP1State          = 1
;MinDist          =
;MaxDist          =
;Snap             =
ForceStand          = 0
Fall             = 1
fall.xVelocity          = 0
fall.yVelocity          = 0
Fall.Recover          = 0
Fall.RecoverTime       = 9
Fall.Damage          = 0
Air.Fall          = 1
down.Velocity          = 0
Down.HitTime          = 9
Down.Bounce          = 0
ID             = 0
chainID          = -1
nochainID          = -1,-1
HitOnce          = 1
Kill             = 1
Guard.Kill          = 1
Fall.Kill          = 1
NumHits          = 1
GetPower          = Floor(fvar(5)*(78.125+(random*.001))),Floor(fvar(5)*(78.125+(random*.001)))
GivePower          = Floor(15.625+(random*.001)),Floor(15.625+(random*.001))
Attack.Width          = 5,5
PalFx.Time          = 9
PalFx.Mul          = 256,256,256
PalFx.Add          = 0,0,0
;EnvShake.Time          = 7
;EnvShake.Freq          = 20
;EnvShake.Ampl          = -2
;Envshake.Phase       = 0
;Fall.EnvShake.Time       = 7
;Fall.EnvShake.Freq       = 20
;Fall.EnvShake.Ampl       = -2
;Fall.EnvShake.Phase       = 0

;___________________________________________________
;idle

[StateDef 3001]
Type          = S
MoveType      = I
physics       = S
Ctrl          = 0
PowerAdd       = 0
FaceP2          = 0
HitDefPersist       = 0
MoveHitPersist       = 0
HitCountPersist    = 0
SprPriority       = 2

[State Anim ]
Type       = ChangeAnim
trigger1    = !time && Prevstateno != 1370
Value          = StateNo
[State esp]
Type       = PosSet
Trigger1    = !time
Y          = 0
[State esp]
Type       = VelSet
Trigger1    = !time
X         = 0
Y          = 0
[State Anim ]
Type       = ChangeState
Trigger1    = AnimTime = 0
Value          = 0
ctrl          = 1


this is composed by two animations.
the first is the dp, from the ground and including the air frames
animelem 7 is the element in which iori is not able to hit anymore. animelem3 is the first element in which he moves to the air. you can disregard the hit and counter code, and put code of your own.
the second is just the idle animation, for when he hits the ground and recovers.

Iori Fue

how would i do the y>=0 one?

trigger1 = ?

Bastard Mami

check the code i pasted, it's all there.

Iori Fue

i cant find it, i probably overlooked it bu can you please just copy paste that part?

Loona

check under the [State esp] header - that's a part of state 3000 (the move), and it leads to state 3001, which in this case seems to act as a "border" between the end of the attack and the return to the idle stance. You pretty much only had to look for "type = ChangeState" here.