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Sharingan coding
JasonAL123Date: Monday, 2012-05-21, 4:20 PM | Message # 1
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How do you make the screen turn red and slow mo your opponents and a sharingan sprite stuck to your opponent character...better if I just show you


 
sgn_15Date: Monday, 2012-05-21, 4:23 PM | Message # 2
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screen turns red-ish if you use BGPalfx, it is the same as palfx, but it affects your background, not the char

for the sharingan on your enemy, use explod with removetime = -1 and postype = p2

for slow motion, I am not really fond of coding those types, so I have not tried coding a slow mo, so wait for Mgssj2 to reply. just being honest


 
JasonAL123Date: Monday, 2012-05-21, 6:46 PM | Message # 3
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How's the code supposed to look like?

 
sgn_15Date: Monday, 2012-05-21, 7:39 PM | Message # 4
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[State 0, BGPalFX]
type = BGPalFX
;trigger1 =
;time = 1
;add = 0,0,0
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =
anim =
ID =
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


 
JasonAL123Date: Monday, 2012-05-21, 9:19 PM | Message # 5
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does this thing have something to do with helpers?

Added (2012-05-21, 9:19 PM)
---------------------------------------------
also, how do you make it go away after a period of time say, 20 seconds in game time


 
lol-samaDate: Monday, 2012-05-21, 11:26 PM | Message # 6
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Quote (JasonAL123)
also, how do you make it go away after a period of time say, 20 seconds in game time


remove explod whit trigger = time = **

and for slowmotion
i suggest you to set a var in the sharingan state with var set
and in state -2
use pause with trigger = time%3 && var(whathever var you set) =*


 
sgn_15Date: Tuesday, 2012-05-22, 7:35 AM | Message # 7
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Quote (JasonAL123)
does this thing have something to do with helpers?

your choice. you can just use state -2 for the bgpalfx

the explod is not an attack, but technically yeah you can also use helper, though it is not advised since the sharingan is just an effect that stays on p2

Quote (JasonAL123)
also, how do you make it go away after a period of time say, 20 seconds in game time

removetime =20

the 20 there is 20 ticks, not seconds

by default, 1 sec = 60 ticks

so 20 secs = 1200 ticks, if that's what you meant

the variable being mentioned by the other guy is like a "switch". pick any unused variable, set it to 1 when you used sharingan, then "turn it off" by setting it to 0. that's just an example of doing it.

then you can use the var you used as trigger for other things related to sharingan. var(#) = 1 means sharingan is on, var(#) = 0 means it is off


 
JasonAL123Date: Tuesday, 2012-05-22, 11:17 AM | Message # 8
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how do you do variables. sorry for the lot of questions im kind of a noob when it comes to some complex codes

Added (2012-05-22, 11:17 AM)
---------------------------------------------
also about the bgpalfx, could you explain some of the parts and stuff about it, also, thanks for your replying to my post sgn_15, lol-sama,


 
lol-samaDate: Tuesday, 2012-05-22, 4:52 PM | Message # 9
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Quote (JasonAL123)
how do you do variables. sorry for the lot of questions im kind of a noob when it comes to some complex codes

for vars you use a varset and set your var

lets make the example

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 1
value = 1

and use trigger = var(1) = 1 ;that means that it will trigger when you the var number 1 has value 1


 
sgn_15Date: Tuesday, 2012-05-22, 6:07 PM | Message # 10
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Quote (JasonAL123)
also about the bgpalfx, could you explain some of the parts and stuff about it,

go to your cns. you know where cns in your FF is ?


palfx, bgpalfx and allpalfx are the same. they just work differently
palfx on player or helper
bgpalfx on background
allpalfx on everything on screen

variables are just "containers" of values/numbers. the rest i already explained the logic and stuff (which was repeated by the other guy already)
use the variable as a "switch" for sharingan


 
JasonAL123Date: Tuesday, 2012-05-22, 6:30 PM | Message # 11
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got it, thanks for replying!! All i've got to do is organize the codes, commands and stuff

 
sgn_15Date: Tuesday, 2012-05-22, 7:07 PM | Message # 12
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you know, for easier use of palfx, use the templates, then from those templates, edit the codes. easier than making the codes from 0,0,0 lol

also, now i get WHICH OBITO you're coding. i gave you the link the other guy coding akatsuki obito lol


 
JasonAL123Date: Tuesday, 2012-05-22, 7:47 PM | Message # 13
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help with the slow motion, what does the code look like and pls explain something about it.....

 
sgn_15Date: Tuesday, 2012-05-22, 7:54 PM | Message # 14
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mg seemed to not see this thread or he just ignored this lol

based from lol-sama's explanation, use a pause state controller in state -2

state -2 is a special state. why special? because it is ALWAYS ACTIVE

so yeah use a pause in state -2

trigger will be your variable and value used for turning on your sharingan mode

read again lol-sama's post (and also this post of mine for explanation)

p.s. varset is in your char state, not in state -2


 
JasonAL123Date: Wednesday, 2012-05-23, 7:33 AM | Message # 15
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take a look at the code, the character is the one that does the slow motion
Code

[StateDef 1112]
type = S
movetype = A
physics = S
juggle = 0
anim = 1112
ctrl = 0
poweradd = -1000

[state 1112]
type = varset
trigger1 = time = 1
v=1
value = 1

[state -2, pause]
type = pause
time = 4
trigger1 = time%3 && var(1) = 1

[State 1112, Explod]
type = Explod
trigger1 = animelem = 5
anim = 1122
ID = 1122
removetime = 1200
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 1112, BGPalFX]
type = BGPalFX
trigger1 =  animelem = 5
time = 1200
add = 128,0,0
mul = 256,50,50
sinadd = -100,0,0,1
color = 256

[State 1112,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


 
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