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Author Topic: Help with charge moves  (Read 566 times)

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Offline Kev The Galaxybender

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Help with charge moves
« on: June 24, 2009, 10:03:25 PM »
I
m trying ot make it to where you don't have to hold the charge for very long. Normally you would do this in the CMD, for example........

if a move was this..........

45$B, $F, x

you would just change the 45 to something smaller.

ok, now this one character I have, his commands were......

$B,F,x

so it doesn't tell you how long you need to hold the charge, but the charge is like 3-4 seconds, I tested it in game, so I decided to try and add numbers in front of the command like such

20$B,F,x

and

20$B,$F,x

but the charge time doesn't change. So what do i need to do to change the charge time?



Offline Scar

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Re: Help with charge moves
« Reply #1 on: June 24, 2009, 10:31:19 PM »
~20$B,F,x

Just change the 20 to whatever time you want..
!!Unite, Mobilize, Destroy!!

Offline Kev The Galaxybender

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Re: Help with charge moves
« Reply #2 on: June 24, 2009, 11:11:59 PM »
~20$B,F,x

Just change the 20 to whatever time you want..


when you change the number, nothing happens. there was not a number there to begin with so i'm not sure how time was measured in the first place

Offline Fallen_Angel

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Re: Help with charge moves
« Reply #3 on: June 24, 2009, 11:16:07 PM »
maybe you have to edit the statedef (in the cns), probably it has a changestate that works for certain period of time


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Offline Kev The Galaxybender

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Re: Help with charge moves
« Reply #4 on: June 24, 2009, 11:43:34 PM »
here is some code of the mentioned move..........

[Statedef 1100]
type=S
physics=N
movetype=A
anim=1100
ctrl=0
velset=0,0
sprpriority=1
poweradd=72*!var(20)
facep2=1

[State 1100, Button]
type=varset
trigger1= !time && var(59)<=0
var(10)= ifelse((command="z" || command="rlsz"), 2, ifelse((command="y" || command="rlsy"), 1, 0))
[State 1100, Button AI]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2bodydist x>180 || p2movetype=H || var(20)), 2, ifelse(p2bodydist x>160, 1, 0))
[State 1100, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=2, 1102, ifelse(var(10)=1, 1101, 1100))

[State 1100, NHB]
type=nothitby
trigger1= animelemtime(2)<0
value=SCA
time=1

[State 1100, Variable Height]
type=playerpush
trigger1= statetype=A && numenemy
trigger1= p2bodydist x = [-(enemynear,const(size.ground.back) + enemynear,const(size.ground.front)), 0]
trigger1= p2statetype=L
trigger1= p2dist y >= -16
value=0
ignorehitpause=1

[State 1100, Snd]
type=playsnd
trigger1= animelem=5
value=0,41
[State 1100, Dust]
type=helper
trigger1= animelem=5
helpertype=normal
stateno=8103
ID=8100
name="Dash Dust"
postype=p1
pausemovetime=255
supermovetime=255
ownpal=1

[State 1100, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=A
physics=N

[State 1100, Vel]
type=velset
trigger1= animelem=5
x= ifelse(var(10)=2, 9.268, ifelse(var(10)=1, 6.858, 4.864))
y= 0

[State 1100, Snd]
type=playsnd
trigger1= animelem=3
value=5,2
channel=0

[State 1100, Hit]
type=hitdef
trigger1= animelem=3 && var(10)=0
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*111<7, 7, fvar(11)*111)), 14
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=21), var(36):=-87
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=4 && var(10)!=2
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=1, 111, 97)<7, 7, fvar(11)*ifelse(var(10)=1, 111, 97))), ifelse(var(10)=1, 14, 12)
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=4 && var(10)=2
trigger1= !var(16) && (var(15)<1 || var(20))
attr = S,SA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*118<7, 7, fvar(11)*118)), 15
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.52, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=40), var(36):=-66
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, Hit]
type=hitdef
trigger1= animelem=5
trigger1= !movecontact && !movereversed
trigger1= !var(16) && (var(15)<1 || var(20))
attr = A,SA
hitflag = MAF
guardflag = MA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*ifelse(var(10)=2, 111, ifelse(var(10)=1, 97, 76))<7, 7, fvar(11)*ifelse(var(10)=2, 111, ifelse(var(10)=1, 97, 76)))), ifelse(var(10)=2, 14, ifelse(var(10)=1, 12, 10))
getpower = ifelse(!var(13), 144, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 120
airguard.ctrltime = 16
ground.velocity = -4.32, -7.49
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.32, -7.49
air.cornerpush.veloff = 0
airguard.velocity = -8, -1
airguard.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 1
fall.recovertime = 120
forcestand = 1
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8013)
guard.sparkno = -1 + 0*(var(34):=8001)
sparkxy = -10 + 0*(var(35):=59), var(36):=-47
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envshake.freq = 120

