collapse

Author Topic: Coding to control number of hits for a Super  (Read 396 times)

0 Members and 1 Guest are viewing this topic.

Offline gouki%

  • Initiate
  • **
  • Posts: 154
  • Last Login:December 27, 2017, 01:04:38 PM
    • Email
Coding to control number of hits for a Super
« on: November 12, 2007, 05:40:59 PM »
I hope I am not being a pain but do anyone know the coding to change the number of hits with in a super move? :-"


The true warrior will enter the arena with all his power at the ready!!

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: Coding to control number of hits for a Super
« Reply #1 on: November 12, 2007, 10:28:12 PM »
You only need to add more triggers to the hitdef on the statedef of he supermove


sig made by shullbocka

Offline gouki%

  • Initiate
  • **
  • Posts: 154
  • Last Login:December 27, 2017, 01:04:38 PM
    • Email
Re: Coding to control number of hits for a Super
« Reply #2 on: November 13, 2007, 01:21:43 AM »
I tried that and I seem to have gotten lost in the code. I was able to get 23-24 hits out of it but I can't seem to go no further. This is the instant hell murder or Shun Goku Satsu that I am working with. Here is the code I got so far:
[State -1]
type = ChangeState
value = 4950
triggerall = command = "shungoku"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger3 = stateno = 201
trigger4 = stateno = 202
trigger5 = stateno = 203
trigger6 = stateno = 204
trigger7 = stateno = 205
trigger8 = stateno = 206
trigger9 = MoveContact
trigger9 = stateno = 400
trigger10 = MoveContact
trigger10 = stateno = 401
trigger11 = MoveContact
trigger11 = stateno = 402
trigger12 = MoveContact
trigger12 = stateno = 403
trigger13 = MoveContact
trigger13 = stateno = 404
trigger14 = MoveContact
trigger14 = stateno = 405
trigger15 = MoveContact
trigger15 = stateno = 406
trigger16 = stateno = 301
trigger17 = stateno = 302
trigger18 = stateno = 304
trigger19 = stateno = 305
trigger20 = stateno = 306
trigger21 = stateno = 500
trigger22 = stateno = 550
trigger24 = MoveContact
trigger24 = stateno = 1110
trigger25 = MoveContact
trigger25 = stateno = 1120
trigger26 = MoveContact
trigger26 = stateno = 1050
trigger27 = MoveContact
trigger27 = stateno = 1060
trigger28 = MoveContact
trigger28 = stateno = 1070
trigger29 = MoveContact
trigger29 = stateno = 3000
trigger30 = MoveContact
trigger30 = stateno = 3010
trigger31 = MoveContact
trigger31 = stateno = 3020
trigger32 = projcontact = 1
trigger32 = stateno = 1010
trigger33 = projcontact = 1
trigger33 = stateno = 1011
trigger34 = projcontact = 1
trigger34 = stateno = 1012
trigger35 = projcontact = 1
trigger35 = stateno = 1000
trigger36 = projcontact = 1
trigger36 = stateno = 1001
trigger37 = projcontact = 1
trigger37 = stateno = 1002
trigger38 = MoveContact
trigger38 = stateno = 900
trigger39 = MoveContact
trigger39 = stateno = 910
trigger40 = MoveContact
trigger40 = stateno = 920
trigger41 = MoveContact
trigger41 = stateno = 945
trigger42 = stateno = 100
trigger43 = stateno = 950
trigger44 = stateno = 951
trigger45 = stateno = 952
trigger46 = stateno = 961
trigger46 = ctrl = 0
trigger46 = type    = S
trigger46 = movetype= I
trigger46 = physics = N
trigger47 = stateno = 971
trigger47 = ctrl = 0
trigger48 = stateno = 981
trigger48 = ctrl = 0
trigger49 = stateno = 991
trigger49 = ctrl = 0
trigger50 = stateno = 960
trigger50 = ctrl = 0
trigger51 = stateno = 970
trigger51 = ctrl = 0
trigger52 = stateno = 980
trigger52 = ctrl = 0
trigger53 = stateno = 990
trigger53 = ctrl = 0
trigger54 = stateno = 18100
trigger54 = time >= 1
trigger55 = stateno = 18300
trigger55 = time >= 1

[State -1]
type = ChangeState
value = 4950
triggerall = command = "shungoku2"
triggerall = power >= 3000
triggerall = statetype != A
trigger1 = stateno = 960
trigger1 = ctrl = 0
trigger2 = stateno = 961
trigger2 = ctrl = 0
trigger3 = stateno = 970
trigger3 = ctrl = 0
trigger4 = stateno = 971
trigger4 = ctrl = 0
trigger5 = stateno = 980
trigger5 = ctrl = 0
trigger6 = stateno = 981
trigger6 = ctrl = 0
trigger7 = stateno = 990
trigger7 = ctrl = 0
trigger8 = stateno = 991
trigger8 = ctrl = 0
I was trying to make it 100 hits or more. So please if you can help or show me where I can insert the rest of the hits it will be greatly appreciated.  :o
The true warrior will enter the arena with all his power at the ready!!

