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Offline Luis/Dshiznet

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help in coding shun goku satsu
« on: September 10, 2007, 07:45:18 PM »
im really lost.. i have the three animations, ive tried to get the code from ryu x but there was so much confusion in the coding
can some one help me code a raging demon step by step plz?
ermac won, since you coded a rd in your paper mario can you help me code one for my wip step by step?



Offline TripleM

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Re: help in coding shun goku satsu
« Reply #1 on: September 10, 2007, 07:48:32 PM »
im really lost.. i have the three animations, ive tried to get the code from ryu x but there was so much confusion in the coding
can some one help me code a raging demon step by step plz?
ermac won, since you coded a rd in your paper mario can you help me code one for my wip step by step?
yo I think I know how to change your stance when you taunt is that good


Had to Edit this
« Last Edit: September 10, 2007, 08:18:10 PM by TripleM »

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Offline Luis/Dshiznet

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Re: help in coding shun goku satsu
« Reply #2 on: September 10, 2007, 08:07:31 PM »
err... yea... about that...

can any one help me in coding a shun goku satsu step-by-step ?

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #3 on: September 10, 2007, 08:17:11 PM »
err... yea... about that...

can any one help me in coding a shun goku satsu step-by-step ?
;*)) here you go dog 
==================
Morphing Tutorial
==================
Author: Chocobo
[E-mail not available.]


Morphing/Transform/Mode Change, or whatever you call it: It is the ability
used in some characters, such as Gen of SFA3, where he can change from one
mode to another, or in a character such as Shang Tsung of MK, who can change
to another character altogether.


You have to decide on what this effect is going to do to your character.
We'll assume that you want your character to change simply his/her fighting style.

Create the state that your character will go into. This is where your character
changes his/her form and/or increase any stats:

[Statedef ****]
type    = S
movetype= A
physics = S
anim = ****
ctrl = 0

Next, you will need to decide how long the effect will last. If you want it to last
for 1000 ticks for example, you give var(0) a value of 1000. But, if you want this
effect to last indefinitely, simply set it to 1, to make things simple.

In any case, this variable is used to set the effect on.

[State ****: VarSet]
type = VarSet
trigger1 = [Insert trigger here.]
var(0) = 1000

This is used to end the move.

[State ****: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

If you decide that the effect will last for a certain number of ticks, add this next piece under
StateDef -2. Otherwise, just skip this part.

[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

Now, you probably want to add in the special effects as a result of the move. This tutorial shows 3
examples of an effect being added.


1. If you want your character's standing anim to change, you can override the common1.cns file,
under StateDef 0. Look for this code:

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

Remove the code as shown above entirely, and replace it with:

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = ****

Where **** is the new standing anim. You use the same concept for the entire common1.cns. Although
most creators use a much more efficient method of accomplishing this with the use of expressions, this
will do the job just fine.


2. If you want to enable any new moves while your character is in this form, but only in this form, you
simpy create the move just like any other move, with one exception; The CMD file.

This is just like any other command entry, with (Var(0) > 0) being the only new trigger added.

[State -1: ChangeState]
type = ChangeState
value = **** ;State of new move.
triggerall = (Command = "whatever") && (Var(0) > 0)
trigger1 = (StateType = A) && (Ctrl)


3. If you just want to increase the character's strength, go back to the morphing state, and add this in:

[State ****: AttackMulSet]
type = AttackMulSet
trigger1 = (!Time)
value = 1.5 ;50% increase to attack.

Be sure to insert this under StateDef -2. This is used to reset the character's strength back to normal when
he/she is no longer in the mode.

[State -2: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) <= 0)
value = 1
ignorehitpause = 1
;-------------------------------------------------
I am trying to make like a groove system were a stance is put into
each groove not done with the code still has some problems to work out
« Last Edit: September 10, 2007, 08:22:32 PM by TripleM »

the holy team is here sig by jvalent2 thanks

Offline Luis/Dshiznet

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Re: help in coding shun goku satsu
« Reply #4 on: September 10, 2007, 08:23:38 PM »
err... yea... about that...

can any one help me in coding a shun goku satsu step-by-step ?
;*)) here you go dog 
==================
Morphing Tutorial
==================
Author: Chocobo
[E-mail not available.]


