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Author Topic: [HELP] how do i code a shoryuken?  (Read 2792 times)

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Offline xPreatorianx

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[HELP] how do i code a shoryuken?
« on: September 18, 2007, 07:06:36 PM »
how do i code the shin ryuken super? the dragon punch that ryu,ken, and akuma have?
« Last Edit: September 19, 2007, 07:15:42 PM by Ermac Won »



Offline b.easy

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Re: [HELP] how do i code a shin ryuken?
« Reply #1 on: September 18, 2007, 09:49:43 PM »
look at Ken-X's code. heck, you can just copy and paste it.

Offline Error Macro

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Re: [HELP] how do i code a shin ryuken?
« Reply #2 on: September 18, 2007, 09:52:09 PM »
[statedef WRYY]
Velset  0,-10

That, and he needs to have a knock off screen state.

Offline BigJ

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Re: [HELP] how do i code a shin ryuken?
« Reply #3 on: September 18, 2007, 11:25:10 PM »
how do i code the shin ryuken super? the dragon punch that ryu,ken, and akuma have?

wait wait wait... Do you mean Kens Shinryuken super where he uppercuts straight into the air, or a normal uppercut which in fact is called a "Shouryuken". @-)

Offline Fallen_Angel

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Re: [HELP] how do i code a shin ryuken?
« Reply #4 on: September 18, 2007, 11:34:18 PM »
xPreatorianx, to code a shoryuken make it almost like a normal hit the only difference is that you have to add, a velset and more triggers in the hitdef, or more hitdefs that totally depends on you


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Offline xPreatorianx

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Re: [HELP] how do i code a shin ryuken?
« Reply #5 on: September 19, 2007, 03:08:35 PM »
i have no idea what the code should be like the im still a novice at codeing im talking about the dragon uppercut special. not the super

Offline xPreatorianx

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Re: [HELP] how do i code a shin ryuken?
« Reply #6 on: September 19, 2007, 06:13:27 PM »
Can anyone help me?!?!

Offline A!

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Re: [HELP] how do i code a shin ryuken?
« Reply #7 on: September 19, 2007, 06:47:28 PM »
if people know the answer they will help....
A guy told me one time, "Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner."

Offline Fallen_Angel

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Re: [HELP] how do i code a shin ryuken?
« Reply #8 on: September 19, 2007, 07:06:50 PM »
xPreatorianx, what exactly do you want to code??  tell me everything with details please


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Offline xPreatorianx

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Re: [HELP] how do i code a shin ryuken?
« Reply #9 on: September 19, 2007, 07:10:19 PM »
i want to know the exact code on how to do the dragon punch special that ryu,ken and akuma have. I think its called shroyuken! I want the .cns and the .cmd codes please. And also the codes for the spinning kick special that akuma ryu and ken have also includeing the .cns and .cmd Please. Hope that helps

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Re: [HELP] how do i code a shin ryuken?
« Reply #10 on: September 19, 2007, 07:11:07 PM »
i want to know the exact code on how to do the dragon punch special that ryu,ken and akuma have. I think its called shroyuken! I want the .cns and the .cmd codes please. And also the codes for the spinning kick special that akuma ryu and ken have also includeing the .cns and .cmd Please. Hope that helps

why dont you use ken - x codes
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Offline Error Macro

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Re: [HELP] how do i code a shin ryuken?
« Reply #11 on: September 19, 2007, 07:14:07 PM »
It seems everyone who asks for help in this section don't open source codes. XD||

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Re: [HELP] how do i code a shin ryuken?
« Reply #12 on: September 19, 2007, 07:40:04 PM »
i want to know the exact code on how to do the dragon punch special that ryu,ken and akuma have. I think its called shroyuken! I want the .cns and the .cmd codes please. And also the codes for the spinning kick special that akuma ryu and ken have also includeing the .cns and .cmd Please. Hope that helps

why dont you use ken - x codes

I think that is easier if you check the codes on open source chars like ken-x, and start playing with the values so you can check what does everything do


