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Author Topic: CvS 2 Hyper problem  (Read 439 times)

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Offline DizzyTheConquer

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CvS 2 Hyper problem
« on: January 06, 2010, 11:56:07 PM »
Code: [Select]
[Statedef 3000]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset=0,0
poweradd = -1000
 
[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0
 
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 2
 
[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3000
 
[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 65
 
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 5
time = 50
movetime = 50
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0
 
[State 3000, VarSet]
type = VarSet
triggerall = Time = 5
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)
 
[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 2 || var(20) = 6 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -1000
 
[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000
 
[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0
 
[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0
 
[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0
 
[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0
 
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
 
[State 3001, Super]
type = Helper
trigger1 = Time = 3
id = 8000
name = "Super"
pos = ceil(8*const(size.xscale)),ceil(-64*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1
 
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(28) = 0
 
[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(29) = 0
 
[State 1100, Voice]
type = PlaySnd
trigger1 = time = 4
value = 580,0
channel = 0
 
[state 3000, 6]
type = playsnd
trigger1 = time = 45
value = 580,1
channel = 0
 
[state 3000, 7]
type = statetypeset
trigger1 = time >= 34
statetype = a
movetype = a
physics = n
 
[state 3000, 8]
type = velset
trigger1 = time = 34
y = -1.3
 
[state 3000, 8]
type = veladd
trigger1 = time >= 34
y = 0.2
 
[state 3000, 1]
type = hitdef
trigger1 = animelem = 7
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-72
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 3000, 1]
type = hitdef
trigger1 = animelem = 8
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 1100, 1]
type = hitdef
trigger1 = animelem = 10
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 3000, 9]
type = changestate
trigger1 = time > 34 && pos y >= 0
value = 3001
 
[statedef 3001]
type = s
movetype = a
physics = s
anim = 3001
velset = 0,0
 
[state 200, 0]
type = varadd
trigger1 = time = 0
v = 31
value = var(30)
 
[state 200, 0]
type = varset
trigger1 = time > 0
v = 30
value = hitcount
 
[state 3001, 1]
type = posset
trigger1 = time = 0
y = 0
 
[state 3001, 2]
type = posadd
trigger1 = time = [1,6]
x = 4
 
[state 3001, 2]
type = posadd
trigger1 = time >= 7
x = 5
 
[state 3001, 3]
type = statetypeset
trigger1 = time >= 7
statetype = a
movetype = a
physics = n
 
[state 3001, 4]
type = velset
trigger1 = time = 7
y = -0.9
 
[state 3001, 5]
type = veladd
trigger1 = time >= 7
y = 0.2
 
[state 3001, 1]
type = hitdef
trigger1 = animelem = 1
attr = s, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-56
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 3000, 1]
type = hitdef
trigger1 = animelem = 6
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-72
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 3000, 1]
type = hitdef
trigger1 = animelem = 7
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 1100, 1]
type = hitdef
trigger1 = animelem = 9
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-64
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 3001, 9]
type = changestate
trigger1 = time > 7 && pos y >= 0
value = 3002
 
[statedef 3002]
type = s
movetype = a
physics = s
anim = 3002
velset = 0,0
 
[state 200, 0]
type = varadd
trigger1 = time = 0
v = 31
value = var(30)
 
[state 200, 0]
type = varset
trigger1 = time > 0
v = 30
value = hitcount
 
[state 3002, 1]
type = posset
trigger1 = time = 0
y = 0
 
[state 3002, 2]
type = posadd
trigger1 = time = [1,6]
x = 4
 
[state 3002, 3]
type = statetypeset
trigger1 = time >= 7
statetype = a
movetype = a
physics = n
 
[state 3002, 4]
type = velset
trigger1 = time = 7
x = 3
y = -7.2
 
[state 3002, 4]
type = velset
trigger1 = time = 26
x = 3
y = -2.8
 
[state 3002, 4]
type = velset
trigger1 = time = 47
x = 0
 
[state 3002, 5]
type = veladd
trigger1 = time >= 7
y = 0.3
 
[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 25
value = 0,3
channel = 0
 
[state 3001, 1]
type = hitdef
trigger1 = animelem = 1
attr = s, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 0,0
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-56
ground.type = high
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = -4
air.velocity = -2,-6
air.hittime = 15
 
[state 3002, 1]
type = hitdef
trigger1 = animelem = 4
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 16,16
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 8,8
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-50
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-6
air.hittime = 15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
 
