Im trying to make a nintailes chakra mode naruto, and im a little stuck on how to make them, im pretty sure they're made with helpers, am i wrong? But be warned; I am deadly slow with coding, so please no one get impatient.
Another question, can anyone tell me what all the other coding stuff does?
Message edited by GojiMaster - Sunday, 2011-09-04, 5:43 AM
Can you explain what this is, that would help a bit.
If it's a type of transformation it wouldn't be made with helpers though. Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.
Im trying to make a nintailes chakra mode naruto, and im a little stuck on how to make them, im pretty sure they're made with helpers, am i wrong? But be warned; I am deadly slow with coding, so please no one get impatient.
Another question, can anyone tell me what all the other coding stuff does?
explain what it does on mugen basis, what it will do to naruto, is it just effect, does it do damage, does it increase naruto's power/life. thats what you need to tell us
when you said you want to code X mode for X char, "mode" will make people think its a transformation. again, explain it further.
define what "all other coding stuff" means and i will help you if i know it
Added (2011-09-04, 9:33 Am) --------------------------------------------- and yes i know naruto and am updated with the manga
explain what it does on mugen basis, what it will do to naruto, is it just effect, does it do damage, does it increase naruto's power/life. thats what you need to tell us
when you said you want to code X mode for X char, "mode" will make people think its a transformation. again, explain it further.
Its supposed to make shadow clones of hum, its supposed to do damage, and they need to dissapear after they get hit a few times, and they can only do basic moves and only stay a limited amount of time.
Quote (sgn_15)
define what "all other coding stuff" means and i will help you if i know it
All the other coding stuff ya know, like binds, afterimages, palFX, gravity, all that stuff you can do in the cns file.
;--------------------------------------------------------------------------- ;Kage Bunshin SAMPLE ATTACK [Statedef 7200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 7200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 5,2 ;Damage that move inflicts, guard damage getpower = 0 animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 2 ;Attack priority: 0 (least) to 7 (most), 4 default pausetime = 3,6 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -20 ;X-offset for the "hit spark" rel. to p2, hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 10 ;Time opponent is in hit state ground.velocity = -1 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, air.hittime = 12 ;Time before opponent regains control in air
[State 2200, hitoverride] type = hitoverride trigger1 = 1 attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP stateno = 7500 time = -1 ignorehitpause = 1 persistent = 1
[State 0, screenbound] type = screenbound trigger1 = 1 value = 1
[State 0, 3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = random < 30 value = 7201 ctrl = 1
[State 0, 3] type = ChangeState trigger1 = AnimTime = 0 trigger1 = random < 170 value = 7209 ctrl = 1
[State 2200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 7000 ctrl = 1
[State 0, 6] type = ChangeState trigger1 = parent, life = 0 trigger2 = p2life = 0 trigger3 = RoundState = 3 value = 7500 ctrl = 1
Added (2011-09-04, 4:33 PM) --------------------------------------------- those are basic shadow clone codes. of course you have to summon them (call the stance state) if you want them to be killed by combos, then add a hitoverride in the original hitstate (7500 in this example) then add a new statedef for second hitstate (destroyself for helper to disappear). you want more consecutive hits to kill the helper? add as many hitstates and hitoverride.
i only gave you 1 sample attack. just add a changestate to the attack state in the stance and walk states. changestates to attack states can be improved by adding more and more triggers to make each attack be used on specific situations. the general concept is the same for coding AI
i already gave you what you need. now work on it.
Quote (GojiMaster)
All the other coding stuff ya know, like binds, afterimages, palFX, gravity, all that stuff you can do in the cns file.
well i cant teach you ALL of those. just ASK if you want something situational or speciifc. and one more thing, read the mugen docs folder files, it helped me learn on my own. it would for anyone. it will never be wrong. those are from elecbyte
and oh yeah, wtf with the goddamn text limit on posts
Added (2011-09-04, 4:34 PM) --------------------------------------------- 7201 is an attack state but i removed it. too long text for posts. but you should get the general idea now.
Added (2011-09-05, 3:13 Am) --------------------------------------------- Sgn thats why we need to open the site.
Quote (GojiMaster)
All the other coding stuff ya know, like binds, afterimages, palFX, gravity, all that stuff you can do in the cns file.
Bindtime It's used to bind the enemy to the helper of your char, or the char you made itself.
Afterimage Well you can guess what the word means. when your char moves it has a slight invisible afterimage of your char behind it, which can be used for helpers as well.
Palfx Changes your chars color, and can also be used to change the enemies color as well when applied to the hitdef of your char.
Gravity Is used to make the statedef it was applied into to fall straight down such as helpers and your char statdef.