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #13 on: September 19, 2007, 08:11:19 PM »
ok here is the .cns code but the move wont work so can someone help me?
Code: [Select]
; Dragon Punch_X
[Statedef 2025]
type = S
movetype = A
physics = N
anim = 2025
poweradd = 70
velset = 0
ctrl = 0
juggle = 5


[State 2025, VelSTOP]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage    = 122,4
animtype  = Back
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = MA
pausetime = 11,9
sparkno = 3
sparkxy = -15,-59
hitsound   = S1,3
guardsound = S1,0
air.juggle = 2
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -15,-12
air.velocity = -15,-12
ground.cornerpush.veloff = -14
yaccel = Const(movement.yaccel)
p2facing = 1
p2stateno = 725
fall.recovertime = 38
fall = 1
fall.yvelocity = -.2

[State 2025, Rise!]
type = ChangeState
trigger1 = AnimTime = 0 && movecontact
value = 721

[State 2025, No movecontact?]
type = ChangeState
trigger1 = AnimTime = 0 && !movecontact
value = 724


Here is the .cmd

Code: [Select]
[Command]
name = "dpunch_x"
command = ~F, D, DF, x

here is the -1state
Code: [Select]
[State -1, Dragon Punch_X]
type = ChangeState
value = 2025
triggerall = command = "dpunch_x"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = stateno = 100   ;Dash Fwd!


Can anyone help?

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #14 on: September 19, 2007, 09:09:36 PM »
Anyone i wanna try and get this done before i go to bed!!?!?

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Re: [HELP] how do i code a shoryuken?
« Reply #15 on: September 19, 2007, 11:16:05 PM »
xPreatorianx, in the velset try to put some values in x and y in y the negatives means up

Try moving the code  state -1 and put at the top of the statedef -1
« Last Edit: September 19, 2007, 11:17:40 PM by Ermac Won »


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #16 on: September 20, 2007, 10:35:32 AM »
Thanks for the help i got it to work!!! :D now how do i get it to where he raises in the air  more? I tried messing with velset but it kept sending him off screen. so can anyone help with that?

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Re: [HELP] how do i code a shoryuken?
« Reply #17 on: September 20, 2007, 12:38:28 PM »
xPreatorianx, try using some veladds, in the trigger you van put time, animelem, or pos


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Offline shootYr.

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Re: [HELP] how do i code a shoryuken?
« Reply #18 on: September 20, 2007, 12:54:40 PM »
Thanks for the help i got it to work!!! :D now how do i get it to where he raises in the air  more? I tried messing with velset but it kept sending him off screen. so can anyone help with that?

Mezz With those Animations, and  the velset at the begining of the statedef.
 velset = 0,0 the second zero gets turned negative to raise the player. :O

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #19 on: September 20, 2007, 01:30:17 PM »
Even when I put it to abput -5 or -2 it raises me up and then i get stuck in the air! How do i fix this?


EDIT: BTW im not gonna be able to actually work on my char for 1-2 weeks because my grandfather took my computer because i stayed home sick i still need the fix tho if possible! Thanks

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #20 on: September 24, 2007, 03:31:52 PM »
ok guys got my computer back can i still get some help on the codeing of this attack and the spinning kick?

Offline Fallen_Angel

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Re: [HELP] how do i code a shoryuken?
« Reply #21 on: September 24, 2007, 04:12:18 PM »
xPreatorianX, can you post the code??


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Re: [HELP] how do i code a shoryuken?
« Reply #22 on: September 24, 2007, 05:20:45 PM »
for which one the one for the dragon punch or the spinning kick. if its the spinning kick i have no idea what to put and i need to put that ring that comes out like  on vyn's evil ryu. so how would i do that? Just give me a template to work from like i said im still new to codeing!

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Re: [HELP] how do i code a shoryuken?
« Reply #23 on: September 24, 2007, 09:59:15 PM »
xPreatorianx, could you put the code of the shoryuken??

