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Blaze mugen forums
| Mr. Game & Watch |
| Omnifox | Date: Thursday, 2008-03-20, 7:38 Pm | Message # 21 |
 MuGeN Mayhem
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| I like the idea but if it is too much trouble then do you think it will be easier to make the hammer's power vary according to his health? less health = more power?
Current W.I.P. : .... still have not added all the required sprites yet. <_<
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| Waluigi99 | Date: Tuesday, 2008-03-25, 6:42 Am | Message # 22 |
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| Add it to the ChangeState, Hitdef, or the ChangeAnim. Added (2008-03-25, 6:42 Am) --------------------------------------------- The Code Dos not Work Properly, no mater ware i put that code. Is there Anything I'm Missing? [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1001 poweradd = 20 sprpriority = 2 [State 1001, 1] type = HitDef trigger1 = anim = 1001 trigger1 = random < 111 trigger1 = 1001 attr = S, NA damage = 23 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1001 trigger1 = random < 111 value = 1001 [State 1001, 1] type = ChangeState trigger1 = anim = 1001 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 2] type = HitDef trigger1 = anim = 1002 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1002 trigger1 = random > 111 value = 1002 [State 1001, 2] type = ChangeState trigger1 = anim = 1002 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 3] type = HitDef trigger1 = anim = 1003 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1003 trigger1 = random > 111 value = 1003 [State 1001, 3] type = ChangeState trigger1 = anim = 1003 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 4] type = HitDef trigger1 = anim = 1004 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1004 trigger1 = random > 111 value = 1004 [State 1001, 4] type = ChangeState trigger1 = anim = 1004 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 5] type = HitDef trigger1 = anim = 1005 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1005 trigger1 = random > 111 value = 1005 [State 1001, 5] type = ChangeState trigger1 = anim = 1005 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 6] type = HitDef trigger1 = anim = 1006 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1006 trigger1 = random > 111 value = 1006 [State 1001, 6] type = ChangeState trigger1 = anim = 1006 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 7] type = HitDef trigger1 = anim = 1007 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1007 trigger1 = random > 111 value = 1007 [State 1001, 7] type = ChangeState trigger1 = anim = 1007 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 8] type = HitDef rigger1 = anim = 1008 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1008 trigger1 = random > 111 value = 1008 [State 1001, 8] type = ChangeState trigger1 = anim = 1008 trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 1001, 9] type = HitDef trigger1 = anim = 1009 trigger1 = random > 111 attr = S, NA damage = 9999999 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 [State 1001] type = ChangeAnim trigger1 = anim = 1009 trigger1 = random > 111 value = 1009 [State 1001, 9] type = ChangeState trigger1 = anim = 1009 trigger1 = AnimTime = 0 value = 0 ctrl = 1
Waluigi
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| Sir_Killzalot | Date: Tuesday, 2008-03-25, 11:38 Am | Message # 23 |
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MuGeN Expert
Group: Users
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| your random triggers have duplicates for each group of a hitdef and changeanim should have a different random trigger than another. For with the current code multiple hitdefs and changeanim occur at the same time which should never happen. you need to have your random triggers vary between each group. (make sure that two groups can't activate at the same time) you only need one changestate with the following code: [State 1001, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 and I do not think the damage of a hitdef can reach 99999999
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| Waluigi99 | Date: Friday, 2008-03-28, 8:49 Am | Message # 24 |
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| So change the number 111 to something else and were do i out this code [State 1001, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
Waluigi
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| Sir_Killzalot | Date: Friday, 2008-03-28, 1:08 Pm | Message # 25 |
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MuGeN Expert
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| doesn't really matter. Ussually people put it at the end before the next statedef
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| Waluigi99 | Date: Friday, 2008-03-28, 3:02 Pm | Message # 26 |
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| Could Correct my mistakes in the my previous Post and then re-post it because I Don't Really understand what your saying.