[state 3002, 1]
type = hitdef
trigger1 = animelem = 6
trigger2 = animelem = 8
trigger3 = animelem = 10
trigger4 = animelem = 12
trigger5 = animelem = 14
trigger6 = animelem = 16
trigger7 = animelem = 18
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(21 * Fvar(var(31) + var(30))),ceil(21 * Fvar(9))),7
damage    = 14,7
animtype = heavy
getpower = 16,16
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 4,4
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-50
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-6
air.hittime = 15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
 
[state 3002, 1]
type = hitdef
trigger1 = animelem = 27
attr = a, ha
;damage    = ifelse(var(30)+var(31) <= 9,ceil(70 * Fvar(var(31) + var(30))),ceil(70 * Fvar(9))),18
damage    = 70,18
animtype = heavy
getpower = 16,16
givepower = 0
guarDFlag = ma
hitflag = maf
hitsound = S2, 5
guardsound = S1,0
pausetime = 20,20
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0,-50
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2,4
air.velocity = -2,4
air.hittime = 15
fall = 1
air.fall = 1
fall.recover = 0
yaccel = 0.45
 
[state 3002, 9]
type = changestate
trigger1 = time > 7 && pos y >= 0
value = 3003
 
[statedef 3003]
type = s
movetype = i
physics = s
anim = 3003
velset = 0,0
 
[state 3003, 1]
type = posset
trigger1 = time = 0
y = 0
 
[state 3003, 2]
type = afterimagetime
trigger1 = time = 0
value = 0
 
[state 3003, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

You know how the CvS 2 gameplay suppose to work if you ever played with warusaki3's, h''s, gal129 etc. chatacters. I need your help fixing this special. I'm updating one of "2"'s characters so it can play better and the special I posted for lvl 1 is acting like it's lvl 2. I did everything correctly, how am I suppose to fix this?



Offline ATiC3

  • Cryomancer
  • MUGEN Content Architect
  • *****
  • Posts: 4643
  • Country: United States us
  • Last Login:July 09, 2024, 09:24:19 PM
  • "Why not fight for Earthrealm?"
    • My Creations
Re: CvS 2 Hyper problem
« Reply #1 on: January 07, 2010, 12:43:12 AM »
What do you mean it's acting like level 2? Are you sure you entered the correct animation numbers.. double check those, and for some reason.. now I'm not the best guy when it comes to coding.. but why does it have [state 3000] then [state 1000] then [state 800]? That would confuse the heck outta me...
 

Offline DizzyTheConquer

  • Novice Animator
  • Database Moderator
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  • Posts: 1905
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  • Last Login:February 23, 2018, 07:37:31 PM
  • Amateur Animator, Editor, Game Programmer
    • Story-Arc Animations
Re: CvS 2 Hyper problem
« Reply #2 on: January 07, 2010, 12:58:23 AM »
You know in warusaki's characters you press the usual button combination to do the hyper.

Like this
  • :2 :3 :6 :2 :3 :6 LP - Level 1 Hyper(-1000)
  • :2 :3 :6 :2 :3 :6 MP - Level 2 Hyper(-2000)
  • :2 :3 :6 :2 :3 :6 HP - Level 3 Hyper(-3000)
That's what I meant, if you understand it. The (-1000) represents how much is taken away from your power bar. Try it out with Warusaki's Ryu, if you have him. Just in case, here's the character that I'm updating.



Also I have to change the animation because all three was using the same moves over and over again!

Offline ATiC3

  • Cryomancer
  • MUGEN Content Architect
  • *****
  • Posts: 4643
  • Country: United States us
  • Last Login:July 09, 2024, 09:24:19 PM
  • "Why not fight for Earthrealm?"
    • My Creations
Re: CvS 2 Hyper problem
« Reply #3 on: January 08, 2010, 02:02:36 AM »
k. Make sure they're linked up right in the cmd, too.
 

Offline DizzyTheConquer

  • Novice Animator
  • Database Moderator
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  • Posts: 1905
  • Country: United States us
  • Last Login:February 23, 2018, 07:37:31 PM
  • Amateur Animator, Editor, Game Programmer
    • Story-Arc Animations
Re: CvS 2 Hyper problem
« Reply #4 on: January 09, 2010, 01:31:29 AM »
Ok, I fixed the problem and you will not belive what it was. It was the first two poweradd's that was in the cns so I put those to 0 and it's working like it's brand new! smh...

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