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Author Topic: Need Help with WIP Chars' pausetime, poweradd, etc.  (Read 552 times)

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Offline dimension_w

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Need Help with WIP Chars' pausetime, poweradd, etc.
« on: November 27, 2007, 10:26:45 AM »
Greetings guys, this regards my character Punishous. As I said in my WIP thread I has a fine scripter helping me. But alas he is taking exams now and is very busy with homework. I'm sort of stuck at this point in the character making process and I was wondering whether I could call out for help or possibly post my code here and ask for help on what needs tweaking.

I'm hoping to get all the glitches sorted on my char, including all the stats for his various kicks and punches, before I move onto coding his intro animations. But as a newbie and and with very little guidance, I'm a tad confused by some of the coding I've inserted thanks to various tutorials. So basically I've put in what the tutorials told me to enter and I've found that possibly certain stats and behaviour are default, something I wish to change to make my char more original.

I seemed to have sorted the strength of his punch and kicks okay, that was poweradd I presume? But various problems I've been having are annoying little things like "his animation gets interrupted on fast pressing of a key on some punch and kicks, before his collion box frame appears" and I've checked all animation frames and none have loopstart at the wrong time. I'm thinking this might be some default script in some of the punch/kick statedefs thats coded the beginnings of a combo perhaps?

There is another problem, the punch/kicks don't seem to make the opponent behave the way I want. Like an uppercut sending them flying up, etc. Not sure which stat needs tweaking. And finally many of my punches/kicks once I hit them, they're staggering back is sometimes so short they immediately hit back before my attack animation has finished. Its probably a little too complicated, with each of my punch and kicks having a different problem. I was hoping I could get a volunteer to pm me and hopefully we could go through each statedef slowly and sort each one together.



Offline dimension_w

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Re: Need Help with WIP Chars' pausetime, poweradd, etc.
« Reply #1 on: November 27, 2007, 12:58:27 PM »
My friend has been lucky enough to find a little time to help me sort out the problems. But he's had to go again and at such a bad time. Thanks to a little tutoring I worked out what certain things mean in thr ground.slidetime, poweradd, pause.time etc.. but now I'm getting an error message.
Error message:
Error parsing Hitdef
Error parsing [State 220, 1)
Error in (Statedef 220)
Error in Punishous.cns
Error loading chars/Punishous/Punishous.def
Error while precaching
Error parsing Hitdef
Error loading p1

Here's the change to Strong Punch that I made. There doesn't seem to be anything different to how I did my Light Punch and Medium Punch and I never got errors for them. Can anyone spot anything wrong with this code?
Code: [Select]
; Standing Strong Punch (Whip)
; CNS difficulty: easy
[Statedef 220]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 2                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 220                       ;Change animation (Def: no change)
poweradd = 72                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 76, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 13, 15               ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = 0, -12                 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 1                  ;Sound to play on hit
guardsound = 7, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8             ;Time that the opponent slides back
ground.hittime = 20             ;Time opponent is in hit state
ground.velocity = -10 .0         ;Velocity at which opponent is pushed
airguard.velocity = -3. -1.5     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -3.1, -4          ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
palfx.time = 40
Palfx.add = 100,100,180
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1

[State 220, 4]
type = PlaySnd
trigger1 = AnimElem = 8
value = 6, 0

[State 220, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1

[State 220, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Offline dimension_w

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Re: Need Help with WIP Chars' pausetime, poweradd, etc.
« Reply #2 on: November 27, 2007, 01:08:15 PM »
Gah I see the problem.. Isn't it typical such a small thing can stop your char working?
Code: [Select]
ground.velocity = -10 .0  <-- Two spaces by accident  :D Sorry guys. But I'll keep this thread up. This is a touchy area and I still don't know everything. I'll keep posting here if I get any more problems.

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