mugen chars, rare characters
Mugen | CHAT | ok damage won't - Page 3 - Forum | Registration | Login
[New messages · Members · Forum rules · Search · RSS ]
ok damage won't
spritekeyfinderDate: Wednesday, 2012-04-25, 5:59 PM | Message # 31
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
Quote (sgn_15)
yes. because you did not do all of the things i said

ok what did i not do?

Added (2012-04-25, 5:59 PM)
---------------------------------------------

Quote
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = ctrl
triggerall = statetype = S
trigger1 = command = "x"
trigger1 = command != "holddown"

;---------------------------------------------------------------------------
;STATE 201
[State -1]
type = ChangeState
value = 201
triggerall = statetype = S
triggerall = animelemtime(3) >= 0 && stateno = 200 && movecontact
trigger1 = command = "x"
trigger1 = command != "holddown"

;---------------------------------------------------------------------------
;STATE 202
[State -1]
type = ChangeState
value = 202
triggerall = statetype = S
triggerall = animelemtime(3) >= 0 && stateno = 201 && movecontact
trigger1 = command = "x"
trigger1 = command != "holddown"

ok how will i meke cns for state 201 and 202 will imake punch or just copy the state 201 ans 202 in CNS ?


 
sgn_15Date: Wednesday, 2012-04-25, 6:08 PM | Message # 32
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
look at your state 200 in cns

copy and paste then change the statedef number to 201 and 202


 
spritekeyfinderDate: Wednesday, 2012-04-25, 6:21 PM | Message # 33
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
sgn_15, don't get it it doesnt' work

 
KIXDate: Wednesday, 2012-04-25, 6:44 PM | Message # 34
Archangel
Group: contributor
Messages: 1687
Awards: 1
Reputation: 12
Reproofs: 0%
Status: Offline
Quote (spritekeyfinder)
sgn_15, don't get it it doesnt' work

NOW U FUCKING SEE WHY I USED TEAM VIEWER ASSHOLE!!


http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
 
sgn_15Date: Wednesday, 2012-04-25, 7:10 PM | Message # 35
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
Quote (spritekeyfinder)
sgn_15, don't get it it doesnt' work


that is what you call a state

now that is state 200. you NEED STATE 201 and 202

Added (2012-04-25, 7:10 PM)
---------------------------------------------
you obviously need hitdef in all the states since they are attacks


 
spritekeyfinderDate: Wednesday, 2012-04-25, 7:17 PM | Message # 36
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
Quote (sgn_15)
you obviously need hitdef in all the states since they are attacks


means

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type = HITDEF
movetype= A
physics = N
juggle = 3
poweradd= 0
ctrl = 0
velset = 0,0
anim = 200

[State 0, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




Message edited by spritekeyfinder - Wednesday, 2012-04-25, 7:18 PM
 
sgn_15Date: Thursday, 2012-04-26, 8:01 AM | Message # 37
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
NO NO NO

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type = S
movetype= A
physics = N
juggle = 3
poweradd= 0
ctrl = 0
velset = 0,0
anim = 200

; PUT HITDEF HERE

[State 0, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


 
spritekeyfinderDate: Thursday, 2012-04-26, 11:36 AM | Message # 38
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
Quote (sgn_15)
;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type = S
movetype= A
physics = N
juggle = 3
poweradd= 0
ctrl = 0
velset = 0,0
anim = 200

; PUT HITDEF HERE

[State 0, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

sorry SNG i realy don't get the HITDEF ca You give me the code with HITDEF of example cry


 
sgn_15Date: Thursday, 2012-04-26, 3:57 PM | Message # 39
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
you already have hitdef in you state 200

Added (2012-04-26, 3:57 PM)
---------------------------------------------



that is a hitdef state controller


 
spritekeyfinderDate: Thursday, 2012-04-26, 8:05 PM | Message # 40
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
Quote (sgn_15)
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 10, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 5 ;Time attacker pauses, time opponent shakes
sparkno = s-1 ;Spark anim no (Def: set above)
sparkxy = 0, -40 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -1 ;Velocity at which opponent is pushed
airguard.velocity = 0 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air

that is a hitdef state controller

ill just send the char wacko


 
sgn_15Date: Thursday, 2012-04-26, 8:07 PM | Message # 41
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
Quote (spritekeyfinder)
ill just send the char

wtf. from combos, now the problem is hitdef? i am sure you have hitdef


 
spritekeyfinderDate: Thursday, 2012-04-26, 8:20 PM | Message # 42
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
sgn_15, yea but i show U look whats wrong cry

 
KIXDate: Thursday, 2012-04-26, 9:31 PM | Message # 43
Archangel
Group: contributor
Messages: 1687
Awards: 1
Reputation: 12
Reproofs: 0%
Status: Offline
Im really doing this
Someone told me i was gonna suck but im really glad that i can at least get how to code a dam hitdef


http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%

Message edited by KIX - Thursday, 2012-04-26, 9:32 PM
 
sgn_15Date: Friday, 2012-04-27, 7:36 AM | Message # 44
God
Group: contributor
Messages: 2518
Awards: 4
Reputation: 31
Reproofs: 0%
Status: Offline
spritekeyfinder, you did partly correct, you were just
- missing the hitdef in both states 201 and 202
- missing your attack animations for 201 and 202
- also, your animation for 200 is too slow, you won't be able to pull off the next part of combo efficiently
- cmd is correct, just adjust them animelemtime according to your attack

KIX, you're not worth jack shit for coding a goddamn hitdef. you did not code it, hitdef was already there dumbass. I am pretty sure you don't understand jack shit about hitdef either.


 
spritekeyfinderDate: Friday, 2012-04-27, 7:40 AM | Message # 45
Angel
Group: contributor
Messages: 1396
Awards: 0
Reputation: 8
Reproofs: 0%
Status: Offline
Quote (sgn_15)
- missing the hitdef in both states 201 and 202

oklet me fix it w8

Added (2012-04-27, 7:40 AM)
---------------------------------------------
Quote (sgn_15)
missing the hitdef in both states 201 and 202

does this mean that this is the code

Code
[Statedef 201]
type    = S    ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A    ;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
;Commonly-used controllers:
velset = 0,0   ;Set velocity (x,y) (Def: no change)
ctrl = 0    ;Set ctrl (Def: no change)
anim = 200    ;Change animation (Def: no change)
poweradd = 20   ;Power to add (Def: 0)
sprpriority = 2   ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA   ;Attribute: Standing, Normal Attack
damage = 23, 0   ;Damage that move inflicts, guard damage
animtype = Light   ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA   ;Flags on how move is to be guarded against
hitflag = MAF   ;Flags of conditions that move can hit
priority = 3, Hit   ;Attack priority: 0 (least) to 7 (most), 4 default
       ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8   ;Time attacker pauses, time opponent shakes
sparkno = 0    ;Spark anim no (Def: set above)
sparkxy = -10, -76  ;X-offset for the "hit spark" rel. to p2,
       ;Y-offset for the spark rel. to p1
hitsound = 5, 0   ;Sound to play on hit
guardsound = 6, 0   ;Sound to play on guard
ground.type = High  ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5  ;Time that the opponent slides back
ground.hittime  = 12  ;Time opponent is in hit state
ground.velocity = -4  ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High   ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3  ;X-velocity at which opponent is pushed,
       ;Y-velocity at which opponent is pushed
air.hittime = 12   ;Time before opponent regains control in air

[State 201, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




Message edited by spritekeyfinder - Friday, 2012-04-27, 7:41 AM
 
Search:

Copyright MyCorp © 2024 Create a free website with uCoz