Morphing/Transform/Mode Change, or whatever you call it: It is the ability
used in some characters, such as Gen of SFA3, where he can change from one
mode to another, or in a character such as Shang Tsung of MK, who can change
to another character altogether.


You have to decide on what this effect is going to do to your character.
We'll assume that you want your character to change simply his/her fighting style.

Create the state that your character will go into. This is where your character
changes his/her form and/or increase any stats:

[Statedef ****]
type    = S
movetype= A
physics = S
anim = ****
ctrl = 0

Next, you will need to decide how long the effect will last. If you want it to last
for 1000 ticks for example, you give var(0) a value of 1000. But, if you want this
effect to last indefinitely, simply set it to 1, to make things simple.

In any case, this variable is used to set the effect on.

[State ****: VarSet]
type = VarSet
trigger1 = [Insert trigger here.]
var(0) = 1000

This is used to end the move.

[State ****: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

If you decide that the effect will last for a certain number of ticks, add this next piece under
StateDef -2. Otherwise, just skip this part.

[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

Now, you probably want to add in the special effects as a result of the move. This tutorial shows 3
examples of an effect being added.


1. If you want your character's standing anim to change, you can override the common1.cns file,
under StateDef 0. Look for this code:

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

Remove the code as shown above entirely, and replace it with:

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = ****

Where **** is the new standing anim. You use the same concept for the entire common1.cns. Although
most creators use a much more efficient method of accomplishing this with the use of expressions, this
will do the job just fine.


2. If you want to enable any new moves while your character is in this form, but only in this form, you
simpy create the move just like any other move, with one exception; The CMD file.

This is just like any other command entry, with (Var(0) > 0) being the only new trigger added.

[State -1: ChangeState]
type = ChangeState
value = **** ;State of new move.
triggerall = (Command = "whatever") && (Var(0) > 0)
trigger1 = (StateType = A) && (Ctrl)


3. If you just want to increase the character's strength, go back to the morphing state, and add this in:

[State ****: AttackMulSet]
type = AttackMulSet
trigger1 = (!Time)
value = 1.5 ;50% increase to attack.

Be sure to insert this under StateDef -2. This is used to reset the character's strength back to normal when
he/she is no longer in the mode.

[State -2: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) <= 0)
value = 1
ignorehitpause = 1
;-------------------------------------------------
I am trying to make like a groove system were a stance is put into
each groove not done with the code still has some problems to work out


... i asked for a shun goku satsu..

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #5 on: September 10, 2007, 08:27:29 PM »
err... yea... about that...

can any one help me in coding a shun goku satsu step-by-step ?
;*)) here you go dog 
==================
Morphing Tutorial
==================
Author: Chocobo
[E-mail not available.]


Morphing/Transform/Mode Change, or whatever you call it: It is the ability
used in some characters, such as Gen of SFA3, where he can change from one
mode to another, or in a character such as Shang Tsung of MK, who can change
to another character altogether.


You have to decide on what this effect is going to do to your character.
We'll assume that you want your character to change simply his/her fighting style.

Create the state that your character will go into. This is where your character
changes his/her form and/or increase any stats:

[Statedef ****]
type    = S
movetype= A
physics = S
anim = ****
ctrl = 0

Next, you will need to decide how long the effect will last. If you want it to last
for 1000 ticks for example, you give var(0) a value of 1000. But, if you want this
effect to last indefinitely, simply set it to 1, to make things simple.

In any case, this variable is used to set the effect on.

[State ****: VarSet]
type = VarSet
trigger1 = [Insert trigger here.]
var(0) = 1000

This is used to end the move.

[State ****: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

If you decide that the effect will last for a certain number of ticks, add this next piece under
StateDef -2. Otherwise, just skip this part.

[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

Now, you probably want to add in the special effects as a result of the move. This tutorial shows 3
examples of an effect being added.


1. If you want your character's standing anim to change, you can override the common1.cns file,
under StateDef 0. Look for this code:

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

Remove the code as shown above entirely, and replace it with:

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = ****

Where **** is the new standing anim. You use the same concept for the entire common1.cns. Although
most creators use a much more efficient method of accomplishing this with the use of expressions, this
will do the job just fine.


