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Author Topic: Shoryuken help  (Read 438 times)

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Offline 2dgameplay

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  • Last Login:December 14, 2009, 01:42:35 PM
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Shoryuken help
« on: January 24, 2008, 02:16:17 PM »
i look at lots of chars like reza ken chiper's Angel Ryu even vyns ryu but cant seem to get it
i can post my code if yall want me 2

Code: [Select]
; Shouryuu Ken X
[Statedef 1003]
type = S
movetype = A
physics = N
anim = Ifelse(Pos Y = 0, 1005, 1009)
velset = 0
ctrl = 0
juggle = 4
poweradd = 100
hitcountpersist = 1

;Hand fire
;[State 1003, Explod]
;type = Explod
;trigger1 = Time = 0 && NumExplod(1012) = 0
;anim = 1012
;id = 1012
;pos = 0,0
;postype = p1
;bindtime = -1
;sprpriority = 5
;removetime = -1
;removeongethit = 1
;bind = p1

;[State 1003, RemoveExplod]
;type = RemoveExplod
;trigger1 = AnimElem = 3
;id = 1012
;
;[State 1003, Explod]
;type = Explod
;trigger1 = AnimElem = 3 && NumExplod(1013) = 0
;anim = 1013
;id = 1013
;pos = 0,0
;postype = p1
;bindtime = -1
;sprpriority = 5
;removetime = -1
;removeongethit = 1
;bind = p1

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S1000,1

;[State 1003, Dust]
;type = Explod
;trigger1 = (Time = 0) && (Pos Y >= 0)
;ID = 995
;anim = 995
;scale = .5,.5
;pos = 0,0
;postype = p1
;sprpriority = 5
;supermove = 1
;bindtime = 1
;shadow = -1,0,0
;ontop = 1
;ownpal = 1
;ignorehitpause = 1

[State 1003, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1003, HitDef]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 2
attr = S, SA
damage    = 45,6
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = ceil(10*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8005
hitsound =S200, 2
guard.sparkno = S8004
sparkxy = -15,-59
guardsound = S120,0
ground.type = Low
air.juggle = 4
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -8.5,-12.5
air.velocity = -8.5,-12.5
ground.cornerpush.veloff = 0
yaccel = .5
p2stateno = 1008
fall.recovertime = 32
fall = 1
fall.yvelocity = -.2
p2facing = 1
palfx.time = 50
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

[State 1003, PlaySnd]
type = PlaySnd
trigger1 = time = 1 ;&& movehit ;&& Hitpausetime = 2
value = S1000,8
ignorehitpause = 1

[State 1003, Varset]
type = Varset
trigger1 = movehit && prevstateno = [600,640]
var(10) = 1

[State 1003, Varset]
type = Varset
triggerall = Var(18) = 0 && Movehit
trigger1 = Hitpausetime != 0
var(18) = 1
ignorehitpause = 1

[State 1003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1004

;---------------------------------------------------------------------------
; Shouryuu Ken X (Rising)
[Statedef 1004]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1006
velset = 4,-6

;[State 1004, RemoveExplod]
;type = RemoveExplod
;trigger1 = Time = 0
;id = 1013

;[State 1004, Explod]
;type = Explod
;trigger1 = Time = 0 && NumExplod(1016) = 0
;anim = 1016
;id = 1016
;pos = 0,0
;postype = p1
;bindtime = -1
;sprpriority = 5
;removetime = -1
;removeongethit = 1
;bind = p1

[State 1004, VelAdd]
type = VelAdd
trigger1 = Time != 1 && Vel X > 0
x = -.2

[State 1004, Varset]
type = Varset
triggerall = Var(18) = 0 && Movehit
trigger1 = Hitpausetime != 0
var(18) = 1
ignorehitpause = 1

[State 1004, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1005

;---------------------------------------------------------------------------
; Shouryuu Ken X (Falling)
[Statedef 1005]
type = A
movetype = I
physics = N
anim = 1007
ctrl = 0
velset = 0