Offline gouki%

  • Initiate
  • **
  • Posts: 154
  • Last Login:December 27, 2017, 01:04:38 PM
    • Email
Re: Coding to control number of hits for a Super
« Reply #3 on: November 13, 2007, 01:25:28 AM »
Oh I forgot was the previous reply was from the cmd. i was wondering were you talking about the cns.  8-}
The true warrior will enter the arena with all his power at the ready!!

Offline ClubSyN-X-TReME

  • Character and Interactive Stage Specialist
  • Club Syndicate Admin
  • *
  • Posts: 1641
  • Last Login:July 28, 2014, 06:54:54 AM
    • Club SyN -X-treme
Re: Coding to control number of hits for a Super
« Reply #4 on: November 13, 2007, 06:18:10 AM »
he was talking about the cns and the way you did it is not optimized.

this is for the raging demon/shun goku satsu?

all you need is a hitadd sctrl and maybe a time trigger, but definatly a hitadd to increase the amount of hits you want to the combo counter.

also use a lifeadd sctrl in the opponents custom state with a negative value to subtract the amount of life you want the raging demon to take from the opponent

You will need to put the opponent in a custom state for this move btw since it uses throw attributes.

Offline gouki%

  • Initiate
  • **
  • Posts: 154
  • Last Login:December 27, 2017, 01:04:38 PM
    • Email
Re: Coding to control number of hits for a Super
« Reply #5 on: November 13, 2007, 09:31:58 AM »
Thanks, if it is not optimized could you show me what an optimized shun goku satsu coding looks like and could you please show me where I can place it with in the code? Thanks for your input.  ^:)^
The true warrior will enter the arena with all his power at the ready!!

Offline gouki%

  • Initiate
  • **
  • Posts: 154
  • Last Login:December 27, 2017, 01:04:38 PM
    • Email
Re: Coding to control number of hits for a Super
« Reply #6 on: December 30, 2007, 11:45:07 PM »
Hello all I have been away for awhile but I am back with a vengence. I am still having difficulty doing this coding. Coulsd anyone with their vast knowledge in doing this help me out please. I cant seem to find the statedef in the code or where to place the hitadds at. All help is greatly appreciated. In the previous replies I was told that my coding was not optimized, if anyone could help me with that also it will be appreciated also.  :-"
The true warrior will enter the arena with all his power at the ready!!

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: Coding to control number of hits for a Super
« Reply #7 on: December 31, 2007, 08:57:20 AM »
You have to find the statedef, to do that use the debugg, and on the left down corner, you will find something like state:xxxx , the xxx is the number of the statedef


sig made by shullbocka

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[Today at 11:31:36 AM]


Rooftop Skyline(1.1 Only/AIGS) by Vegaz by LightFlare
[October 21, 2024, 12:13:37 PM]


Secluded Base(1.1 Only/AIGS) by Vegaz by LightFlare
[October 17, 2024, 01:21:06 PM]


Ultimate Balrog + stage by ELECTRO
[October 17, 2024, 05:40:31 AM]


Eternal Lament Stage 1.1 & 1.0 by MatreroG
[October 11, 2024, 05:03:17 PM]


Classic VS : Balrog by ELECTRO
[October 08, 2024, 04:35:53 PM]


IMT Tutorials and Documentation gone? by tehdevil
[October 06, 2024, 04:25:52 AM]


Justice League Themyscira Stage by Vegaz by LightFlare
[October 04, 2024, 08:23:57 AM]


D2TD VS Showcase Thread by D2TD
[September 30, 2024, 12:29:35 AM]


Mugen Of Solitude:Spacestation 1.0 Updated Stage By Supaman2525 & OldGamer by Aumio Khan
[September 29, 2024, 09:12:20 AM]

* IMT Calendar

October 2024
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 [31]

SimplePortal 2.3.5 © 2008-2012, SimplePortal