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Offline Luis/Dshiznet

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adding the basic hyper(shinku hadouken i guess)
« on: September 21, 2007, 04:59:45 PM »
some one help me*looks at fallen angel* in putting this hyper for my character, i tried to get the code from ryu x but i didnt get it in right.

animation before hyper   hyper animation



Offline Error Macro

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #1 on: September 21, 2007, 09:17:12 PM »
Did you add in the helper state?

Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #2 on: September 21, 2007, 09:21:06 PM »
Did you add in the helper state?
nope
i dont even know how to add it
if you've noticed..

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #3 on: September 21, 2007, 09:25:42 PM »
All you have to do is copy the state, and paste it.
 Press ctrl + F and search for Hadohelper (or something like that)

Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #4 on: September 21, 2007, 09:27:51 PM »
All you have to do is copy the state, and paste it.
 Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this

look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own

1090= hyper animation
888=previous move before hyper

Offline Error Macro

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #5 on: September 21, 2007, 09:51:37 PM »
All you have to do is copy the state, and paste it.
 Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this

look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own

1090= hyper animation
888=previous move before hyper

     Excuse me? You worded your post as if you wanted to fix the code you got from Ryu-X.  :(|) It seemed as if you made the most common mistake most people do when using his code in their own character--Forgetting to add the helper.Besides I was just trying to help you out with your code mistake. >o:-( So anyway this is what your helper coding should look like (don't bee-otch about the coding its just an example)

In order to activate the helper you need to add something like this to the state.

Code: [Select]
[State 3000, Helper]
type = Helper
trigger1 = ???
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = Insert the number for your helper state here
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
Now for the helper itself

Code: [Select]
[Statedef ???]
type = S
movetype = A
Physics = N
ctrl = 0
anim = ????
velset = 0
sprpriority = 2

[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = 3000
trigger1 = Time = 0
time = -1
pos = 31,-30

[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA        ;HLA          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0

[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
As you can see, the helper is coded as a normal move, but it has its own state, which makes hitdef activation, and effects much easier than a beam made from a projectile.

If still don't understand explain exactly what you don't get.

Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #6 on: September 21, 2007, 09:53:53 PM »
All you have to do is copy the state, and paste it.
 Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this

look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own

1090= hyper animation
888=previous move before hyper

     Excuse me? You worded your post as if you wanted to fix the code you got from Ryu-X.  :(|) It seemed as if you made the most common mistake most people do when using his code in their own character--Forgetting to add the helper.Besides I was just trying to help you out with your code mistake. >o:-( So anyway this is what your helper coding should look like (don't bee-otch about the coding its just an example)

In order to activate the helper you need to add something like this to the state.

Code: [Select]
[State 3000, Helper]
type = Helper
trigger1 = ???
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = Insert the number for your helper state here
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
Now for the helper itself

Code: [Select]
[Statedef ???]
type = S
movetype = A
Physics = N
ctrl = 0
anim = ????
velset = 0
sprpriority = 2

[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = 3000
trigger1 = Time = 0
time = -1
pos = 31,-30

[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA        ;HLA          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0

[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
As you can see, the helper is coded as a normal move, but it has its own state, which makes hitdef activation, and effects much easier than a beam made from a projectile.

If still don't understand explain exactly what you don't get.
No.

and i dont get it because all you posted was the code.. with out telling me what to put in for the question marks.. thanks..

Offline Error Macro

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #7 on: September 21, 2007, 09:58:45 PM »
All you have to do is copy the state, and paste it.
 Press ctrl + F and search for Hadohelper (or something like that)
see.. you jump into the conclusion if i know how to do this

look.. just tell me how to do the dam code, and not to copy it from ryu-x
i want to learn how to do it on my dam own

1090= hyper animation
888=previous move before hyper

     Excuse me? You worded your post as if you wanted to fix the code you got from Ryu-X.  :(|) It seemed as if you made the most common mistake most people do when using his code in their own character--Forgetting to add the helper.Besides I was just trying to help you out with your code mistake. >o:-( So anyway this is what your helper coding should look like (don't bee-otch about the coding its just an example)

In order to activate the helper you need to add something like this to the state.

