Hey guys i want to add a parry system to Shin level 2 Akuma and quite frankly i have no idea where to begin. Ive got all the sprites and i think the codes but i dont know what to do with them. Could you guys give me a hand? Explain to me what goes where?
Here is the coding :[State -1, sparry]
type=hitoverride
triggerall=var(59)<=0&&roundstate=2&&statetype=S
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||stateno=700||stateno=701
trigger1=var(21):=1
trigger2=(stateno=[150,153])
trigger2=var(21):=-1
attr=SA,AA,AP
stateno=700
slot=0
time=ifelse((stateno=[150,153]),4,8)
[State -1, cparry]
type=hitoverride
triggerall=var(59)<=0&&roundstate=2&&statetype!=A
triggerall=(statetype=S&&command="down")||(statetype=C&&command="fwd")&&command!="back"&&command!="up"
trigger1=ctrl||stateno=700||stateno=701
trigger1=var(21):=2
trigger2=(stateno=[150,153])
trigger2=var(21):=-2
attr=C,AA,AP
stateno=701
slot=0
time=ifelse((stateno=[150,153]),4,8)
[State -1, aparry]
type=hitoverride
triggerall=var(59)<=0&&roundstate=2&&statetype=A
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||stateno=702
trigger1=var(21):=3
trigger2=(stateno=[154,155])
trigger2=var(21):=-3
attr=SA,AA,AP
stateno=702
forceair=1
slot=0
time=ifelse((stateno=[154,155]),4,8)
[State -1, resetparry]
type=hitoverride
trigger1=(statetype=S||statetype=C)&&var(21)!=1&&var(21)!=-1&&var(21)!=2&&var(21)!=-2
trigger2=statetype=A&&var(21)!=3&&var(21)!=-3
trigger3=movetype=A||(movetype=H&&(stateno!=[120,155]))
trigger4=!ctrl
slot=0
time=0
;==========<PARRY>==========
;---STANDING---
[Statedef 700]
type=S
physics=S
movetype=I
anim=700
velset=0,0
ctrl=0
sprpriority=2
poweradd=75
[State 700, pause]
type=pause
trigger1=!time
time=10
movetime=10
[State 700, nhb]
type=nothitby
trigger1=time<=10
time=1
value=SCA
[State 700, stop]
type=posfreeze
trigger1=time<=10
value=1
[State 700, blueflash]
type=palfx
trigger1=!time&&var(21)>=0
add=0,50,255
sinadd=0,-50,-255,60
time=15
[State 700, redflash]
type=palfx
trigger1=!time&&var(21)<0
add=255,0,0
sinadd=-255,0,0,60
time=15
[State 700, snd]
type=playsnd
trigger1=!time
value=3,1
channel=0
[State 700, snd]
type=playsnd
trigger1=!time
value=7,3
[State 700, spark]
type=explod
trigger1=animelem=2
anim=7200
ID=7200
sprpriority=5
postype=p1
pos=37,-64
pausemovetime=60
ownpal=1
scale=.5,.5
[State 700, asserts]
type=assertspecial
trigger1=1
flag=nowalk
flag2=nostandguard
flag3=nocrouchguard
[State 700, ctrl]
type=ctrlset
trigger1=time>10
value=1
[State 700, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1
;---CROUCHING---
(...)
;---AERIAL---
[Statedef 702]
type=A
physics=A
movetype=I
anim=702
ctrl=0
sprpriority=2
poweradd=80
[State 702, pause]
type=pause
trigger1=!time
time=10
movetime=10
[State 702, nhb]
type=nothitby
trigger1=time<=10
time=1
value=SCA
[State 702, sts]
type=statetypeset
trigger1=time<=10
physics=N
[State 702, stop]
type=posfreeze
trigger1=time<=10
value=1
[State 702, sts]
type=statetypeset
trigger1=time>10
physics=A
[State 702, blueflash]
type=palfx
trigger1=!time&&var(21)>=0
add=0,50,255
sinadd=0,-50,-255,60
time=15
[State 702, redflash]
type=palfx
trigger1=!time&&var(21)<0
add=255,0,0
sinadd=-255,0,0,60
time=15
[State 702, snd]
type=playsnd
trigger1=!time
value=3,1
channel=0
[State 702, snd]
type=playsnd
trigger1=!time
value=7,3
[State 702, spark]
type=explod
trigger1=animelem=2
anim=7200
ID=7200
sprpriority=5
postype=p1
pos=44,-77
pausemovetime=60
ownpal=1
scale=.5,.5
[State 702, asserts]
type=assertspecial
trigger1=1
flag=noairguard
[State 702, ctrl]
type=ctrlset
trigger1=time>10
value=1