You could check the codes on  the open-source chars, there is a list on mugen discussion


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Re: [HELP] how do i code a shoryuken?
« Reply #24 on: September 25, 2007, 03:24:58 PM »
Code: [Select]
; Dragon Punch_X
[Statedef 2025]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 100
velset = 0, 0
anim = 2025
ctrl = 0
sprpriority = 2

[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12

[State 2025, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12

[State 2025,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12

[State 2025, 3]
type = HitDef
trigger1 = AnimElem = 5
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12

[State 2025, 3]
type = HitDef
trigger1 = AnimElem = 5
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12


[State 2025, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2

[State 2025, Done!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

there ya go

Offline Fallen_Angel

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Re: [HELP] how do i code a shoryuken?
« Reply #25 on: September 25, 2007, 04:30:52 PM »
xPreatorianx,  I dont know what is the problem, maybe you need to make some veladds one for making him goes up and the other making him down, or you could the axis in the sprites to make that, if its no that could you tell me what is wrong with the code??


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #26 on: September 25, 2007, 07:15:00 PM »
well when i add a velset on the very first group of code when he does the move and goes in the air he goes off screen. so i set it to 2 and he gets stuck in the air so i want him to go in the air further but i dont want him to get stuck. How can i do that?

Offline ClubSyN-X-TReME

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Re: [HELP] how do i code a shoryuken?
« Reply #27 on: September 25, 2007, 08:42:23 PM »
I will do my best to explain this, What you need is seperate codes and animation to make it work properly.

look at this image.


http://www.club-syndicate.net/images/sl2a/sl2adpset.gif <--- if the entire frameset doesn't show.
This is the full frame set of the dragon punch/shoryuken attack.

with the code you already have started, use the first four frames in the image displayed above. That will be the attack states where the dragon punch is executed. now when it gets to the last frame after a certain period of time, use a changestate scrtl to make him go from the attack states a transition/recovery state using the frames 5,6,and 7 as a separate animation for it. on frame 7 being the third frame for this animation, add a loopstart there. now the codes below will point you in the right direction for when the character starts the change from the attack to preparing to land on the ground.

*This is just a sample, don't expect it to be perfect, you will need to adjust a few things.

Code: [Select]
[statedef xxxxx]
type = a
physics = n
ctrl = 0
anim = xxxxx
velset = .3,.4; --------adjust to your likings

[state 0, velset]
type = velset
trigger1 = animelem = 2
x = .3
y = 1.2 ;--------adjust to your likings

[state 0, changestate]
type = changestate
trigger1 = pos y > 0
value = yyyy

Now for the landing animation using the last to frames for the landing animation.

Code: [Select]
[statedef yyyyy]
type = s
physics = s
ctrl = 0
anim = yyyyy

[state 0, changestate]
type = changestate
trigger1 = animtime = 0
value = 0 :--- goes into standing animation and states
 

I did what I can to help you out but dont go copying and pasting everything I said, this is just to give you some lead way and hopefully you wil know where to go from there.

 
« Last Edit: September 25, 2007, 08:44:40 PM by H€®mî† -=†H€ §î׆H fî$†=- »

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Re: [HELP] how do i code a shoryuken?
« Reply #28 on: September 26, 2007, 03:13:05 PM »
Thanks syn ill be workin on this attack tomarrow or later tonight. Also this weekend can i send you my char so you can add a nice combo system and juggle system to him? I want him to be a combo beast!!!!

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Re: [HELP] how do i code a shoryuken?
« Reply #29 on: September 26, 2007, 03:54:33 PM »
ok i tried the code and it didnt work i edited  in the blanks tell me what the problem is!
Code: [Select]
; Dragon Punch_X
[statedef 2025]
type = a
physics = n
ctrl = 0
anim = 2025
velset = .3,.4; --------adjust to your likings

[state 2025, velset]
type = velset
trigger1 = animelem = 2
x = .3
y = 1.2 ;--------adjust to your likings

[State 2025]
type = HitDef
trigger1 = AnimElem = 2
getpower = 20
attr = a
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12

[state 2025, changestate]
type = changestate
trigger1 = pos y> 0
value = 2026

[statedef 2026]
type = s
physics = s
ctrl = 0
anim = 2026

[state 2026, changestate]
type = changestate
trigger1 = animtime = 0
value = 0 ;--- goes into standing animation and states
 


here is the .cmd
Code: [Select]
[State -1, Dragon Punch_X]
type = ChangeState
value = 2025
triggerall = command = "dpunch_x"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = stateno = 100   ;Dash Fwd!