[State 1100, End]
type=changestate
trigger1= !animtime
trigger2= animelemtime(4)>0
trigger2= movecontact || movereversed
trigger3= animelemtime(5)>=11
trigger3= frontedgebodydist<=0
value=1110


;---Recover---
[Statedef 1110]
type=A
physics=N
movetype=I
anim=1110
ctrl=0
velset=0,0
sprpriority=1
movehitpersist=1

[State 1110, Anim]
type=changeanim
trigger1= !time
value= ifelse(var(10)=2, 1112, ifelse(var(10)=1, 1111, 1110))

[State 1110, Vel]
type=veladd
trigger1= vel x<0
x= .1796539
[State 1110, Vel]
type=velset
trigger1= vel x>0
x= 0

[State 1110, Vel]
type=velset
trigger1= !time
trigger1= movecontact=1 || movereversed=1
x= -5.66
y= 0

[State 1110, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
statetype=S
physics=N

[State 1110, Pos]
type=posset
trigger1= animelem=5
y=0
[State 1110, Vel]
type=velset
trigger1= animelem=5
x= 0
y= 0

[State 1110, Snd]
type=playsnd
trigger1= animelem=5
value=0,52
[State 1110, Dust]
type=explod
trigger1= animelem=5
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1110, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1

where do I edit the timing. I can't find anything that looks like time

Offline Fallen_Angel

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Re: Help with charge moves
« Reply #5 on: June 25, 2009, 12:52:34 AM »
[State 1100, End]
type=changestate
trigger1= !animtime      < these means animtime =0

just check the animtime (its still a time control), and adjust them to your likeness (also the first changestate has other triggers remove them if you want)



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Offline Kev The Galaxybender

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Re: Help with charge moves
« Reply #6 on: June 25, 2009, 11:50:12 AM »
say if I want a 1 second charge? What exactly do I change that to??? I've been messing around with it but I don't understand what I need to change it to
« Last Edit: June 25, 2009, 11:56:01 AM by Toph The Earthbender »

Offline Fallen_Angel

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Re: Help with charge moves
« Reply #7 on: June 25, 2009, 12:05:06 PM »
using the code you provide you have to adjust the time of the animation (in the air), the charge is using three different animations, so you have to edit all of them....or you can change the trigger


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Offline Kev The Galaxybender

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Re: Help with charge moves
« Reply #8 on: June 25, 2009, 03:25:14 PM »
using the code you provide you have to adjust the time of the animation (in the air), the charge is using three different animations, so you have to edit all of them....or you can change the trigger

I would like to change the trigger itself, sounds like it would be easier, and i know I'm being a big pain in the butt, but only because I've never done this before and I'm trying to learn. But could you walk me through it of you will? If not, it's ok, I'll have to try to figure it out.

Offline Fallen_Angel

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Re: Help with charge moves
« Reply #9 on: June 25, 2009, 04:12:44 PM »
There are a lot of ways to solve your issue.....you could use whaterever trigger you want, just make sure, to delete the ones that the char already has (for test purpose), use trigger1 = time >=20 (again these is only for testing purpose, you will need to edit the number to your likeness)


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Offline A New Challenger

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Re: Help with charge moves
« Reply #10 on: June 25, 2009, 08:57:42 PM »
Don't PM people to help you make personal edits of characters. Thanks.

我的名字是軍隊,為了我們是許多。

Offline Kev The Galaxybender

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Re: Help with charge moves
« Reply #11 on: June 26, 2009, 02:56:19 PM »
Don't PM people to help you make personal edits of characters. Thanks.

actually I'm trying to learn how to do my own, just using someone else's code to practice on, which is ok with the creators and I've been doing this for a while, so no need to be a jerk. If you don't want to be bothered just say so and don't come here trying to be super man trying to check someone

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