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Helper Code
Leo116Date: Monday, 2012-05-28, 2:55 PM | Message # 1
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Here is the code :

Code
[StateDef 1807]
type = S
movetype = A
physics = S
juggle = 0
anim = 1807
ctrl = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = unguardable

[State 1807, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 40
anim = S998
pos = 5,45
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =

[State 1807, Helper]
type = Helper
trigger1 = animelem = 1
ID = 1808
pos = 12,43
postype = p1
stateno = 1808
helpertype = normal
name = "Fire Dragon"
keyctrl = 0
ownpal = 1
scale = 1,1
supermovetime = 1

[State 1807, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 1808]
type = S
movetype= A
physics = S
juggle  = 1
velset = 10,0
ctrl = 0
anim = 1808
poweradd = -1500
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 1808, Explod]
type = Explod
trigger1 = movehit
anim = 1410
ID = 1410
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20
random = 20,40
vel = 1,-2
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 1

[State 1808, HitDef]
type = HitDef
trigger1 = time%2
attr = S, NA
damage  = 13
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
p2stateno = 603
palfx.time = 20
palfx.mul = 255,255,255
palfx.add = 200,75,0
palfx.sinadd = 150,100,50,5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable

[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0


Can anyone tell me that why my helper (fire ball) is not moving.



 
BladeStorm_XDate: Monday, 2012-05-28, 2:58 PM | Message # 2
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Because you need to add a velset
add this in the helper state:

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 3 ;<---------- Change it to whatever you want
y = 0 ;<------------Change this if you want it to go upward
 
tora2Date: Monday, 2012-05-28, 2:59 PM | Message # 3
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edit beat me to it rofl.



Xeno: It's like putting the number one in my alphabet soup, it's criminal.


Message edited by tora2 - Monday, 2012-05-28, 3:00 PM
 
Leo116Date: Monday, 2012-05-28, 4:02 PM | Message # 4
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Quote (BladeStorm_X)
Because you need to add a velset
add this in the helper state:

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 3 ;<---------- Change it to whatever you want
y = 0 ;<------------Change this if you want it to go upward


Thanks Can you help me with this code also:

Code
[StateDef 1807]
type = S
movetype = A
physics = S
juggle = 0
anim = 1807
ctrl = 0

[State 1807, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 40
anim = S998
pos = 5,45
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =

[State 1807, Helper]
type = Helper
trigger1 = time =20
ID = 1808
pos = 136,23
postype = p1
stateno = 1808
helpertype = normal
name = "Fire Dragon"
keyctrl = 0
ownpal = 1
supermovetime = 1
size.shadowoffset=1000000
size.xscale=1
size.yscale=1

[State 1807, end]
type = ChangeState
trigger1 = Time = 160
value = 0
ctrl = 1

[StateDef 1808]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1808
poweradd = -1000
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =1
flag = unguardable

[State 0, VelSet]
type = VelSet
trigger1 =1
x = 4
y = 0
;ignorehitpause =
;persistent =

[State 1808, Explod]
type = Explod
trigger1 = movehit
anim = 1410
ID = 1410
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20
random = 20,40
vel = 1,-2
postype = p2  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermove
pausemove
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 1

[State 1808, 1]
type = HitDef
trigger1 =time=0
attr = S, NA
damage = 50
getpower=0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 50
sparkno = -1
sparkxy = -10, -76
hitsound = -1, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0
air.hittime = 12
fall = 1
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10

[State 1808, end]
type = destroyself
trigger1 = Time = 160
value = 0
ctrl = 1


My player releases the fire dragon but he doesn't stop his hands from moving. Can you tell me how to stop his hands??

-------------------------------------------------------------------------------------------------------------------------------------------- ------------

Quote (tora2)
edit beat me to it rofl.


What do you mean??



 
sgn_15Date: Monday, 2012-05-28, 4:05 PM | Message # 5
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Quote (Leo116)
My player releases the fire dragon but he doesn't stop his hands from moving. Can you tell me how to stop his hands??

what do you mean by "stop his hands" ???

Quote (Leo116)
What do you mean??

he (and I) was going to say the same thing (velset) to you, bladestorm was faster in posting


 
Leo116Date: Monday, 2012-05-28, 4:06 PM | Message # 6
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Quote (sgn_15)
what do you mean by "stop his hands" ???


The anim when player releases the jutsu is repeating again and again...



 
sgn_15Date: Monday, 2012-05-28, 4:11 PM | Message # 7
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Quote (Leo116)
The anim when player releases the jutsu is repeating again and again...

Quote (Leo116)
[State 1807, end]
type = ChangeState
trigger1 = Time = 160
value = 0
ctrl = 1

change trigger to animtime = 0

time is a trigger that refers to time of the state. time will work even if the states does not use any anim. in this case, you have an anim, but the total duration is less than 160, so it has to repeat the animation and will only end when the total time is 160

also, you have used some constants in other parts of your codes, you know those?


 
Leo116Date: Monday, 2012-05-28, 4:20 PM | Message # 8
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Quote (sgn_15)
change trigger to animtime = 0


Now the superpause appears and there is nothing appearing after that.

Quote (sgn_15)
also, you have used some constants in other parts of your codes, you know those?


