| hi sir well im good using helpers , but i ve made a vbunshin and i need to make IA for them this is what i got so far [Statedef 15001] type = S physics = S sprpriority = 0 [State 0, HitOverride] type = HitOverride trigger1 = time = 0 attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP stateno = 15010 time = -1 [State 0, Explod] type = Explod trigger1 = time = 0 anim = 402 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vfacing = 1 bindtime = 1 removetime = -2 ontop = 1 ownpal = 1 [State 0, Changestate] type = Changestate trigger1 = time = 3 value = 15000 [Statedef 15000] type = S physics = S sprpriority = 0 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State 0, VelSet] type = VelSet trigger1 = Time = 0 y = 0 [State 0, VelSet] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 [State 0, Turn] type = Turn trigger1 = p2bodydist x <=-20 ;--|Changestates|----------------------------------------------------------- [State 0, Combo] type = ChangeState trigger1 = p2bodydist x <= 25 value = 15200 ctrl = 1 [State 0, Kunai] type = ChangeState triggerall = p2bodydist x > 95 trigger1 = random < 80 value = 15480 ctrl = 1 [State 0, Walk] type = ChangeState triggerall = !(p2bodydist x > 100) triggerall = p2bodydist x > 60 trigger1 = random < 100 value = 15020 ctrl = 1 [State 0, Walk back] type = ChangeState triggerall = p2bodydist x < 0 trigger1 = random < 100 value = 15021 ctrl = 1 [State 0, Run] Type = ChangeState triggerall = p2bodydist x > 100 trigger1 = random < 150 value = 15100 ctrl = 1 [State 0, Die when lose] type = Changestate trigger1 = parent, life = 0 value = 15009 [State 0, Die when win] type = Changestate trigger1 = p2life = 0 value = 15009 ;--|!Changestates|----------------------------------------------------------- ;----------------------------------------------------------------------- [Statedef 15020] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = 1 x = const(velocity.walk.fwd.x) [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger2 = animelem = 5 value = S100,0 volume = 800 [State 0, ChangeState] type = ChangeState trigger1 = p2bodydist x < 40 value = 15000 ctrl = 1 ;----------------------------------------------------------------------- [Statedef 15021] type = S physics = S sprpriority = 0 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 [State 20, 2] type = VelSet trigger1 = 1 x = const(velocity.walk.back.x) [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 trigger2 = animelem = 5 value = S100,0 volume = 800 [State 0, ChangeState] type = ChangeState trigger1 = time > 80 value = 15000 ctrl = 1 ;-------------------------------------------------------------------- [Statedef 15100] type = S physics = S anim = 100 sprpriority = 1 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) + 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 trigger2 = animelem = 4 value = S100,0 volume = 800 [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 0, Run] type = ChangeState triggerall = p2bodydist x < 25 trigger1 = random < 200 value = 15220 ctrl = 1 [State 100, 4] type = ChangeState trigger1 = time > 80 value = 15000 ;------------------------------------------------------------ [Statedef 15200] type = S movetype= A physics = S juggle = 4 poweradd= -300 ctrl = 0 velset = 0,0 anim = 745 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 10,14 volume = 800 [State 0, Helper] type = Helper trigger1 = animelem = 2 helpertype = normal ;player name = "wood1" stateno = 15201 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 1 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------- [Statedef 15201] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 746 [State 0, PosAdd] type = PosAdd trigger1 = time = 0 x = p2dist x + 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 9 value = 310,0 volume = 800 [State 200, 1] type = HitDef trigger1 = animelem = 4 trigger2 = animelem = 5 trigger3 = animelem = 6 attr = S, NA damage = 30, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 40 sparkno = 10456 sparkxy = -15, -35 hitsound = 456200, 3 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-0 air.hittime = 12 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 [State 210, 5] type = destroyself trigger1 = AnimTime = 0 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 654,0 volume = 800 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 10,0 volume = 800 [State 0, Combo] type = ChangeState trigger1 = movehit value = 15210 ctrl = 1 [State 210, 5] type = destroyself trigger1 = AnimTime = 0 value = 15000 ctrl = 1 ;-------------------------------------------------------------------------- ;------------------------------------------------------------------------ [Statedef 15210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 10,21 volume = 800 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 654,2 volume = 800 [State 0, Combo] type = ChangeState trigger1 = movehit value = 15220 ctrl = 1 [State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA damage = 23, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 20 sparkno = 10 sparkxy = -15, -35 hitsound = s200, 3 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-0 air.hittime = 12 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 15000 ctrl = 1 ;--------------------------------------------------------------------- [Statedef 15220] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 220 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 654,2 volume = 800 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 10,1 volume = 800 [State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA damage = 30, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 8 sparkno = 2 sparkxy = -15, -35 hitsound = s200, 1 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 45645 ground.velocity = -8,-7 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -8,-7 air.hittime = 46545 fall = 1 [State 220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 15000 ctrl = 1 ;--------------------------------------------------------------------- [Statedef 15480] type = S movetype= A physics = S juggle = 4 poweradd= -500 ctrl = 0 velset = 0,0 anim = 445 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = 10,14 volume = 800 [State 0, Helper] type = Helper trigger1 = animelem = 2 helpertype = normal ;player name = "wood5" stateno = 446 pos = 0,0 postype = p2 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 1 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 15000 ctrl = 1 [StateDef 15009] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 5000 poweradd = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 10 value = 12,3 volume = 800 [State 0, Helper] type = Helper trigger1 = time = 10 stateno = 15008 pos = 0,0 id = 15008 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 1 ontop = 1 [State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ;value2 = S,NA time = 2 [State 15008, end] type = destroyself trigger1 = time = 10 value = 0 ctrl = 1 [StateDef 15010] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 5000 poweradd = 0 sprpriority = 2 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 1 value = 10,7 volume = 800 [State 0, HitOverride] type = HitOverride trigger1 = time = 0 attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP stateno = 15009 time = -1 [State 15008, end] type = changestate trigger1 = time = 20 value = 15000 ctrl = 1 [StateDef 15008] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1500 poweradd = 0 sprpriority = 2 [State 200, 1] type = HitDef triggerall = time < 15 trigger1 = Time = 0 attr = S, NA damage = 50, 0 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 8 sparkno = 450 sparkxy = -10, -35 hitsound = 45200, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -1 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-0 air.hittime = 12 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 fall = 1 [State 15008, end] type = destroyself trigger1 = animtime = 0 ;----------------------------------------------------------------- [Statedef 15102] type = S physics = S anim = 100 sprpriority = 1 [State 100, 1] type = VelSet trigger1 = 1 x = const(velocity.run.fwd.x) + 1 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 trigger2 = animelem = 4 value = S100,0 volume = 800 [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = 1 flag = NoAutoTurn [State 0, HitOverride] type = HitOverride trigger1 = time = 0 attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP stateno = 15009 time = -1 [State 0, Run] type = ChangeState triggerall = p2bodydist x < 25 trigger1 = random < 200 value = 15222 ctrl = 1 [State 100, 4] type = ChangeState trigger1 = time > 80 value = 15009 ;--------------------------------------------------------------------- [Statedef 15222] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 220 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 3 value = 654,2 volume = 800 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = 10,1 volume = 800 [State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA damage = 30, 0 animtype = medium guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 50 sparkno = 2 sparkxy = -15, -35 hitsound = s200, 1 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 45645 ground.velocity = -8,-7 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -8,-7 air.hittime = 46545 fall = 1 [State 220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 15009 ctrl = 1 but my bunshin stops after the state 15200 or 15480 waht i should do??? and i want to make to use all the attack of my char but ramdomly thank for your help!!!!!!!!!!
|