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how to change the number of hits of a projectile?
anis91Date: Wednesday, 2011-09-07, 7:18 PM | Message # 1
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is there anyway to change the number of hits of a projectile+change the limits of it's juggling?
if there's a way to, plz help me cry sad


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vhcm21Date: Thursday, 2011-09-08, 8:35 PM | Message # 2
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For example, if you don't want to change the time of the animation of the projectile, you can put the following code:
trigger1 = TimeMod = x (always with one decimal place)
The time is the same as the time of the animations, and that's why the minimum is the unity(1,0).

Added (2011-09-08, 8:34 PM)
---------------------------------------------
PS: Tell me if I'm wrong.

Added (2011-09-08, 8:35 PM)
---------------------------------------------
I mean, say me if you think I'm wrong.

 
sgn_15Date: Friday, 2011-09-09, 10:27 AM | Message # 3
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- change the trigger to something else
- change the number of frames of anim if you want
- change the juggle at start of statedef


 
BladeStorm_XDate: Friday, 2011-09-09, 2:50 PM | Message # 4
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Quote (anis91)
is there anyway to change the number of hits of a projectile+change the limits of it's juggling?
if there's a way to, plz help me

Use the timemod trigger.


Message edited by BladeStorm_X - Friday, 2011-09-09, 2:51 PM
 
anis91Date: Friday, 2011-09-09, 5:30 PM | Message # 5
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ok thx guys i'll try and inform you

Added (2011-09-09, 5:30 PM)
---------------------------------------------
didn't work


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sgn_15Date: Friday, 2011-09-09, 5:40 PM | Message # 6
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Quote (anis91)
didn't work

what didnt work? you just asked how to change the number of hits of projectile. you diid not give the original trigger it uses, you didnt give any other info.
no one can read minds and I didnt even bothered to try reading your mind
give some info about that attack

if you can read my post above, i just gave you general instrustions because i am answering a very generic question about changing number of hits


 
anis91Date: Friday, 2011-09-09, 7:53 PM | Message # 7
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yeah you're right, any way here's it's code(or whataver) the number of hits is 8, and i want to change it to 16
;Metsu-Hadouken
[statedef 3100]
type = S
movetype=A
physics = S
ctrl = 0
velset = 0,0
anim = 3100
juggle = 3

;Hit Count
[State -2, VarSet]
type = VarAdd
trigger1 = Time=1
var(19) = 1
ignorehitpause = 2

[state 3000]
type = varset
trigger1 = time=1
var(1) = 0;-16

[state 3000]
type = varset
trigger1 = time=1
var(2) = 72

[State 3200]
type = Pause
trigger1 = time=1
time=80
movetime=80

[State 3200]
type = NotHitBy
trigger1 = time=1
value = SCA
time=90

;ƒŠƒxƒ“ƒWƒQ[ƒWÁ”ï—Ê
[state 3000]
type = varset
trigger1 = time=1
var(46) = var(45)

;ƒŠƒxƒ“ƒWƒQ[ƒWÁ”ï
[state 3000]
type = varset
trigger1 = time=0
var(45) = 0

[State -3,Super]
type = Helper
trigger1 = time=1
id = 7600
name = "super_aurts"
pos = -6,ceil(-72*const(size.yscale))
postype = P1
stateno = 7600
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime=var(2)
pausemovetime=var(2)
ignorehitpause = 1
persistent = 0
size.xscale = 1
size.yscale = 1

[State 5100, 8]
type = Explod
trigger1 = Time=2
Anim =9001
id = 9001
pos = 160, 120
postype = back
ownpal = 1
bindtime = 1
sprpriority = -10
pausemovetime = -1
removetime=var(2)
supermove = 1
ignorehitpause = 1
scale = .25,.25
sprpriority = 1

[state 9000]
type = ModifyExplod
trigger1 = time=[0,30]
scale = .375+time*.0375,.375+time*.0375
id = 9001

[state 9000]
type = ModifyExplod
trigger1 = time=[60,80]
scale = 1.5+(time-60)*.275,1.5+(time-60)*.275
id = 9001

[state 3100]
type = PlaySnd
trigger1 = AnimElem=4
value = 3100,0
channel = 1

[State 200]
type = PlaySnd
trigger1 = AnimElem=14
value = 1000,10

[State 200]
type = PlaySnd
trigger1 = AnimElem=14
value = 1000,0
channel = 1

[State 200]
type = PlaySnd
trigger1 = AnimElem=14
value = 3100,1
channel = 1

[State -3,Super]
type = Explod
trigger1 = AnimElem=3
id = 6310
pos = -ceil(40*const(size.xscale)),ceil(-67*const(size.yscale))
postype = P1
anim = 6310
ownpal = 1
ignorehitpause = 1
scale = .5,.5
removeongethit=1
sprpriority = 4
pausemovetime=74
persistent = 0