Offline ClubSyN-X-TReME

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Re: [HELP] how do i code a shoryuken?
« Reply #30 on: September 26, 2007, 04:37:24 PM »
You did it all wrong.

Quote
What you need is separate codes and animation to make it work properly.

Separate as in separate statedefs linking the full move into one.

pay attention to how I explained it and dont just copy and paste the codes, if needed ill code them move for you and try to learn from how I did this.

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #31 on: September 26, 2007, 04:53:38 PM »
ok ill send you the char!

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Re: [HELP] how do i code a shoryuken?
« Reply #32 on: September 26, 2007, 07:05:46 PM »
-_-' @ Easy way out.

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Re: [HELP] how do i code a shoryuken?
« Reply #33 on: October 21, 2007, 04:51:33 PM »
hey guys I still need help. I added some code to the shoryuken and im getting 2 problems. 1 he gets stuck in the air after the move in the default stance position. and 2 he gets stuck in that position till i do another special move. So can you guys tell me how to get him to return to the ground? here is the codeing!
Code: [Select]
; Dragon Punch_X
[Statedef 2025]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd= 70
anim = 2025
ctrl = 0
sprpriority = 2

[State 2025, vel]
type=velset
trigger1= anim=2025 && !animelemtime(2)
x=ifelse(var(10)=3,20,ifelse(var(10)=2,15,10))
y=ifelse(var(10)=3,-20,ifelse(var(10)=2,-15,-10))
[State 2025, vel]
type=velmul
trigger1= 1
x=.9
[State 2025, vel]
type=velmul
trigger1= vel y>0
x=0

[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100,5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025, 3]
type = HitDef
trigger1 = AnimElem = 5
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025, 3]
type = HitDef
trigger1 = AnimElem = 5
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12



[State 2025, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2

[State 2025, statetype]
type = statetypeset
trigger1 = anim = 2026&&animelemtime(2)>=0
trigger2 = anim = 2026
statetype=A
physics=A

[State 2026, anim]
type= changeanim
trigger1 = anim = 2026&&animelemtime(2)>0&&vel y>(ifelse(var(10)=3,-5.3,ifelse(var(10)=2,-4,-2.7)))
value= 2026
persistent = 0

[state 2026, changestate]
type = changestate
trigger1 = animtime = 0
value = 0 ;--- goes into standing animation and states

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Re: [HELP] how do i code a shoryuken?
« Reply #34 on: October 21, 2007, 05:29:03 PM »
xPreatorianx, the codes depends on how you put the images for the shoryuken, I think the easiest way to make it, its making the sprites have a different y position,first make it higher and then make it lower, then in the codes, you only need to set the vel in the x axis


I check the code that you put and maybe it doesnt work, because you dont have set the var(10), and you are using it on the positions


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Re: [HELP] how do i code a shoryuken?
« Reply #35 on: October 21, 2007, 06:28:47 PM »
well im confused here is the char if you can help me fallen : ) http://rapidshare.com/files/64231517/Shin2_Akuma.rar.html um the animation for the shroyuken is 2025 the falling anim is 2026. Can you help and add the codes. And the codes are at the end of the .cns right above the -3 state section. Thanks in advance!

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Re: [HELP] how do i code a shoryuken?
« Reply #36 on: October 21, 2007, 06:29:36 PM »
Thats just sad.

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Re: [HELP] how do i code a shoryuken?
« Reply #37 on: October 21, 2007, 06:37:48 PM »
try finding the solution....... :-w

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #38 on: October 21, 2007, 06:47:24 PM »
beleive me ive tried for hours i cant get him to return back to the ground. i wouldnt just give up after the second or third try. I spent about 4 hours trying to figure this out and i cant get it to work. Maybe its just because im tired but i cant seem to figure it out ive tried adjusting the axis and still nothing. So whatever i give up on this attack.