2. If you want to enable any new moves while your character is in this form, but only in this form, you
simpy create the move just like any other move, with one exception; The CMD file.

This is just like any other command entry, with (Var(0) > 0) being the only new trigger added.

[State -1: ChangeState]
type = ChangeState
value = **** ;State of new move.
triggerall = (Command = "whatever") && (Var(0) > 0)
trigger1 = (StateType = A) && (Ctrl)


3. If you just want to increase the character's strength, go back to the morphing state, and add this in:

[State ****: AttackMulSet]
type = AttackMulSet
trigger1 = (!Time)
value = 1.5 ;50% increase to attack.

Be sure to insert this under StateDef -2. This is used to reset the character's strength back to normal when
he/she is no longer in the mode.

[State -2: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) <= 0)
value = 1
ignorehitpause = 1
;-------------------------------------------------
I am trying to make like a groove system were a stance is put into
each groove not done with the code still has some problems to work out


... i asked for a shun goku satsu..
ohh my bad but what do you mean by shun goku satsu
what does it do fill me in I will help you out cuz

the holy team is here sig by jvalent2 thanks

Offline BigJ

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Re: help in coding shun goku satsu
« Reply #6 on: September 10, 2007, 08:33:07 PM »
err... yea... about that...

can any one help me in coding a shun goku satsu step-by-step ?
;*)) here you go dog 
==================
Morphing Tutorial
==================
Author: Chocobo
[E-mail not available.]


Morphing/Transform/Mode Change, or whatever you call it: It is the ability
used in some characters, such as Gen of SFA3, where he can change from one
mode to another, or in a character such as Shang Tsung of MK, who can change
to another character altogether.


You have to decide on what this effect is going to do to your character.
We'll assume that you want your character to change simply his/her fighting style.

Create the state that your character will go into. This is where your character
changes his/her form and/or increase any stats:

[Statedef ****]
type    = S
movetype= A
physics = S
anim = ****
ctrl = 0

Next, you will need to decide how long the effect will last. If you want it to last
for 1000 ticks for example, you give var(0) a value of 1000. But, if you want this
effect to last indefinitely, simply set it to 1, to make things simple.

In any case, this variable is used to set the effect on.

[State ****: VarSet]
type = VarSet
trigger1 = [Insert trigger here.]
var(0) = 1000

This is used to end the move.

[State ****: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

If you decide that the effect will last for a certain number of ticks, add this next piece under
StateDef -2. Otherwise, just skip this part.

[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

Now, you probably want to add in the special effects as a result of the move. This tutorial shows 3
examples of an effect being added.


1. If you want your character's standing anim to change, you can override the common1.cns file,
under StateDef 0. Look for this code:

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

Remove the code as shown above entirely, and replace it with:

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = ****

Where **** is the new standing anim. You use the same concept for the entire common1.cns. Although
most creators use a much more efficient method of accomplishing this with the use of expressions, this
will do the job just fine.


2. If you want to enable any new moves while your character is in this form, but only in this form, you
simpy create the move just like any other move, with one exception; The CMD file.

This is just like any other command entry, with (Var(0) > 0) being the only new trigger added.

[State -1: ChangeState]
type = ChangeState
value = **** ;State of new move.
triggerall = (Command = "whatever") && (Var(0) > 0)
trigger1 = (StateType = A) && (Ctrl)


3. If you just want to increase the character's strength, go back to the morphing state, and add this in:

[State ****: AttackMulSet]
type = AttackMulSet
trigger1 = (!Time)
value = 1.5 ;50% increase to attack.

Be sure to insert this under StateDef -2. This is used to reset the character's strength back to normal when
he/she is no longer in the mode.

[State -2: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) <= 0)
value = 1
ignorehitpause = 1
;-------------------------------------------------
I am trying to make like a groove system were a stance is put into
each groove not done with the code still has some problems to work out


... i asked for a shun goku satsu..
ohh my bad but what do you mean by shun goku satsu
what does it do fill me in I will help you out cuz

Shun Goku Satsu = Raging Demon =Akuma's signature move

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #7 on: September 10, 2007, 08:44:47 PM »
err... yea... about that...

can any one help me in coding a shun goku satsu step-by-step ?
;*)) here you go dog 
==================
Morphing Tutorial
==================
Author: Chocobo
[E-mail not available.]


