How To Make A Special Move Faster
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KIX | Date: Saturday, 2012-07-07, 5:22 PM | Message # 1 |
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| I Have A Move Which is Like Trigger1 = AnimElem = 1 Trigger2 = AnimElem = 2 Trigger3 = AnimElem = 4 Trigger4 = AnimElem = 4 It Does The Attack But It Takes Per Second To Attack Like Trigger1 = AnimElem = 1 Takes 1sec Then Trigger2 = AnimElem = 2 Takes another second How Can I Do It All At Once Like One Move 4combos
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Draox | Date: Saturday, 2012-07-07, 5:51 PM | Message # 2 |
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| try this..hope this help XD
Message edited by Draox - Saturday, 2012-07-07, 6:04 PM |
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KIX | Date: Saturday, 2012-07-07, 5:56 PM | Message # 3 |
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| Quote (Draox) Trigger1 = timemod 3,0 Can U Explain Me What It Does
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sgn_15 | Date: Saturday, 2012-07-07, 6:00 PM | Message # 4 |
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| Quote (KIX) Trigger1 = AnimElem = 1 Trigger2 = AnimElem = 2 Trigger3 = AnimElem = 4 Trigger4 = AnimElem = 4 Quote (KIX) It Does The Attack But It Takes Per Second To Attack Like that should be animelem = 3, derp
also, that triggers PER ANIM ELEMENT, mugen does not even use seconds as unit of time, wtf are you blabbering?
not really sure what you want, fagit but yeah draox is probably right, you're probably needing something like timemodAdded (2012-07-07, 6:00 PM) ---------------------------------------------
Quote (KIX) Can U Explain Me What It Does TimeMod(*,**,***)
Returns the remainder when the state-time of the player is divided by the specified value.
The % operator subsumes the functionality of TimeMod, so it is recommended that you use % instead.
Format: TimeMod [oper] divisor, value1 Arguments:
[oper] =, !=, <, >, <=, >= divisor (int) Positive number to use as a divisor. value1 (int) Value to compare remainder against.
Return type: boolean int (1 or 0) Error conditions: Returns bottom if the divisor is 0.Added (2012-07-07, 6:00 PM) --------------------------------------------- Example:
trigger1 = TimeMod = 4, 3 Triggers when the state-time is 3, 7, 11, 15, ...
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KIX | Date: Saturday, 2012-07-07, 6:09 PM | Message # 5 |
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| Quote (sgn_15)
trigger1 = TimeMod = 4, 3 Triggers when the state-time is 3, 7, 11, 15, ... What??? Whats The 4,3 For
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sgn_15 | Date: Saturday, 2012-07-07, 6:20 PM | Message # 6 |
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| starts with 3, then plus 4 = 7, then plus 4 again = 11, and so on fagit Added (2012-07-07, 6:20 PM) --------------------------------------------- at least that is how i understood it
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Websta | Date: Saturday, 2012-07-07, 6:24 PM | Message # 7 |
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| KIX what you can do is reduce the pausetime of the Hitdef
If it says something like pausetime = 8,8
Change it to pausetime = 4,4 Or whatever suits you.
Not sure exactly what your code or animation is, but hopefully this helps xDAdded (2012-07-07, 6:24 PM) --------------------------------------------- Or what you could also add to ensure that you get a 4+ combo is increase the hittime of the hitdef
If you increase the hittime, the opponent will remain longer in the hurt state and thus causing other hits to combo on to it.
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KIX | Date: Saturday, 2012-07-07, 6:51 PM | Message # 8 |
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| Just Check This Vid
Now My Question Is This Takes 4Combos But Like Hit By Hit How Do I Make It Like Mg's Katon Like U Knw
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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sgn_15 | Date: Saturday, 2012-07-07, 7:03 PM | Message # 9 |
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| Quote (KIX) Like Mg's Katon Like U Knw no we don't know mg's katon derp
explain what you want to code in mugen coding termsAdded (2012-07-07, 7:03 PM) --------------------------------------------- lol at gazille :3
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KIX | Date: Saturday, 2012-07-07, 7:05 PM | Message # 10 |
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| Y U No Understand Katon Version -_- U See My Video How Can I Make The Attack Like This Vid
See The Difference Mine Looks Laggy But The Katon looks Smooth So Im Asking U How Do I Make It Smooth
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sgn_15 | Date: Saturday, 2012-07-07, 7:10 PM | Message # 11 |
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| KIX, Quote (Websta) KIX what you can do is reduce the pausetime of the Hitdef
If it says something like pausetime = 8,8
Change it to pausetime = 4,4 Or whatever suits you. you better fucking read what he said. and more importantly, COMPREHEND IT.
Quote pausetime = p1_pausetime, p2_shaketime (int, int) This is the time that each player will pause on the hit. p1_pausetime is the time to freeze P1, measured in game-ticks. p2_pausetime is the time to make P2 shake before recoiling from the hit. Defaults to 0,0 if omitted.
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KIX | Date: Saturday, 2012-07-07, 7:14 PM | Message # 12 |
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| So What Should I Fix Coz My Code Looks Like This [State 0, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 30 anim = 1 sound = S10,0 pos = 0,0 move = 0 movetime = 0 darken = 1 p2defmul = 0 poweradd = 0 unhittable = 1
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sgn_15 | Date: Saturday, 2012-07-07, 7:20 PM | Message # 13 |
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| Quote (sgn_15) KIX what you can do is reduce the pausetime of the Hitdef
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KIX | Date: Saturday, 2012-07-07, 7:26 PM | Message # 14 |
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| Quote (sgn_15) KIX what you can do is reduce the pausetime of the Hitdef My Bad :PAdded (2012-07-07, 7:26 PM) --------------------------------------------- Thnx Websta And Sgn But Where Will I Find Quote (sgn_15) pausetime = p1_pausetime, p2_shaketime (int, int) This is the time that each player will pause on the hit. p1_pausetime is the time to freeze P1, measured in game-ticks. p2_pausetime is the time to make P2 shake before recoiling from the hit. Defaults to 0,0 if omitted.
http://neuropod.net/imagehost/uploads/c51c674fa9ef4160d2c1ea14a9859c4f.gif <---- 5%
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sgn_15 | Date: Saturday, 2012-07-07, 7:27 PM | Message # 15 |
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| dumbass, did you noticed how many times i fucking told you to read the previous posts? don't ask if you're going to ignore/not comprehend the answers given to you
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