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Can Anyone Explain Me A Helper Code
Leo116Date: Saturday, 2012-05-26, 5:25 PM | Message # 1
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Please explain a helper code to me.


 
sgn_15Date: Saturday, 2012-05-26, 5:48 PM | Message # 2
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[State 0, Helper]
type = Helper
trigger1 =
helpertype = normal ;player
name =
ID =
stateno =
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 1.0
size.yscale = 1.0
;ignorehitpause =
;persistent =

that is the helper sctrl for calling helper

helpers can do many things, but you need a new state for the helper (stateno there^)

whatever the helper will do (attack, for changing how an effect looks, support chars, etc) will be done inside the helper state


 
Leo116Date: Saturday, 2012-05-26, 5:58 PM | Message # 3
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Sorry I wanted it to be an attack like fire ball attack.


 
sgn_15Date: Saturday, 2012-05-26, 6:11 PM | Message # 4
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well for attacks, just call a helper, say in your char's state 200, you call helper state 201

then make a new state 201, just put a hitdef there and it should attack.

you want movement, add velset or veladd inside the helper state

btw, i forgot, look up destroyself state controller
it is specifically for helpers, for destroying (meaning making them disappear) helpers

remember, a helper may be not seen in the mugen screen, but if you don't destroy it, it is still there. the more helpers, the slower mugen will become.


 
Leo116Date: Saturday, 2012-05-26, 6:14 PM | Message # 5
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How do i don't let my attack to dissapear in a projectile code.
I want the attack to pass away from the opponent but the attack should hit the opponent.





Message edited by Leo116 - Saturday, 2012-05-26, 6:15 PM
 
sgn_15Date: Saturday, 2012-05-26, 6:23 PM | Message # 6
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hmmm.. if i remember correctly, projectile codes really works like that, but i am not sure (since I have always used helper codes for projectiles ever since i learned about helpers). remember your other thread? i told you helper is better than proj code. i will explain why. the trigger you used for destroyself practically gives you more control on when you want to make the helper disappear.

type = destroyself
trigger1 = movecontact
^that is how projectiles usually work

type = destroyself
trigger1 = screenpos X != [0,320]
^that means the projectile helper will disappear only when it goes off-screen (of course you need the helper to act like a projectile, meaning it is moving, for it to possibly go offscreen)

Added (2012-05-26, 6:23 PM)
---------------------------------------------
btw yeah i am telling you to use helper to fix what you want to fix.


 
Leo116Date: Saturday, 2012-05-26, 6:25 PM | Message # 7
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Yeah but I have tried the helper code many times but it didn't work.




Message edited by Leo116 - Saturday, 2012-05-26, 6:26 PM
 
sgn_15Date: Saturday, 2012-05-26, 6:28 PM | Message # 8
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well you can post your char state calling the helper and the helper state itself

 
Leo116Date: Saturday, 2012-05-26, 6:38 PM | Message # 9
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This is my helper code:

Code
[StateDef 1307]
type = S
movetype = A
physics = S
juggle = 0
anim = 1307
ctrl = 0

[State 1307, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 40
anim = S998
pos = 5,45
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =

[State 1307, Helper]
type = Helper
trigger1 = animelem = 8
ID = 1308
pos = 8,-20
postype = p1
stateno = 1308
helpertype = normal
name = "Fire Ball"
keyctrl = 0
ownpal = 1
scale = 3,3
supermovetime = 1

[State 1307, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1308]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1308
poweradd = -1500
sprpriority = 2

[State 1308, HitDef]
type = HitDef
trigger1 = time%2
attr = S, NA
damage  = 7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 20
sparkno = s35
sparkxy = -5, -30
hitsound   = 2,0
guardsound = 2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1

[State 1308, end]
type = destroyself
trigger1 = Time = 80
value = 0
ctrl = 1


I tried it but just the superpause shows up and my player takes the stance of releasing the special but nothing happens then.



 
sgn_15Date: Saturday, 2012-05-26, 6:42 PM | Message # 10
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hmmm. things to check
- do you have the anim 1308 existing ?
- are you calling the helper during superpause? add these to your helper sctrl

supermovetime = 9999999999999
pausemovetime = 9999999999999

like this

[State 1307, Helper]
type = Helper
trigger1 = animelem = 8
ID = 1308
pos = 8,-20
postype = p1
stateno = 1308
helpertype = normal
name = "Fire Ball"
keyctrl = 1
ownpal = 1
scale = 3,3
supermovetime = 9999999999999
pausemovetime = 9999999999999


try that first


 
Leo116Date: Saturday, 2012-05-26, 6:48 PM | Message # 11
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Quote (sgn_15)
hmmm. things to check
- do you have the anim 1308 existing ?


Yes I have anim 1308 existing.

Quote (sgn_15)
supermovetime = 9999999999999
pausemovetime = 9999999999999

try that first


Tried it didn't work. Nothing is appearing after the superpause.



 
sgn_15Date: Saturday, 2012-05-26, 6:52 PM | Message # 12
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try either of these 2 or both
- remove the superpause then try if you can see the helper in the game
- set your helper scale to 1,1 then try


 
Leo116Date: Saturday, 2012-05-26, 6:58 PM | Message # 13
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Nothing is appearing, If you think that there is a problem with animation or sprites then its wrong. I tried this attack using projectile code and it worked.


 
sgn_15Date: Saturday, 2012-05-26, 7:01 PM | Message # 14
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from what i can see, i am really confused why your codes do not work. they seem correct completely

i am trying to be patient and see what else i may have overlooked that makes the helper to not work

keyctrl = 0

change that to 1 and try again


 
Leo116Date: Saturday, 2012-05-26, 7:06 PM | Message # 15
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Nope, Its not working.


 
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