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Re: [HELP] how do i code a shoryuken?
« Reply #39 on: October 21, 2007, 08:02:57 PM »
I have checked your char, the main problem its that you dont have the sprites aligned,  and the velset, has a var that you havent set.

I'm sending you the char with some fixes


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Re: [HELP] how do i code a shoryuken?
« Reply #40 on: October 21, 2007, 08:22:36 PM »
Like i said in the PM thanks man I appreciate it i was wondering WTH was up with the code. Now i know how to code it. thanks for the help tomarrow as im to tired to work on the rest of it tonight, i will finish the beta and give you credit and everyone else who has helped me.

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Re: [HELP] how do i code a shoryuken?
« Reply #41 on: October 22, 2007, 01:31:24 PM »
Ok i did another one for Y this time more powerful and should go in the air more. But i get the same result he gets stuck i even copied and pasted so im confused can someone look at the code and help me!
Code: [Select]
; Dragon Punch_Y
[Statedef 2030]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd= 70
anim = 2029
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 12
value = 2030



[State 2030, vel]
type=velset
trigger1= anim = 2030 && animelem = 2
x= 5
y= -15

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 2030 && animelem = 2
x = 0
y = -15
;ignorehitpause =
;persistent =



[State 2030, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250,5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12


[State 2030, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2


[state 2030,ChangeState]
type = ChangeState
trigger1 = time =  23; time of both anims
value = 2031
ctrl = 0
 

[Statedef 2031]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 2031
velset = .5,8.8
sprpriority = 2

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0


[State 2031, 3]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1

Offline Fallen_Angel

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Re: [HELP] how do i code a shoryuken?
« Reply #42 on: October 22, 2007, 03:23:19 PM »
xPreatorianx, you need to adjust these

[State 2030, vel]
type=velset
trigger1= anim = 2030 && animelem = 2
x= 5
y= -15

these is the velocity that akuma will have

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 2030 && animelem = 2
x = 0
y = -15

The posadd, will move the char in the y position 15 pixeles

In the statedef 2031, you only need to add more vel



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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #43 on: October 22, 2007, 04:13:43 PM »
can you tell me or change the velocities in the quote for me because i cant figure it out i changed em and it doesnt come out right.
EDIT: I also want to bring P2 up with me! so how do i do that?


Code: [Select]
; Dragon Punch_Y
[Statedef 2030]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd= 70
anim = 2029
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 12
value = 2030



[State 2030, vel]
type=velset
trigger1= anim = 2030 && animelem = 2
x= 5
y= -25

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 2030 && animelem = 2
x = 0
y = -25
;ignorehitpause =
;persistent =



[State 2030, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250,5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12


[State 2030, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2


[state 2030,ChangeState]
type = ChangeState
trigger1 = time =  23; time of both anims
value = 2031
ctrl = 0
 

[Statedef 2031]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 2031
velset = .5,8.8
sprpriority = 2

[State 52, 3]
type = PosSet
trigger1 = Vel Y = -9
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0


[State 2031, 3]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1
« Last Edit: October 22, 2007, 04:17:03 PM by xPreatorianx »

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #44 on: October 22, 2007, 05:53:02 PM »
NVM i just need to figure out how to make it fluid so when he does the animation he will go up and then come down in relatively the same location or as close as possible to P2 anyone know how to help me there?

EDIT: also Fallen is there any way i could get a email addy from you so we can speak through that when i need your help on something.

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Re: [HELP] how do i code a shoryuken?
« Reply #45 on: October 22, 2007, 10:14:42 PM »
xPreatorianx, to bring up the opponent you need to modify the the ground velocity, and the air veloicty on the hitdef, the ground its the vel, that the opponent will get if he gets hit in the stand position, and the air, its when the opponent is jumping

I will send you a pm with my mail


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #46 on: October 23, 2007, 08:35:11 AM »
ok what about making it so he goes up and down and lands in relatively the same location he came from. because as it is now its alittle messed up and looks jerky!

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #47 on: October 23, 2007, 04:46:04 PM »
NVM guys i got it worked out. HEHE still working my butt off trying to get this beta out sorry its taking so long!

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