Morphing/Transform/Mode Change, or whatever you call it: It is the ability
used in some characters, such as Gen of SFA3, where he can change from one
mode to another, or in a character such as Shang Tsung of MK, who can change
to another character altogether.


You have to decide on what this effect is going to do to your character.
We'll assume that you want your character to change simply his/her fighting style.

Create the state that your character will go into. This is where your character
changes his/her form and/or increase any stats:

[Statedef ****]
type    = S
movetype= A
physics = S
anim = ****
ctrl = 0

Next, you will need to decide how long the effect will last. If you want it to last
for 1000 ticks for example, you give var(0) a value of 1000. But, if you want this
effect to last indefinitely, simply set it to 1, to make things simple.

In any case, this variable is used to set the effect on.

[State ****: VarSet]
type = VarSet
trigger1 = [Insert trigger here.]
var(0) = 1000

This is used to end the move.

[State ****: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1

If you decide that the effect will last for a certain number of ticks, add this next piece under
StateDef -2. Otherwise, just skip this part.

[State -2: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
var(0) = -1
ignorehitpause = 1

Now, you probably want to add in the special effects as a result of the move. This tutorial shows 3
examples of an effect being added.


1. If you want your character's standing anim to change, you can override the common1.cns file,
under StateDef 0. Look for this code:

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

Remove the code as shown above entirely, and replace it with:

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

[State 0, 1]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = ****

Where **** is the new standing anim. You use the same concept for the entire common1.cns. Although
most creators use a much more efficient method of accomplishing this with the use of expressions, this
will do the job just fine.


2. If you want to enable any new moves while your character is in this form, but only in this form, you
simpy create the move just like any other move, with one exception; The CMD file.

This is just like any other command entry, with (Var(0) > 0) being the only new trigger added.

[State -1: ChangeState]
type = ChangeState
value = **** ;State of new move.
triggerall = (Command = "whatever") && (Var(0) > 0)
trigger1 = (StateType = A) && (Ctrl)


3. If you just want to increase the character's strength, go back to the morphing state, and add this in:

[State ****: AttackMulSet]
type = AttackMulSet
trigger1 = (!Time)
value = 1.5 ;50% increase to attack.

Be sure to insert this under StateDef -2. This is used to reset the character's strength back to normal when
he/she is no longer in the mode.

[State -2: AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) <= 0)
value = 1
ignorehitpause = 1
;-------------------------------------------------
I am trying to make like a groove system were a stance is put into
each groove not done with the code still has some problems to work out


... i asked for a shun goku satsu..
ohh my bad but what do you mean by shun goku satsu
what does it do fill me in I will help you out cuz

Shun Goku Satsu = Raging Demon =Akuma's signature move
ooohh ok I will post the code he let me get it from my character
the move were akuma grabs you and every thing goes black and hit hits you with a super combo right

the holy team is here sig by jvalent2 thanks

Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #8 on: September 10, 2007, 08:50:46 PM »
I NEED THIS TO FOR TWO CHARS

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #9 on: September 10, 2007, 09:01:54 PM »
here you go dog allways happen to help

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

 Notes: The '-' symbol in the hitflag field means that it only affects
players who are not in a hit state. This prevents the player from combo-ing
into the throw. The priority should be set to a low number, such as
1 or 2, so that the throw does not take precedence over normal attacks.
The type of priority must always be set to "Miss" or "Dodge" for throws,
otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 0, 0) ;Turn if holding forwards
p2facing = 2          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1           ;Force p2 into falling down

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
trigger8 = AnimElem = 14
trigger9 = AnimElem = 15
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S5, 4
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3,6
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S5, 6
volume = 300
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; this is how the enemy acts
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 0, -10

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 0,-10

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 0, -10

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 0, -10

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 0, -10

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime ( 8 )  <  0
pos = 0, -10

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime ( 8 )  > =  0 && AnimElemTime(9) < 0
pos = 0, -10

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 0, -10

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = 0, -10

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 0, 100

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = 78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 120
under = 0
;ignorehitpause =
;persistent =