Can you specify them?



 
sgn_15Date: Monday, 2012-05-28, 4:24 PM | Message # 9
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Quote (Leo116)
Now the superpause appears and there is nothing appearing after that.

add these 2 lines to the helper state controller

supermovetime = 999999999999
pausemovetime = 999999999999

those 2 lines enable the helper to be summoned during the superpause

if you want you (char or helper, whoever is calling the superpause) to move during the superpause, add this to superpause

movetime = ####

replace #### with number of ticks you want to move during the superpause

Quote (Leo116)
Can you specify them?

Quote (Leo116)
size.shadowoffset=1000000

Quote (Leo116)
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20


 
Leo116Date: Monday, 2012-05-28, 4:28 PM | Message # 10
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Quote (sgn_15)
add these 2 lines to the helper state controller

supermovetime = 999999999999
pausemovetime = 999999999999


Not Working.. Nothing Appearing



 
sgn_15Date: Monday, 2012-05-28, 4:30 PM | Message # 11
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Quote (Leo116)
Not Working.. Nothing Appearing

hmmm. what is supposed to appear? the helper, right?

did you removed this line in your initial codes?
Quote (Leo116)
supermovetime = 1


 
Leo116Date: Monday, 2012-05-28, 6:52 PM | Message # 12
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Quote (sgn_15)
did you removed this line in your initial codes?


Yeah.

Added (2012-05-28, 6:52 PM)
---------------------------------------------

Quote (sgn_15)
size.shadowoffset=1000000

pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20


Can you explain those I just copied them from a character.
I know that the first one is for shadow of the helper and the second one is the position of the explod on the enemy.



 
tora2Date: Tuesday, 2012-05-29, 1:30 AM | Message # 13
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basically when you sent me to this thread, i was about to tell you how to solve your problem but blade told you before me so he beat me to it lol.



Xeno: It's like putting the number one in my alphabet soup, it's criminal.
 
sgn_15Date: Tuesday, 2012-05-29, 6:58 AM | Message # 14
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Quote (Leo116)
Yeah.

if it is still not working, post your codes again as they are now
Quote (Leo116)
Can you explain those I just copied them from a character.
I know that the first one is for shadow of the helper and the second one is the position of the explod on the enemy.

hmmmm

i will explain this
(enemynear,const(size.mid.pos.x)

first
size.mid.pos.x can be seen in your [Size] in your CNS, the .x means you are only getting the x value, and .y means only the y value

const means constant.

enemynear is for trigger redirection. it means it is from the POINT OF VIEW of the enemy near to you (this is a failsafe situation when you have 2 enemies in team mode).

so it means:
it is a constant from the enemy's cns file, from the enemy's [Size] in its own cns. and you are getting those values, and placing the explod effect on the position stated by those same values


 
BladeStorm_XDate: Tuesday, 2012-05-29, 10:03 AM | Message # 15
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Code
[StateDef 1807]  
type = S  
movetype = A  
physics = S  
juggle = 0  
anim = 1807  
ctrl = 0  

[State 1807, SuperPause]  
type = SuperPause  
trigger1 = AnimElem = 1  
time = 40  
anim = S998  
pos = 5,45  
darken = 1  
p2defmul = 0  
poweradd = 0  
unhittable = 1  
;ignorehitpause =  
;persistent =  

[State 1807, Helper]  
type = Helper  
trigger1 = time =20  
ID = 1808  
pos = 136,23  
postype = p1  
stateno = 1808  
helpertype = normal  
name = "Fire Dragon"  
keyctrl = 0  
ownpal = 1  
supermovetime = 1  
size.shadowoffset=1000000  
size.xscale=1  
size.yscale=1  

[State 1807, end]  
type = ChangeState  
trigger1 = Time = 160  
value = 0  
ctrl = 1  

[StateDef 1808]  
type = S  
movetype= A  
physics = S  
juggle  = 1  
velset = 0,0  
ctrl = 0  
anim = 1808  
poweradd = -1000  
sprpriority = 2  

[State 0, AssertSpecial]  
type = AssertSpecial  
trigger1 =1  
flag = unguardable  

[State 0, VelSet]  
type = VelSet  
trigger1 =1  
x = 4  
y = 0  
;ignorehitpause =  
;persistent =  

[State 1808, Explod]  
type = Explod  
trigger1 = movehit  
anim = 1410  
ID = 1410  
pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20  
random = 20,40  
vel = 1,-2  
postype = p2  ;p2,front,back,left,right  
bindtime = 1  
removetime = -2  
supermove  
pausemove  
scale = .5,.5  
sprpriority = 1  
ontop = 1  
ownpal = 1  

[State 1808, 1]  
type = HitDef  
trigger1 =time=0  
attr = S, NA  
damage = 50  
getpower=0  
animtype = Light  
guardflag = MA  
hitflag = MAF  
priority = 3, Hit  
pausetime = 0, 50  
sparkno = -1  
sparkxy = -10, -76  
hitsound = -1, 0  
guardsound = 6, 0  
ground.type = High  
ground.slidetime = 5  
ground.hittime  = 12  
ground.velocity = 0  
airguard.velocity = -1.9,-.8  
air.type = High  
air.velocity = 0  
air.hittime = 12  
fall = 1  
palfx.time = 40  
palfx.add = 240,50,0  
palfx.mul = 250,224,120  
palfx.sinadd = 110,55,85,10  

[State 1808, end]  
type = destroyself  
trigger1 = Time = 160  
value = 0  
ctrl = 1


Apart from what you originally posted if you want to keep the hands from moving all you have to do is,
Go to animation 1807 and on the last frame just check the box that says "Loop Start - Start a Loop in this frame"
and that should keep his hands from moving.
 
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