Code: [Select]
[State 3000, Helper]
type = Helper
trigger1 = ??? (animelem = whatever will trigger the beam)
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = ??? (Insert the number for your helper state here)
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999
Now for the helper itself (this is whole different state, so put it under your changestate for the character state)

Code: [Select]
[Statedef ???] This stateno has to be the same as the the mentioned above "stateno = ??? (Insert the number for your helper state here)"
type = S
movetype = A
Physics = N
ctrl = 0
anim = ???? (animation of the beam)
velset = 0
sprpriority = 2

[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = (The character's state)
trigger1 = Time = 0
time = -1
pos = 31,-30

[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA        ;HLA          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0

[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0
As you can see, the helper is coded as a normal move, but it has its own state, which makes hitdef activation, and effects much easier than a beam made from a projectile.

If still don't understand explain exactly what you don't get.
Fixed?

Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #8 on: September 21, 2007, 10:00:28 PM »
ok tell me
wtf is a helper? the previous animation ? cuz you havent cleared that up for me..

Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #9 on: September 21, 2007, 10:03:40 PM »
[Statedef 1091]
type = S
movetype = A
Physics = N
ctrl = 0
anim = 1090
velset = 0
sprpriority = 2

[State 780, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 781, Bind!]
type = BindToParent
triggerall = parent, stateno = 1091
trigger1 = Time = 0
time = -1
pos = 31,-30

[State 3000, hits]
type = hitdef
trigger1 = Time = 1
attr = S, HP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP
guardflag = MA        ;HLA          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 11,2
guard.sparkno = s6767
sparkno = 3
sparkxy = -15,ifelse(moveguarded, -15,-59)
hitsound = s3000,10
guardsound = s8500,0
pausetime = 0,13
ground.type = Low
air.type = Low
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
air.velocity = -1,ifElse(P2BodyDist Y >= 0, -2, 1)
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
fall.yvelocity = -.2
removeongethit = 1
ground.cornerpush.veloff = 0
getpower = 0,0

[State 751, Humans Destroy!]
type = DestroySelf
trigger1 = Animtime = 0

[State 3000, Helper]
type = Helper
trigger1 = 1
ID = 9432
helpertype = Normal
name = "Helper"
removeongethit = 1
stateno = 1091
pos = 50,-70
postype = p1
facing = 1
ownpal = 1
supermovetime = 99999999
pausemovetime = 99999999


thats what i got..

1090= beam aniamtion
1091= animation before beam

bleh.. where fallen angel when you need him =/

Offline Fallen_Angel

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #10 on: September 21, 2007, 11:28:08 PM »
dshinetz_is_back,  you can make the special using helpers or using a projectil, I think in these case its easier using a projectil

[Statedef 1091]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 1090

[State 1081,1]
type = Projectile
trigger1 = AnimElem = x
projanim = 1091
; you have to make the projectil as you wish, but I think that this will help you

velocity = 0.001,0.001

I put a really low velocity just to make it move a little bit


[State 1091,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

These is a really small piece of code , I think that you can figure it out what else to put



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Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #11 on: September 21, 2007, 11:43:07 PM »
thanks dude it works
but how do i make it so that his hand stays still till the move is finished?

Offline Fallen_Angel

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #12 on: September 21, 2007, 11:57:59 PM »
dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation


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Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #13 on: September 22, 2007, 12:16:32 AM »
dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
man you own
ok final question
how do i make it transparent?

Offline Fallen_Angel

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #14 on: September 22, 2007, 12:28:31 AM »
dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
man you own
ok final question
how do i make it transparent?

What do you want to make transparent??


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Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #15 on: September 22, 2007, 12:31:30 AM »
dshinznets_is_back, to do that you need to increase the time in the animation or add more sprites to the animation
man you own
ok final question
how do i make it transparent?

What do you want to make transparent??
cuz like right now its solid, i want it to be a little less visible so you can see th person getting hit with it.

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #16 on: September 22, 2007, 12:44:44 AM »
to do that you have to change in the projectil these value

projsprpriority = x


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Offline Luis/Dshiznet

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Re: adding the basic hyper(shinku hadouken i guess)
« Reply #17 on: September 22, 2007, 01:10:56 AM »
to do that you have to change in the projectil these value

projsprpriority = x
man you rock.

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