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Author Topic: Hyper help v2  (Read 448 times)

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Offline Luis/Dshiznet

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Hyper help v2
« on: September 04, 2007, 05:36:03 PM »
ok, i want to make a hyper, similar to bison shin psycho crusher.
can any one tell me what coding i can use?
i have the sprites for it btw

also on my previous hyper i want to put it so that when you do the move you lose a bar(someone mentioned it to mebe4, i tried but didnt work)
^^ hypers command
proj3(hyper)
[StateDef 222]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 222
poweradd = 20

[State 222, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 223
projhitanim = 224
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 33,-16
velocity = 3
attr = S, SP
damage   = 300
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S2,3
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 0, SuperPause]
type = SuperPause
trigger1 =     AnimElem = 1
time = 110
anim = 1
sound = S0,0
pos = 0,0
move
darken = 200
p2defmul = 200
poweradd = -2000
unhittable = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 =  AnimElem = 1
anim =  545
pos = -6,-75
postype = p1  ;p2,front,back,left,right
facing = 1
removetime = 100
supermovetime = 99999999
pausemovetime = 99999999


[State 0, EnvShake]
type = EnvShake
trigger1 =     AnimElem = 1
time = 200
freq = 200
ampl = -4
phase = 90
;ignorehitpause =
;persistent =



[State 222, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0



Offline Sabaki

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Re: Hyper help v2
« Reply #1 on: September 04, 2007, 08:42:34 PM »
Taking a guess by your explanation, if you want to make a move where the character moves like M. Bison, you'd have to add a velset. Maybe something like this:

[State 0, velset]
Type = velset
Trigger1 = Time = 0  ; This is what triggers the forward movement, but it can be anything
x = 5                     ; This will move your character forward along the x-axis. The higher the number, the faster the forward  movement.
y = 0                     ; Leave this as 0, or take off completely

Note that the trigger is important in controlling how the forward movement acts and how the state ends. If you set the trigger based time intervals such as:

[State 0, velset]
Type = velset
Trigger1 = time >= 0 && Time <= 30  ; Time interval
x = 5         
y = 0         

Then you need to set a changestate with a trigger that equals to or is higher than the time interval from the velset:

[State 0, changestate]
Type = changestate
Trigger1 = time = 30  ; Time state ends, with the forward movement ending appropriately
value = 0
ctrl = 1

For your 2nd question, you can either do this:

[StateDef 222]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 222
poweradd = -2000 ; This will subtract 2000 pts from the super bar.

or....

[State 0, SuperPause]
type = SuperPause
trigger1 =     AnimElem = 1
time = 110
anim = 1
sound = S0,0
pos = 0,0
move
darken = 200
p2defmul = 200
poweradd = -2000   ;  This will subtract 2000 pts from the super bar.
unhittable = 1
;ignorehitpause =
;persistent =


But you can't have both at the same time. If you do, then mugen is going to read the number times this coding is in this state, and will remove 2000 points for each respectively. So, if you have it for both at the same time, then the hyper is really costing you 4000 pts.

If you want to set a hyper that only activates when a certain about of points are in the super bar, add this trigger in the .cmd for that hyper:

trigger1: power >= 2000 ; This ensures that the hyper only works if you have 2000 pts & over in the super bar.

I hope this helps. My coding style is very simple & that of a beginner, so if anyone else who's experienced with coding wants to add to this, then feel free to do so. Once you get the hang of coding and understand what code does what, you can modify & improve off of simple coding to really improve on it, such as variables. If you have any more questions, shoot away.
« Last Edit: September 04, 2007, 09:00:33 PM by sabaki »

Offline Luis/Dshiznet

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Re: Hyper help v2
« Reply #2 on: September 04, 2007, 08:50:32 PM »
Taking a guess by your explanation, if you want to make a move where the character moves like M. Bison, you'd have to add a velset. Maybe something like this:

[State 0, velset]
Type = velset
Trigger1 = Time = 0  ; This is what triggers the forward movement, but it can be anything
x = 5                     ; This will move your character forward along the x-axis. The higher the number, the faster the forward movement.
y = 0                     ; Leave this as 0, or take off completely

Note that the trigger is important in controlling how the forward movement acts and how the state ends. If you set the trigger based time intervals such as:

[State 0, velset]
Type = velset
Trigger1 = time >= 0 && Time <= 30  : Time interval
x = 5         
y = 0         

Then you need to set a changestate with a trigger that equals to or is higher than the time interval from the velset:

[State 0, changestate]
Type = changestate
Trigger1 = time = 30  : Time state ends, with the forward movement ending appropriately
value = 0
ctrl = 1

For your 2nd question, follow this

[StateDef 222]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 222
poweradd = -500 ; This will subtract 500 pts from the super bar.

If you want to set a hyper that only activates when a certain about of points are in the super bar, add this trigger in the .cmd for that hyper:

trigger1: power >= 500

I hope this helps. If you have any more questions, shoot away.

ok im trying this out
btw where do i put this * trigger1: power >= 500* in my cmd of the hyper?

Offline Sabaki

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Re: Hyper help v2
« Reply #3 on: September 04, 2007, 08:58:04 PM »
Check my post again. I modified it like twice.

Quote from: dshiznetz_is_back
btw where do i put this * trigger1: power >= 500* in my cmd of the hyper?

Remember where you define your moves, such as whate stateno it should use as well as what command it should work off of? In there. For example:

[-1, Psycho Crusher]
type = ChangeState
value = 0     ;this is the state number of the move
triggerall = command = "Psycho Crusher"
trigger1 =  power >= 2000    ; Right here
Trigger1 = Statetype = S
trigger1 = ctrl

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