[State -3,Super]
type = Explod
trigger1 = AnimElem=14
id = 6320
pos = ceil(40*const(size.xscale)),ceil(-67*const(size.yscale))
postype = P1
anim = 6320
ownpal = 1
ignorehitpause = 1
scale = .5,.5
removeongethit=1
sprpriority = 4
persistent = 0

[State -3,Super]
type = Helper
trigger1 = AnimElem=14
id = 6300
name = "Metsu-Hadouken"
pos = ceil(40*const(size.xscale)),ceil(-67*const(size.yscale))
postype = P1
stateno = 6300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale = .5
size.yscale = .5
persistent = 0

[State 200]
type = AttackDist
trigger1 = 1
value = 0

[state 1000]
type = OffSet
trigger1 = AnimElem=1,>=0&&AnimElem=2,<0
x = floor(6*const(size.xscale))*facing

[state 1000]
type = OffSet
trigger1 = AnimElem=2,>=0&&AnimElem=13,<0
x = floor(12*const(size.xscale))*facing

[state 1000]
type = OffSet
trigger1 = AnimElem=13,>=0&&AnimElem=14,<0
x = floor(15*const(size.xscale))*facing

[state 1000]
type = OffSet
trigger1 = AnimElem=14,>=0&&AnimElem=15,<0
x = floor(18*const(size.xscale))*facing

[state 1000]
type = OffSet
trigger1 = AnimElem=15,>=0&&AnimElem=16,<0
x = floor(21*const(size.xscale))*facing

[state 1000]
type = OffSet
trigger1 = AnimElem=16,>=0&&AnimElem=22,<0
x = floor(22*const(size.xscale))*facing

[state 1000]
type = OffSet
trigger1 = AnimElem=22,>=0&&AnimElem=23,<0
x = floor(18*const(size.xscale))*facing

;ƒŠƒxƒ“ƒWƒQ[ƒWÁ”ï—Ê‚É‚æ‚éUŒ‚—͕␳
[State -2,enemy's life]
type = varset
trigger1 = var(46)>=500
fvar(4) = 1+(var(46)-500)*.001

[state 23000]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1

Added (2011-09-09, 7:53 PM)
---------------------------------------------
;Metsu Hadouken(Projectile)
[Statedef 6300]
type = A
movetype = A
physics = N
ctrl = 0
velset = 5.5,0
anim = 6300
sprpriority = 4

[State 6000]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 6000]
type = varset
trigger1 = time>=1 && root,var(18)<9
var(18) = 0

[State 6000]
type = varset
trigger1 = time>=1 && root,var(18)>=9
var(18) = 1

Added (2011-09-09, 7:53 PM)
---------------------------------------------
[state 199]
type = varadd
trigger1 = 1
var(4) = 1
ignorehitpause=1

[state 199]
type = varset
trigger1 = !root,numprojid(6300) && time>1
var(4) = 0
ignorehitpause=1

[state 199]
type = varadd
trigger1 = !root,numprojid(6300) && (!var(10)||var(10)>7) && time>1
var(16) = 1
ignorehitpause=1

[State 200,VarSet]
type = varset
trigger1 = !root,numprojid(6300) && (!var(10)||var(10)>7) && time>1
var(10) = 1
ignorehitpause=1

