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Author Topic: I need help to figure out how to extend this hyper effect  (Read 772 times)

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Offline Alexziq

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I need help to figure out how to extend this hyper effect
« on: December 16, 2008, 01:15:21 AM »
This is the DCvM hyper BG, and for the life of me I cant figure out how to get it to last longer. increasing the helper changestate superemovetime doesnt work. It works fine on a fighting hyper, but any hyper with a helper wont seem to work. What am I missing?

[State 92001, superBG]
type = Helper
trigger1 = AnimElem = 3
name = "Super BG"
ID = 8005
stateno = 8005
postype = back
facing = 1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
ownpal = 1
;-------------------------------------------------------------
;Super BG
;-------------------------------------------------------------
[Statedef 8005]
type = A
physics  = N
sprpriority = 5

[State 8018]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noFG

[State 8018, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 8018, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 0, ]
type = EnvColor
trigger1 = timemod = 10,1
value = ceil (random/1),0,ceil (random/1)
time = 10
under = 1
ignorehitpause = 1

[State 8005, hyperBG2]
type = Explod
trigger1 = Time = 0
anim = 99999
ID = 99999
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = back
pos = 0, 0
sprpriority = -999995
bindtime = -1
ownpal = 1

[State 8018,1]
type = Explod
trigger1 = time= 1
anim = 110
ID = 110
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = p1
pos = 0, 0
sprpriority = -999998
bindtime = -1
ownpal = 0
scale = 2,1

[State 8018,1]
type = Explod
trigger1 = time= 1
anim = 115
ID = 110
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = -1
vel = 0, 0
postype = back
pos = 0, 0
sprpriority = -999999
bindtime = -1
ownpal = 0
scale = 1.0,1.0

[State 8018, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 8018, 6]
type = ChangeState
Trigger1 = Time = 20
value = 8006
ctrl = 0

[Statedef 8006]
type = A
physics  = N
sprpriority = 5

[State 80180]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noBG
flag3 = noFG

[State 80180, 3]
type = posset
trigger1 = 1
y = 0
x = -160

[State 0, ]
type = EnvColor
trigger1 = timemod = 10,1
value = ceil (random/1),0,ceil (random/1)
time = 10
under = 1
ignorehitpause = 1

[State 8018,1]
type = Explod
trigger1 = timemod = 4,1 && numexplod(111) <= 20
anim = 111
ID = 111
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = 60
vel = -10-ceil(random/20), 0
postype = p1
pos = 320, 0
random = 20,500
ontop = 1
bindtime = 1
ownpal = 1

[State 8018,1]
type = Explod
trigger1 = timemod = 4,1 && numexplod(112) <= 20
anim = 112
ID = 112
supermovetime = 999999
pausemovetime = 999999
removeongethit = 1
removetime = 60
vel = -10-ceil(random/20), 0
postype = p1
pos = 320, 0
random = 20,500
ontop = 1
bindtime = 1
ownpal = 1

[State 80180, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 80180, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80180, 6]
type = ChangeState
Trigger1 = parent,movetype != A
value = 8007
ctrl = 0

[Statedef 8007]
type = A
physics  = N
sprpriority = 5

[State 80181]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 80181, 3]
type = PosSet
trigger1 = 1
y = 0
x = -160

[State 80181, Assert]
type = assertspecial
trigger1 = Animtime != 0
flag = noshadow

[State 80181, muteki]
type = NotHitBy
trigger1 = Time = 0
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = -1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 110
ignorehitpause = 1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 9999
ignorehitpause = 1

[State 80181, 7]
type = DestroySelf
Trigger1 = Time = 20

;---[Super Pause State EXP]-------
;[State 0, ]
;type = SuperPause
;trigger1 = time = 0
;time = 40
;sound = S20,0
;pos = 0,0
;darken = 1
;poweradd = -1000

;[State 0, ]
;type = Helper
;trigger1 = time = 0
;name = "Orb"
;ID = 8000
;pos = 0,0
;postype = p1
;stateno = 8000
;supermovetime = 40
;pausemovetime = 1
;ownpal = 1

;[State 0, ]
;type = Helper
;trigger1 = time = 0
;name = "Super BG"
;ID = 8005
;pos = 0,0
;postype = back
;stateno = 8005
;supermovetime = 40
;pausemovetime = 1
;ownpal = 1



Offline DARKTALBAIN

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Re: I need help to figure out how to extend this hyper effect
« Reply #1 on: December 16, 2008, 05:12:32 AM »
You do know that I am going to steal this code  :DxDie :DxDie :DxDie

 ::fight::

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Mugen, some choose to create and some choose to criticize.^-^


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Offline ZVitor

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Re: I need help to figure out how to extend this hyper effect
« Reply #2 on: December 16, 2008, 09:49:09 AM »
[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 110
ignorehitpause = 1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 9999
ignorehitpause = 1

[State 80181, 7]
type = DestroySelf
Trigger1 = Time = 20
im not sure if i understood what u want, but u already test mod this time values?

Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #3 on: December 16, 2008, 09:55:26 AM »
im not sure if i understood what u want, but u already test mod this time values?

The BG stops b4 the hyper is finished. I want the hyper effect to stay on screen longer. For some reason without changing anything it will last through the entire move on one hyper, but it dies too quick on another.

Quote
[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 110
ignorehitpause = 1

[State 0, ]
type = RemoveExplod
trigger1 = time >= 10
ID = 9999
ignorehitpause = 1

[State 80181, 7]
type = DestroySelf
Trigger1 = Time = 20

I think ive  tried to increase those values without any results, but I'll give it another try.

Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #4 on: December 16, 2008, 10:01:31 AM »
The code is very odd, every hyper on their characters use this same helper state for the hyper Background. There is no adjustment for the length of the background that I can find, it just seems like it fits itself to the lenght of the move automatically.

I wonder if its somehow attached to the command?

Offline Fallen_Angel

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Re: I need help to figure out how to extend this hyper effect
« Reply #5 on: December 16, 2008, 10:15:09 AM »
You will need to change the trigger of the changestate

use something like these ifelse(root,stateno=state,desired,time>=xxx,time=20)

these means, that when the char its on certain statedef, the changetime  will be =xxx....in any other situation will be =20


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Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #6 on: December 16, 2008, 10:56:46 AM »
You will need to change the trigger of the changestate

use something like these ifelse(root,stateno=state,desired,time>=xxx,time=20)

these means, that when the char its on certain statedef, the changetime  will be =xxx....in any other situation will be =20

Do you mean in the state that calls the helper, or the command? Looking at through Ghost Riders code I dont notice any variance in the change to helper state from hyper to hyper, it all looks like the same hyperbg helper code for every move.

Would I add it as a 2nd trigger since I need it to kick in on animelm =3?
« Last Edit: December 16, 2008, 03:55:22 PM by ALEXZIQ »

Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #7 on: December 17, 2008, 12:31:22 AM »
You will need to change the trigger of the changestate

use something like these ifelse(root,stateno=state,desired,time>=xxx,time=20)

these means, that when the char its on certain statedef, the changetime  will be =xxx....in any other situation will be =20

Actually I could see this working if I had a little more clarification.

Offline Fallen_Angel

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Re: I need help to figure out how to extend this hyper effect
« Reply #8 on: December 17, 2008, 01:16:27 AM »
the helper state controls the explod ...you have made the explod last undefinitely (removetime =-1)...so when the changestae or when the helper is destroyed, the explod should be deleted with the helper so expanding the state time, may fix that........or check in the negatives states, for a removeexplod,, that is deleting the explod


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Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #9 on: December 17, 2008, 08:55:25 AM »
the helper state controls the explod ...you have made the explod last undefinitely (removetime =-1)...so when the changestae or when the helper is destroyed, the explod should be deleted with the helper so expanding the state time, may fix that........or check in the negatives states, for a removeexplod,, that is deleting the explod

So look for a remove explode? It does seem the bg ends when the P1 animation does. Is there anything else that alters the state time? Checking in the negative stes Id want to look for the origional moves state?

Offline Fallen_Angel

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Re: I need help to figure out how to extend this hyper effect
« Reply #10 on: December 17, 2008, 02:50:31 PM »
in the negatives states look for removexplod.


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Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #11 on: December 17, 2008, 03:15:25 PM »
in the negatives states look for removexplod.

Now would that remove all explodes because I never had that problem with my old hyper BG which actually was an explode state. Would it even effect this since its a helper? The hyper actually has other helpers in it that dont do this.

Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #12 on: December 17, 2008, 03:28:34 PM »
Hmmmn I think I know what it is. Excursion helped me with a code that used to have the same anim state number 99999. I wonder if its feeding off that remove explode? Hmmmmn

I could swear I changed them all to 7777, but ya never know

Offline Alexziq

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Re: I need help to figure out how to extend this hyper effect
« Reply #13 on: December 17, 2008, 08:33:02 PM »
Well none of these things work, can anyone spare an hour or so to take a look at this?

Offline Fallen_Angel

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Re: I need help to figure out how to extend this hyper effect
« Reply #14 on: December 17, 2008, 09:57:22 PM »
Maybe I can check it...but I need the char


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