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Exploding Mine Attack
BabricogurlDate: Wednesday, 2009-12-02, 0:10 AM | Message # 1
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This launches a projectile that sort of acts like a
land mine and a shield also. It gets tossed out in
front of the character and sits there for a bit
then disappears. The -1 anim in the .air file (301)
is a blank anim. projpriority in the .cns decides
the strength of projectiles blocked plus if the
other player(s) bump into this they'll get hit
just like a moving projectile. Pretty handy to
have sometimes. This code is taken from Dabura
(state 880). The .cmd is set up for having 500 or
more power. The 280, add# states in the .cns file
are for use with the 5 fireballs and you're tired
out codes. If not using the fireball tired codes
then just delete these states. Also state 5300 is
the tired/exhausted state. If the projectile
hits an explosion cloud appears (1010). If the
projectile doesn't hit it gets removed and a blank
explosion cloud anim (1015) is used but not seen.
New word to lookup - projremovetime. Also notice
in the projectile state that velocity = 0,0 (or
doesn't move).

>>>>>>> in the .air file

;Player animations for land mine attack
[Begin Action 300]
Clsn2: 1
Clsn2[0] = 29, 1,-33,-94
880,0,0,0,4
Clsn2: 1
Clsn2[0] = 34, 1,-33,-100
880,1,0,0,4
Clsn2: 1
Clsn2[0] = 33, 1,-58,-70
880,2,0,0,-1

;Land mine itself animations
[Begin Action 301]
loopstart
Clsn1Default: 1
Clsn1[0] = 64, 2,22,-109
Clsn2Default: 1
Clsn2[0] = 64, 2,22,-109
880,3,40,0,8
-1,0,40,0,4

>>>>>>>> in the top of the .cmd file

[Command]
name = "Fire_Bomb"
command = ~B, F, b

>>>>>>> in the bottom of the .cmd file

;Fire Bomb
[State -1]
type = ChangeState
value = 300
trigger1 = command = "Fire_Bomb"
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

>>>>>>> in the .cns file

; Fire Bomb
[Statedef 300]
type = S
movetype = A
physics = S
poweradd = -500
juggle = 1
anim = 300
ctrl = 0
velset = 0,0,0

;add tired out fireball cns codes here (280,add#)

;projectile def
[State 300, 1]
type = Projectile
trigger1 = time = 9
Projanim = 301
ProjHitAnim = 1010
ProjRemAnim = 1015
projremovetime = 191
projpriority = 2
;offset -50,0
velocity = 0,0
remvelocity = .7,0
velmul = 0,0
accel =0,0
attr = S, SP
animtype = Back
damage = 70,20
getpower = 0
givepower = 0
guardflag = MA
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 9
ground.velocity = -4,-4
air.type = high
air.velocity = -2.5,-5.5
air.juggle = 3

;play projectile sound (power up sound)
[State 300, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,6

;play projectile sound (power up sound) continually
[State 300, 3]
type = PlaySnd
trigger1 = Time%29 = 9
channel = 0
value = 3,3

;stop sound for projectile sound
[State 300, 4]
type = StopSnd
trigger1 = Projcontact = 1
trigger2 = time = 191
channel = 0

;out of power = tired
[State 300, 5]
type = ChangeState
trigger1 = power = 0
value = 5300
ctrl = 0

;changestate
[State 300, 6]
Type = ChangeState
trigger1 = time = 200
trigger2 = projcontact = 1
value = 0
ctrl = 1


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