[State 1000,Projectile]
type = Projectile
trigger1 = time>=1 && var(16)<8
projanim = ifelse((var(10)=[1,7])||var(18),90000,6206-(time=1||(var(4)=7&&time!=6)))
projID = 6300
projshadow = -1
velocity = vel x, 0
accel = 0, 0
projhits = 1
projremovetime = 1
sprpriority = 5
; HitDefs
attr = S, SP
damage = ifelse(floor(ifelse(var(16)=7,55,ifelse(root,var(58)=1,28,30))*root,fvar(0))<10,10,floor(ifelse(var(16)=7,55,ifelse(root,var(58)=1,28,30))*r oot,fvar(0))),floor(ifelse(var(16)=7,55,ifelse(root,var(58)=1,28,30))*root,fvar(2)*1.0/4)
animtype = Heavy
getpower = 0,0
givepower = 10*root,var(5)*root,fvar(1),5*root,var(5)
guardflag = M
hitflag = MAF
pausetime = 4,ifelse(var(16)=7,12,8)
guard.pausetime = 4,ifelse(var(16)=7,12,8)
sparkno = -1;S7300+random%3*10
guard.sparkno = -1;s7000
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)+40, 0
hitsound = S1,20
guardsound = S0,0
ground.type = low
ground.slidetime = 24
guard.slidetime = 20
ground.hittime = 24
guard.hittime = 20
air.hittime = 20
ground.velocity = ifelse(var(16)=7,-3.5,-11.0),ifelse(var(16)=7,-8,0)
guard.velocity = -10.0
air.type = Low
air.velocity = -3.5,-8.0
yaccel = .5
fall = (var(16)=7)
air.fall = 1
fall.recover = 0
air.recover = 0
forcestand=1
palfx.color = 256
palfx.add = ifelse(root,var(14),256,64),ifelse(root,var(14),256,0),ifelse(root,var(14),256,192)
palfx.sinadd = -64,0,-192,ifelse(root,var(14),0,3)
palfx.mul = ifelse(root,var(14),128,256),ifelse(root,var(14),128,256),ifelse(root,var(14),128,256)
palfx.time = ifelse(root,var(14),10,48)

[State 200,VarSet]
type = varadd
trigger1 = var(10)>0
var(10) = 1
ignorehitpause=1

[State 200,VarSet]
type = PosFreeze
trigger1 = var(10)=[1,9]
value = 1
ignorehitpause=1

[State 200,VarSet]
type = PosAdd
trigger1 = var(10)=1||var(10)=10
x = -floor(vel x)
ignorehitpause=1

[State 1000, Spark]
type = Explod
trigger1 = root,projcontacttime(6300)=[1,2]
Anim = 6350+(root,projhittime(6300)=[1,2])*10
id = 6350
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
sprpriority = 3
scale = const(size.xscale)*.75,const(size.yscale)*.75
pausemovetime=99999

[state 7100]
type = null;Helper
trigger1 = root,projcontacttime(6300)=1&&var(16)<8
trigger1 = fvar(15):=20
id = 7000
stateno=7000+(root,projhittime(6300)=1)*100
pos = 40,0
postype = p1
pausemovetime=999
supemovetime=999
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause=1

[State 200]
type = DestroySelf
trigger1 = time>1
trigger1 = FrontEdgebodydist <-40

[State 200]
type = ChangeState
trigger1 = time>1
trigger1 = !Root,numprojid(6300) && var(16)>=8
value = 6350

Added (2011-09-09, 7:53 PM)
---------------------------------------------
;Metsu Hadouken(Projectile)
[Statedef 6350]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 90000
sprpriority = 4

[State 6000]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1000, Spark]
type = Explod
trigger1 = time = 0
Anim = 6350+(root,projcontacttime(6300)=[1,5])*10
id = 6350
pos = 0, 0
postype = p1
ownpal = 1
bindtime = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)
pausemovetime=99999

[state 7100]
type = Helper
trigger1 = root,projcontacttime(6300)=[1,2]
trigger1 = fvar(15):=20
id = 7000
stateno=7000+(root,projhittime(6300)=[1,2])*100
pos = 40,0
postype = p1
pausemovetime=999
supemovetime=999
ownpal = 1
size.xscale = 1
size.yscale = 1
ignorehitpause=1

[State 200]
type = DestroySelf
trigger1 = Time=1


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the pm button is down-left


Message edited by anis91 - Friday, 2011-09-09, 7:52 PM
 
sgn_15Date: Saturday, 2011-09-10, 6:46 AM | Message # 8
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well those are shitload of codes for me just woke up to analyze, but a quick look at your codes and you said 8 hits made me notice this
Quote (anis91)
trigger1 = time>=1 && var(16)<8

change the 8. try. but i did not try analyzing what var(16) does


 
anis91Date: Saturday, 2011-09-10, 4:38 PM | Message # 9
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ok thx

Added (2011-09-10, 4:01 PM)
---------------------------------------------
it worked! yay

Added (2011-09-10, 4:38 PM)
---------------------------------------------
any one plz closes this thread? MB?


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the pm button is down-left
 
ValterXDate: Saturday, 2011-09-10, 4:49 PM | Message # 10
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Hahahha mb not in charge of this section
Wait for the mod in charge of it or just let it go... tongue



 
anis91Date: Saturday, 2011-09-10, 5:03 PM | Message # 11
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umm, i though it's mb, anyway thx for every one who helped me

if u need to see any animation you want to see
the pm button is down-left
 
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