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Author Topic: Super Armor Like Zvitor's Colossus  (Read 1048 times)

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Offline darkgeist

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Super Armor Like Zvitor's Colossus
« on: May 14, 2015, 08:37:58 PM »
Hey guys I've been trying to put super armor into one my characters for months now, specifically like the one on Zvitor's colossus. Can anyone look into that character and show me how he did it? ~X(

http://www.zvitor.com.br/projeto/col.html



Offline Cyanide

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Re: Super Armor Like Zvitor's Colossus
« Reply #1 on: May 15, 2015, 05:56:37 AM »
There are 2 super armour codes out there. One uses a helper (i hate this one) and the other uses hitoverride, which is probably a bit better

Basically every state has no anim set and you use changeanim to play the correct animations. You then use a hitoverride that affects everything (although possibly not throws if it's a regular character and you want throws to take effect) The hitoverride sends you to a short state with movetype = H, on completion, it returns you to value = prevstateno

Then you fix all the bugs. In addition. you want to use animelemtime triggers, NEVER use time in any states, or it will repeat that trigger when you get back to the states.

I have another vague idea for super armour that lets custom states work, but i've never bothered testing it out.

Offline darkgeist

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Re: Super Armor Like Zvitor's Colossus
« Reply #2 on: May 15, 2015, 09:57:43 AM »
thanks for the reply cyanide, but quick question where to i put the  animelemtime triggers?

Offline Cyanide

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Re: Super Armor Like Zvitor's Colossus
« Reply #3 on: May 15, 2015, 10:05:27 PM »
On anything and everything where you could potentially be coming back to a state from the special hitstate

Playing a sound? Animelemtime. Hitdef? Animelemtime. Explod, animelemtime. The important thing is NEVER to use time, for anything. If you use time things WILL go stupid on you for pretty much any move you use it for.

Offline darkgeist

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Re: Super Armor Like Zvitor's Colossus
« Reply #4 on: May 16, 2015, 01:30:14 AM »
Hmmm ok so i used the state 9000 super armor

[Statedef 9000]
type = U
movetype = H......

Then I used this Super Armor controller

; Super Armor controllers
[State -3, Increment Counter]
type = VarAdd
trigger1 = Stateno = 9000
v = 4
value = 5

[State -3, Decrement Counter]
type = VarAdd
trigger1 = (StateNo != 9000) && (Var(4) > 0)&& (MoveType != H)
v = 4
value = -1
ignorehitpause = 1

[State -3, Save StateNo]
type = VarSet
trigger1 = (MoveType != H) && (StateNo != 9000)
var(5) = StateNo

[State -3, Save Ctrl]
type = VarSet
trigger1 = (MoveType != H) && (StateNo != 9000)
var(6) = Ctrl

[State -3, Record Turn]
type = VarSet
triggerall = WinKO
trigger1 = Anim = [5,6]
v = 18
value = 1

and then tested it out on state 200 which is the light punch, I took the anim code out and replaced it with this

[State 200]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0 <---------------------Animelemtime?
value = 200

I replaced the time with Animelemtime got an error :|







Offline Cyanide

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Re: Super Armor Like Zvitor's Colossus
« Reply #5 on: May 16, 2015, 03:42:00 AM »
You should look up animelemtime in the docs before you use it.

For that one specifically, yes you can use time because it has the prevstateno line on it. But you can't do that for everything. Here's why.

You initiate an explod at time = 5. After it plays, you get hit, you return to the state, and time = 5 happens again. The explod plays a second time, then you get hit again, and the explod plays a 3rd time. And so on. However, you add the prevstateno != 9000 line, and you get hit before the explod plays, the state continues, and you get hit again before the explod plays. And so on. In the end the explod plays at utterly the wrong time.

Animelemtime used correctly will resolve that. And possibly a variable frame counter.

Offline darkgeist

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Re: Super Armor Like Zvitor's Colossus
« Reply #6 on: May 17, 2015, 01:00:43 PM »
Thanks for the help Cyanide :Terry

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