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 0         ;Damage that move inflicts, guard damage
animtype = heavy         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = s1111            ;Spark anim no (Def: set above)
sparkxy = -5, 0      ;X-offset for the "hit spark" rel. to p2,               ;Y-offset for the spark rel. to p1
hitsound = s2, 10          ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10      ;Time that the opponent slides back
ground.hittime  = 15      ;Time opponent is in hit state
ground.velocity = -4,100      ;Velocity at which opponent is pushed
airguard.velocity = -5,100   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,100      ;X-velocity at which opponent is pushed,               ;Y-velocity at which opponent is pushed
air.hittime = 20         ;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,7
volume = 300
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1020,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;---------------------------------------------------------------------------
; Opponent act 2
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .10


[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

note: I have not got the code just right soon I will
but it is still the shun goku satsu
« Last Edit: September 10, 2007, 09:05:44 PM by TripleM »

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Offline Luis/Dshiznet

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Re: help in coding shun goku satsu
« Reply #10 on: September 10, 2007, 09:05:42 PM »
...
dude i even said it in 2 post
step by step.. post meaning less junk that i already had wont help..


Offline TripleM

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Re: help in coding shun goku satsu
« Reply #11 on: September 10, 2007, 09:12:17 PM »
...
dude i even said it in 2 post
step by step.. post meaning less junk that i already had wont help..


ok if you all ready know all that what is the problem man give detail to your post I am just trying to help
I will do all that step by step if that what you wont ok

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Offline Luis/Dshiznet

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Re: help in coding shun goku satsu
« Reply #12 on: September 10, 2007, 09:23:20 PM »
...
dude i even said it in 2 post
step by step.. post meaning less junk that i already had wont help..


ok if you all ready know all that what is the problem man give detail to your post I am just trying to help
I will do all that step by step if that what you wont ok
ok

you didnt even know what a shun goku satsu was.. i doubt i can be any help.. anyways you can try..

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #13 on: September 10, 2007, 09:31:37 PM »
...
dude i even said it in 2 post
step by step.. post meaning less junk that i already had wont help..


ok if you all ready know all that what is the problem man give detail to your post I am just trying to help
I will do all that step by step if that what you wont ok
ok

you didnt even know what a shun goku satsu was.. i doubt i can be any help.. anyways you can try..
this is my holy akuma do you mean this move



I lower the power for this pic that move would have killed your with 100 hits

« Last Edit: September 10, 2007, 09:34:05 PM by TripleM »

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Offline Luis/Dshiznet

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Re: help in coding shun goku satsu
« Reply #14 on: September 10, 2007, 09:35:35 PM »
ok then
check your pm box.

Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #15 on: September 14, 2007, 08:33:02 PM »
here you go dog allways happen to help

[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

 Notes: The '-' symbol in the hitflag field means that it only affects
players who are not in a hit state. This prevents the player from combo-ing
into the throw. The priority should be set to a low number, such as
1 or 2, so that the throw does not take precedence over normal attacks.
The type of priority must always be set to "Miss" or "Dodge" for throws,
otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", 0, 0) ;Turn if holding forwards
p2facing = 2          ;Force p2 to face player
p1stateno = 810       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns
fall = 1           ;Force p2 into falling down

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
trigger8 = AnimElem = 14
trigger9 = AnimElem = 15
trigger10 = AnimElem = 16
trigger11 = AnimElem = 17
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S5, 4
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3,6
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S5, 6
volume = 300
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; this is how the enemy acts
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 0, -10

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 0,-10

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 0, -10

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 0, -10

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 0, -10

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime ( 8 )  <  0
pos = 0, -10

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime ( 8 )  > =  0 && AnimElemTime(9) < 0
pos = 0, -10

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = 0, -10

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = 0, -10

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 0, 100

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = 78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = 0

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 120
under = 0
;ignorehitpause =
;persistent =

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 0         ;Damage that move inflicts, guard damage
animtype = heavy         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = s1111            ;Spark anim no (Def: set above)
sparkxy = -5, 0      ;X-offset for the "hit spark" rel. to p2,               ;Y-offset for the spark rel. to p1
hitsound = s2, 10          ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10      ;Time that the opponent slides back
ground.hittime  = 15      ;Time opponent is in hit state
ground.velocity = -4,100      ;Velocity at which opponent is pushed
airguard.velocity = -5,100   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,100      ;X-velocity at which opponent is pushed,               ;Y-velocity at which opponent is pushed
air.hittime = 20         ;Time before opponent regains control in air

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S4,7
volume = 300
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1020,0
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;---------------------------------------------------------------------------
; Opponent act 2
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .10


[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

note: I have not got the code just right soon I will
but it is still the shun goku satsu

can some explane this more

Offline MaverickZr0

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Re: help in coding shun goku satsu
« Reply #16 on: September 14, 2007, 08:33:42 PM »
...What exactly do you mean "Explain more" what part don't you understand?

