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Author Topic: First Attack!  (Read 1125 times)

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Offline ClubSyN-X-TReME

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First Attack!
« on: May 24, 2008, 08:18:03 PM »
Just developed this for my screenpack.

In a negative state, statedef -1,-2,or -3,  make a helper block, I made a fake helper with all of my helper made game effects inside so i can use the line persistent = 0 properly and there will be no delay in tick timing.

[State -3, Fake helper]
type = helper
trigger1 = roundstate = 2 && !numhelper(xxxxx)
helpertype = Normal
id = xxxxx
pos = 0,0
postype = p1
name = "Fake Helper"
stateno = xxxxx
supermovetime = 9999999999
pausemovetime = 9999999999

Now make a Invisible helper for your first attack helper.

[Statedef xxxxx]
type = s
movetype = i
physics = n

[State 0, ]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, First Attack]
type = Helper
triggerall = !numpartner ; <--prevents it in sim mode, ill update that later
trigger1 = time = 1 && !numhelper(yyyyy)
helpertype = normal ;player
name = "First attack"
ID = yyyyy
stateno = yyyyy
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1
persistent = 0

Now for the positive states;

;----------------------------------------------------
;First attack Logo
;----------------------------------------------------
[Statedef yyyyy]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;--------------P1 side-------------------
[State 0, Explod]; First attack
type = Explod
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
trigger1 = root,movehit && enemy,life < (lifemax)
anim = f1990994329
ID = 1990994329
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

;--------------P2 side-------------------
[State 0, Explod]; First attack
type = Explod
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
trigger1 = root,movehit && enemy,life < (lifemax)
anim = f1990994339
ID = 1990994329
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
triggerall = (!root,moveguarded || !enemy,moveguarded)
trigger1 = root,movehit && enemy,life < (lifemax)

The two explods are my first attack logos for player one and player 2. use your own explods and settings to display your first attack graphics logo. The triggerall and triggers are meant to be used.

This will work only if you made a clean hit. it wont register if your attack was blocked, or parried.
Oh yeah I forgot 1 hit kill characters, it wont work on those either.
« Last Edit: May 24, 2008, 10:45:22 PM by |mmö®†åL -$yN- »



Offline ClubSyN-X-TReME

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Re: First Attack!
« Reply #1 on: May 24, 2008, 10:44:51 PM »
Don't pay attention to the above positive states, there were errors discovered during testing.

Use this below,

;----------------------------------------------------
;First attack Logo
;----------------------------------------------------
[Statedef yyyyy]
type = S
physics = n
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;--------------P1 side-------------------
[State 0, Explod]; First attack
type = Explod
triggerall = enemy,alive
triggerall = teamside = 1
triggerall = !enemy,moveguarded
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = f1990994329
ID = 1990994329
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

;--------------P2 side-------------------
[State 0, Explod]; First attack
type = Explod
triggerall = enemy,alive
triggerall = teamside = 2
triggerall = !enemy,moveguarded
trigger1 = (root,movehit && enemy,movetype = H || enemy,movetype = H ) && enemy,stateno != [120,155]
anim = f1990994339
ID = 1990994329
pos = 164,135
postype = left
bindtime = -1
removetime = 140
supermovetime = 999999999999
pausemovetime = 999999999999
scale = .5,.5
sprpriority = 1
ontop = 1
ownpal = 0
ignorehitpause = 1
persistent = 0

[State 0, DestroySelf]
type = DestroySelf
triggerall = (!root,moveguarded || !enemy,moveguarded)
triggerall = root,stateno != [120,155]
triggerall = enemy,stateno != [120,155]
trigger1 = (root,movehit && enemy,movetype = H) || (enemy,movetype = H || root,movetype = H)

This will trigger the effect and destroy the helper right after and it will now work properly when being hit or blocking a projectile.
So the very first hit whether its a physical attack, Helper/projectile attack and its a clean hit, the first attack will register like It should.
If you block the first hit and get hit later and if the first clean hit, not chipped or anything, the effect will register.

Right now the states above are solid.

Offline O Ilusionista

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Re: First Attack!
« Reply #2 on: May 27, 2008, 12:31:42 PM »
Good code man.

But I do preffer to put on -1 OR  -3 (the -1 are read before -3). The -2 states COULD BE READ by p2 when its on a P1's custom state, so sometimes this could be very buggy.

Offline ClubSyN-X-TReME

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Re: First Attack!
« Reply #3 on: May 27, 2008, 06:01:07 PM »
I normally use -3 for gamesystem type effects.

In my custom screenpack to make this universal with everyones chars that uses it, it will be in -1.

BTW nice to see you here and Long time.

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