Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Topic started by: AensleigheR on April 19, 2017, 07:57:42 AM
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Heey guys. :rules:
I know it is possible to randomize the hitdefs of a character. But would anyone mind teaching me how to do that stuff?
I have to get 2 random hitdefs for a single attack.
- One that would either cause the opponent to simply get hurt. (The normal stuff) %-(
- or one that would cause the opponent to explode upon contact with the said attack. :o
Can somebody please help me with this? :'(
Thank you! XD||
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put this before the hitdef code
[State 1000]
type = VarRandom
trigger1 = !time
v = 3
range = 0,1
then put the hitdef with the code
[State 1000] <----custom hit
type=HitDef
trigger1=Var(3)=1
trigger1=Animelem=2
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=25
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=10,5
givepower=11,8
pausetime=8,8
sparkno=S-1
p2stateno = 1001 <----this state will need to have the explodes in it
[State 1000] <----regular hit
type=HitDef
trigger1=Var(3)=0
trigger1=Animelem=2
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=25
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=10,5
givepower=11,8
pausetime=8,8
sparkno=S-1
hope this helps
MGMURROW
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put this before the hitdef code
[State 1000]
type = VarRandom
trigger1 = !time
v = 3
range = 0,1
then put the hitdef with the code
[State 1000] <----custom hit
type=HitDef
trigger1=Var(3)=1
trigger1=Animelem=2
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=25
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=10,5
givepower=11,8
pausetime=8,8
sparkno=S-1
p2stateno = 1001 <----this state will need to have the explodes in it
[State 1000] <----regular hit
type=HitDef
trigger1=Var(3)=0
trigger1=Animelem=2
priority=3,Hit
attr=S,NA
guardflag=MA
hitflag=MAF
damage=25
animtype=Light
air.animtype=Back
fall.animtype=Back
ground.type=High
air.type=Low
getpower=10,5
givepower=11,8
pausetime=8,8
sparkno=S-1
hope this helps
MGMURROW
Thank you bro! For the state of the p2, I would also like him to have a pallete change into red/orange one and an explod. can I do it under the p2stateno code?
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..and also a different PlaySnd state. sorry I wasn't precise on my 1st post. %-(
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You can use the palfx parameters on the special hitdef to assign different colours. You can just use the variable to play the different sounds. If it's active, that hitdef is the one that will make contact so playing sounds etc can trigger off that variable as well.