Offline shootYr.

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Re: help in coding shun goku satsu
« Reply #17 on: September 14, 2007, 08:34:04 PM »
Yeah, I mean thats everything.

Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #18 on: September 14, 2007, 08:49:05 PM »
i mean i dont  want a grap just a taunt then the move
after the 15 hits he taunt a gain then another 15 then
the finshin taunt then the moves is over

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #19 on: September 14, 2007, 10:00:51 PM »
i mean i dont  want a grap just a taunt then the move
after the 15 hits he taunt a gain then another 15 then
the finshin taunt then the moves is over
I will help you with that give me some time ok

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Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #20 on: September 15, 2007, 07:22:45 AM »
thz 4 helping me

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #21 on: September 15, 2007, 07:37:50 AM »
thz 4 helping me
first make the animation you wont to use and I will tell you the rest ok

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Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #22 on: September 15, 2007, 01:14:57 PM »
ANIM= 4000

Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #23 on: September 16, 2007, 11:49:28 PM »
hmm


sry 4 double posting

Offline TripleM

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Re: help in coding shun goku satsu
« Reply #24 on: September 18, 2007, 02:51:22 PM »
ANIM= 4000
15 hits right this is what you need to do ok
all you need to do is change the envcolor and the hit def
 

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 60
under = 0
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 60
under = 0
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 10
under = 0
;ignorehitpause =
;persistent =


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
trigger30 = AnimElem = 30
trigger31 = AnimElem = 31
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 0         ;Damage that move inflicts, guard damage
animtype = heavy         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = s1111            ;Spark anim no (Def: set above)
sparkxy = -5, 0      ;X-offset for the "hit spark" rel. to p2,               ;Y-offset for the spark rel. to p1
hitsound = s2, 10          ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10      ;Time that the opponent slides back
ground.hittime  = 15      ;Time opponent is in hit state
ground.velocity = -4,100      ;Velocity at which opponent is pushed
airguard.velocity = -5,100   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,100      ;X-velocity at which opponent is pushed,               ;Y-velocity at which opponent is pushed
air.hittime = 20         ;Time before opponent regains control in air

and that should work
« Last Edit: September 18, 2007, 02:54:03 PM by TripleM »

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Offline 2dgameplay

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Re: help in coding shun goku satsu
« Reply #25 on: September 18, 2007, 09:08:50 PM »
ANIM= 4000
15 hits right this is what you need to do ok
all you need to do is change the envcolor and the hit def
 

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 60
under = 0
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 60
under = 0
;ignorehitpause =
;persistent =

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 10
under = 0
;ignorehitpause =
;persistent =


[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
trigger30 = AnimElem = 30
trigger31 = AnimElem = 31
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 0         ;Damage that move inflicts, guard damage
animtype = heavy         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = s1111            ;Spark anim no (Def: set above)
sparkxy = -5, 0      ;X-offset for the "hit spark" rel. to p2,               ;Y-offset for the spark rel. to p1
hitsound = s2, 10          ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10      ;Time that the opponent slides back
ground.hittime  = 15      ;Time opponent is in hit state
ground.velocity = -4,100      ;Velocity at which opponent is pushed
airguard.velocity = -5,100   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = trip         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,100      ;X-velocity at which opponent is pushed,               ;Y-velocity at which opponent is pushed
air.hittime = 20         ;Time before opponent regains control in air

and that should work

THIS GO AFTER THE 1ST STATE
I MEAN THIS

[Statedef 4000]
type = S
movetype = A
physics = S
anim = 4000
ctrl = 0
velset = 0, 0
poweradd = -3000

Tags:
 


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