Waluigi
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| Sir_Killzalot | Date: Saturday, 2008-03-29, 9:39 Am | Message # 27 |
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| Here is an example of how the code would look like. (note I didn't check to see if this is 100% correct, but I see no errors with the code). Code [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1001 poweradd = 20 sprpriority = 2
[State 1001, 1] type = HitDef trigger1 = random < 111 attr = S, NA damage = 23 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1001 trigger1 = random < 111 value = 1001
[State 1001, 2] type = HitDef trigger1 = random >= 111 trigger1 = random < 222 attr = S, NA damage = 33 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1002 trigger1 = random >= 111 trigger1 = random < 222 value = 1002
[State 1001, 3] type = HitDef trigger1 = random >= 222 trigger1 = random < 333 attr = S, NA damage = 43 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1003 trigger1 = random >= 222 trigger1 = random < 333 value = 1003
[State 1001, 4] type = HitDef trigger1 = random >= 333 trigger1 = ranom < 444 attr = S, NA damage = 53 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1004 trigger1 = random >= 333 trigger1 = ranom < 444 value = 1004
[State 1001, 5] type = HitDef trigger1 = random >= 444 trigger1 = random < 555 attr = S, NA damage = 63 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1005 trigger1 = random >= 444 trigger1 = random < 555 value = 1005
[State 1001, 6] type = HitDef trigger1 = random >= 555 trigger1 = random < 666 attr = S, NA damage = 73 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1006 trigger1 = random >= 555 trigger1 = random < 666 value = 1006
[State 1001, 7] type = HitDef trigger1 = random >= 666 trigger1 = random < 777 attr = S, NA damage = 83 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1007 trigger1 = random >= 666 trigger1 = random < 777 value = 1007
[State 1001, 8] type = HitDef trigger1 = random >= 777 trigger1 = random < 888 attr = S, NA damage = 93 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1008 trigger1 = random >= 777 trigger1 = random < 888 value = 1008
[State 1001, 9] type = HitDef trigger1 = random >= 888 attr = S, NA damage = 93 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeAnim trigger1 = anim != 1009 trigger1 = random >= 888 value = 1009
[State 1001] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
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| Waluigi99 | Date: Sunday, 2008-03-30, 8:30 Pm | Message # 28 |
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| It dos not work Properly he still sits on the first frame is it possible to change the animation according to health left? so 1000 HP = The 1 900 HP = The 2 800 HP = The 3 700 HP = The 4 600 HP = The 5 500 HP = The 6 400 HP = The 7 300 HP = The 8 200 HP = The 9 Like that? Because I don't think the other one CAN work.
Waluigi
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| Farlancer | Date: Monday, 2008-03-31, 10:07 Pm | Message # 29 |
 Begginer
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| I know I'm new here, but I think I spotted the problem...The animation was constantly being changed, because there is no persisent = 0 on the animation changes... Anyway, might I suggest a different way to change the animations? Code [StateDef 1001] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 poweradd = 20 sprpriority = 2
[State 1001, ChangeAnim] type = ChangeAnim trigger1 = 1 value = 1001 + floor(random/112) ;randomly changes the anim between 1001 and 1009 persistent = 0 ;Only changes the anim once
[State 1001, 1] type = HitDef trigger1 = anim = 1001 attr = S, NA damage = 23 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 2] type = HitDef trigger1 = anim = 1002 attr = S, NA damage = 33 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 3] type = HitDef trigger1 = anim = 1003 attr = S, NA damage = 43 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 4] type = HitDef trigger1 = anim = 1004 attr = S, NA damage = 53 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 5] type = HitDef trigger1 = anim = 1005 attr = S, NA damage = 63 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 6] type = HitDef trigger1 = anim = 1006 attr = S, NA damage = 73 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 7] type = HitDef trigger1 = anim = 1007 attr = S, NA damage = 83 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 8] type = HitDef trigger1 = anim = 1008 attr = S, NA damage = 93 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001, 9] type = HitDef trigger1 = anim = 1009;the strongest hit anim attr = S, NA damage = 93 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 10, 10 sparkno = 0 sparkxy = -10, -76 hitsound = 5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12
[State 1001] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
No! I should've been able to absorb that!
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| Waluigi99 | Date: Tuesday, 2008-04-01, 8:33 Am | Message # 30 |
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| Thanks Man, It Works Perfectly! God Bless You!Added (2008-04-01, 8:33 Am) --------------------------------------------- Also For A Charged Projectile How do you Make It so If you Stop Charging in the middle you Continue charging from ware you left off when you start Charging Again? And How do you make a move go through someone shielding?
Waluigi
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