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How To Make A Special Move Faster
KIXDate: 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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DraoxDate: 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
 
KIXDate: 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_15Date: 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 timemod

Added (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, ...


 
KIXDate: 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_15Date: 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


 
WebstaDate: 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 xD

Added (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.



 
KIXDate: 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


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sgn_15Date: 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 terms

Added (2012-07-07, 7:03 PM)
---------------------------------------------
lol at gazille :3


 
KIXDate: 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_15Date: 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.


 
KIXDate: 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_15Date: 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


 
KIXDate: 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 :P

Added (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.


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sgn_15Date: 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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