;[State 1005, RemoveExplod]
;type = RemoveExplod
;trigger1 = Time = 0
;id = 1016

;[State 1005, Explod]
;type = Explod
;trigger1 = Time = 0 && NumExplod(1017) = 0
;anim = 1017
;id = 1017
;pos = 0,0
;postype = p1
;bindtime = -1
;sprpriority = 5
;removetime = -2
;removeongethit = 1
;bind = p1

[State 1005, Gravity]
type = VelAdd
trigger1 = Time != 1000
y = .39

[State 1005, ChangeState]
type = ChangeState
trigger1 = pos y >= 0
value = 1006

;---------------------------------------------------------------------------
; Shouryuu Ken X (Landing)
[Statedef 1006]
type = S
movetype = I
physics = S
anim = 1008
ctrl = 0
velset = 0,0

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S47,0

;land dust
;[State 1006, Explod]
;type = Explod
;trigger1 = Time = 1
;persistent = 0
;anim = 9116
;ID = 9116
;pos = -2,-3
;postype = p1
;sprpriority = -1
;bindtime = 1

[State 1006, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1006, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shouryuu Ken X (Rising)
[Statedef 1007]
type = A
movetype = A
physics = A
ctrl = 0
anim = 1006
velset = 4,-6
juggle = 5

[State 1007, 0]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1007, 1]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 1
attr = A, SA
damage    = 122,4
animtype  = Back
getpower  = 10
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = ceil(10*(2-(var(16)>0))/2),ceil(11*(2-(var(16)>0))/2)
sparkno = S8005
hitsound =S200, 1
guard.sparkno = S8004
sparkxy = -15,-59
guardsound = S120,0
air.juggle = 4
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -14,-14.5
air.velocity = -14,-14.5
yaccel = .5
p2facing = 1
p2stateno = 1008
fall.yvelocity = -.2
fall.recovertime = 32
fall = 1

[State 1007, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1005

;---------------------------------------------------------------------------
; Shouryuu Ken HITA_SHAKE
[Statedef 1008]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 1009

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; Shouryuu Ken HITA_UP (initial going up)
[Statedef 1009]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5035, 1]
type = ChangeAnim
triggerall = (Vel X = 0) && (PrevStateno != 5080)
trigger1 = Time = 7
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = Hitfall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 1011 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1010 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; Dragon Punch HITA_UP_T (transition)
[Statedef 1010]
type    = A
movetype= H
physics = N

;[State 1231, Wall hit spark!]
;type = Explod
;trigger1 = BackEdgeDist <= 18 && !Time
;anim = F72
;ontop = 1
;postype = p1
;pos = (BackEdgeDist - 10),-60
;pausemovetime = 9999999999999999999999
;supermovetime = 9999999999999999999999

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0 && (Var(5) = 0)
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 1011 ;HITA_FALL

;---------------------------------------------------------------------------
; Shouryuu Ken HITA_FALL (knocked up, falling)
[Statedef 1011]
type    = A
movetype= H
physics = N

;[State 1231, Wall hit spark!]
;type = Explod
;trigger1 = !Time && BackEdgeDist <= 18
;anim = F72
;ontop = 1
;postype = p1
;pos = (BackEdgeDist - 10),-60
;pausemovetime = 9999999999999999999999
;supermovetime = 9999999999999999999999

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -4.5)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, Sunboy's Auto Recover...]
type = SelfState
triggerall = alive
triggerall = Pos Y < 0
trigger1 = CanRecover
value = 5040

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

the ones with this ; are things im still look for



Offline Fallen_Angel

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  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
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Re: Shoryuken help
« Reply #1 on: January 25, 2008, 12:44:40 AM »
a shoryuken its not really hard to make the essentials things that you need its a velset or veladd to make it go up.. and one to make it go down...or u could make that on the air playing with the yaxis on evey sprites....


sig made by shullbocka

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