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Author Topic: Coding hyperbg cancel  (Read 396 times)

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Offline C.M.G

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Coding hyperbg cancel
« on: April 16, 2012, 02:32:53 AM »
I am making a personal edited char and I want it to be like all the vs games that cancels the hyperbg if the char failed to hit the opponent with its hyper move. I was wondering knows this. :-w Help will be appreciated. :cool



Offline Cyanide

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Re: Coding hyperbg cancel
« Reply #1 on: April 16, 2012, 03:17:50 AM »
Depends how the hyperBG has been coded, whether a helper manages it or if it's all to do with explods within the character.

Come up with a condition that is essentially "At this point i have missed, no questions" For this example i'm going to use if movehit = 0 and time > 20 (that's about 15 ticks after superpause finishes)

[State Hyper Attack]
type = removeexplod
trigger1 = movehit = 0 && time >= 20
persistent = 0

That will absolutely turn it off, it's going to be kinda ugly though as it may shut off other explods.

You do something similar if a helper is managing it. With the exception that you do

[State Hyper Attack]
type = removeexplod
trigger1 = root,movehit = 0 && root,time >= 20
persistent = 0

If the helper is actually dealing with the animation rather than spawning explods. Use a destroyself, same triggers.

If you want more detail than this we're going to need to see an example of the hyper attack to figure out how the BG is being managed.

Offline Fallen_Angel

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Re: Coding hyperbg cancel
« Reply #2 on: May 10, 2012, 10:13:28 PM »
If you are using Explode you can put an ID to the Explode, and in the remove explode you put the same ID, and it will only remove that explode to avoid shutting off other explodes

[State  RemoveExplod]
type = RemoveExplod
trigger1 =stateno!=xxx
id =yyyy



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