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Author Topic: Cleaner Dramatic K.O. Pause Effect  (Read 1834 times)

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Offline ClubSyN-X-TReME

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Cleaner Dramatic K.O. Pause Effect
« on: August 12, 2007, 09:47:08 AM »
Notice how some games have a that delay when delivering a final hit before you are pronounced winner of a round? or when you finish a round with a hyper move? Here is a template you can use.

Under Either Negative statedef, -2 or -3, this can be done. I am using Statedef - 3 as of now because in my current character Dragon Guy, I have all invisible helpers placed under statedef -3 so they will be active at all times during a fight. You will also need one free Variable for this effect also.

Code: [Select]
[State -3]
type = helper
trigger1 = 1 && !numhelper(xxxxx)
helpertype = Normal
id = xxxxx
pos = 0,9999999999
postype = p1
name = "K.O. FX"
facing = -1
stateno = xxxxx
supermovetime = 9999999999
pausemovetime = 9999999999

[State -3]
type = VarSet
triggerall = var(x) = 1 && enemy,stateno = 5100  || roundstate = 0
trigger1 = 1
v = x
value = 0
ignorehitpause = 1

[State -3]
type = Pause
triggerall = var(x) <= 1
trigger1 = enemy,life = 0
time = 30
ignorehitpause = 1

[State -3]
type = Varadd
trigger1 = enemy,life = 0
v = x
value = 1
ignorehitpause = 1

The codes above shows that a helper is created as soon as the fight starts. Since its in the negative states, I used a numhelper() trigger with the expression ! in front of it to keep the helper from cloning repeatedly since the trigger persistent = 0 is no good in the negative states. Your id # for the helper goes inside the () on the numhelper trigger. also let your stateno be the same number as your id.

As I stated earlier, you will need 1 free variable for this. the x will represent that free variable. The time trigger in the Pause scrtl can be adjusted to your likings. that controls the delayed effect.

Now for the helper states. These can be places anywhere in your character files. Normally I have a seperate cns sheet for helper states alone. Makes it easier for me to keep up wth my helper states since they are all on one sheet. Thats just me being organized. Anyway,



Code: [Select]

;-----------------------------------------------------------------
;K.O. Pause Effects
;-----------------------------------------------------------------
[Statedef 77777]
type = s
movetype = i
physics = n

[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 0 ]
type = AssertSpecial
triggerall = enemy,life = 0
trigger1 = 1
flag = nobardisplay
flag2 = nomusic
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0]
type = PlayerPush
trigger1 = 1
value = 1

the codes above makes the helper invisible and it wont be in the way while fighting. Now within those states, you can insert effects like sounds, explods for a random image or whatever, display words, or anything to your liking. Ill share a few triggers with you for effects to happen when the final hit is by a Normal attack, special attack or hyper attack.

trigger1 = root,hitdefattr = SC, NA || root,hitdefattr = A, NA <---- standing, crouching, or aireal Normal attack
trigger1 = root,hitdefattr = SC, SA || root,hitdefattr = A, SA <---- standing, crouching, or aireal Special attack
trigger1 = root,hitdefattr = SC, HA || root,hitdefattr = A, HA <---- standing, crouching, or aireal Hyper attack

Notice the prefix i used, root. If you want something happen at the moment when your character does something, you need a root or parent prefix in the front or the trigger. Root and Parent are basically the same thing. This only for coding in helper states. Use this outside of a helper state then mugen will flood with errors. :P

Quote
For Team mode
Replace ALL trigger1 = enemy,life = 0 with:

trigger1 = winko
trigger1 = matchover = 1
trigger1 = teamside ; or ishometeam whichever one suits ya

and everything is A.O.K. ;)
....prevents pauses on each opponent if on simul and just makes 1 pause on the end of a whole team ko.

Enjoy.



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