Infinity MUGEN Team

IMT Main => M.U.G.E.N Help => Topic started by: Freestyle ! on January 05, 2016, 11:29:29 PM

Title: After Image for Helper 42000
Post by: Freestyle ! on January 05, 2016, 11:29:29 PM
Hello ! Im having trouble making the after image appear in statedef 42000 which is a helper is this possible? Here is the code in its entirety.








;=======================================================================
;=======================================================================

[Statedef 4200, Killer Vine Rush]
type    = s
movetype= a
physics = s
anim = 4200
ctrl = 0
velset = 0,0

[state -2]
type = varadd
trigger1 = time = 0
v = 41
value = -4

[state 6102, 4]
type = playsnd
trigger1 = animelem = 1
value = 3300,0                ;Talk

;=======================================================
;=======================================================

[state 4200,thaharaav]
type = superpause
trigger1 = animelem = 1                    ;i added
time = 30 ;40                            ;order3
movetime = 60 ;40
unhittable =3 ;1
anim = -1
sound = 10000,2 ; -1
p2defmul= 1
poweradd = -3000 ;0
darken = 0

[State 3200,chaayaa]
type=afterimage
trigger1=anim=stateno
trigger1=!animelemtime(8)
time=999
timegap=2
framegap=5
length=15
paladd=0,0,0
palmul=.5,.5,.5
palbright=0,0,0
palcontrast=150-(100*(var(11)=2)),150-(100*(var(11)=3)),150-(100*(var(11)=[2,3]))
trans=add1

[state 3000,Super-Config]
type=helper

trigger1 = animelem = 1                   ;i added
helpertype = normal
name = "Super-Config"                           ;order1
id  = 10005
stateno = 10015
postype = p1
pos = ceil(fvar(6):=0),ceil(fvar(7):=-25)
facing = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 999999
pausemovetime = 999999

[state 3200,Super-Config:_Super_Portrait]
type=helper
trigger1 = anim=stateno
trigger1 = !animelemtime(8)
helpertype = normal
name = "Super-Portrait"                    ;order2
id = 10020
stateno = 10020
postype  =left
pos = 0,0
facing = facing
ownpal = 1
supermovetime = 999999
pausemovetime = 999999


;=======================================================
;=======================================================

;[State 1000,1]
type = Explod
trigger1 = time = 2
anim = 6011
pos = 0, 0
postype = p1
removetime = -2                ;Keep All This For Now
ignorehitpause = 1
bindtime = 1
persistent = 0
sprpriority = 4
ownpal = 1


[state 183, 3]
type = helper
trigger1 = time = 7
stateno = 42000
id = 42001
name = "chomper"
pos = 90,0
ownpal = 1

[state 183, 3]
type = helper
trigger1 = time = 18
stateno = 42000
id = 42000
name = "chomper"
pos = 100,0
ownpal = 1

[state 183, 3]
type = helper
trigger1 = time = 30
stateno = 42000
id = 42000
name = "chomper"
pos = 120,0
ownpal = 1

[state 183, 3]
type = helper
trigger1 = time = 42
stateno = 42000
id = 42000
name = "chomper"
pos = 100,0
ownpal = 1

[state 6102, 4]
type = playsnd
trigger1 = animelem = 4
value = 1,13
channel = 0

[state 1003]
type = changeanim
trigger1 = time = 150
trigger2 = numhelper(42000) = 0
trigger2 = time > 45
value = 4201
persistent = 0

[state 1003]
type = changestate
trigger1 = animtime = 0
trigger1 = anim = 4201
value = 0
ctrl = 1

[Statedef 42000, Chomper]
type    = a
movetype= a
physics = n
anim = 42001
velset = 0,0
ctrl = 0
sprpriority = 2

[state 183, 3]
type = explod
trigger1 = time%17 = 0   
anim = 42000
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1

[state 183, 3]
type = playsnd
trigger1 = time%17 = 0
value = 3300,1
channel = 3

[state 1003]
type = posset
trigger1 = 1
y = 0

[state 240, 2]
type = hitdef
triggerall = p2statetype = A
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, AP
animtype  = hard
fall.animtype = hard
damage    = 30,5
hitflag = mafd
guarDFlag = mafd
pausetime = 0,5
sparkno = s6003
guard.sparkno = -1+(0*(var(21):=0))
sparkxy = -10,-75+(0*(var(23):=35&&var(24):=-45))
hitsound   = s400, 20  ;-1
guardsound = -1+(0*(var(21):=0))
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime  = 35
ground.velocity = -6
air.velocity = -5,-3 ;-6,-1
ground.cornerpush.veloff = 0
;p2stateno = 9020
yaccel = .6
forcestand = 1     ;I added
p2facing = var(14)     ;I added
id = 4200     ;I added
nochainid = 450     ;I added

[state 240, 2]
type = hitdef
triggerall = p2statetype != A
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, AP
animtype  = hard
fall.animtype = hard
damage    = 30,5
hitflag = mafd
guarDFlag = mafd
pausetime = 0,5
sparkno = s6006
guard.sparkno = -1+(0*(var(21):=0))
sparkxy = -10,-75+(0*(var(23):=35&&var(24):=-45))
hitsound   = s400, 0  ;-1
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime  = 35
ground.velocity = -8
air.velocity = -5,-3 ;-8,-1
down.velocity = -3,-2
ground.cornerpush.veloff = 0
yaccel = .6
fall = 0
forcestand = 1     ;I added
p2facing = var(14)     ;I added
id = 4200     ;I added
nochainid = 450     ;I added

[state 1003]
type = posadd
trigger1 = animelem = 6
x = 60

;============================================================
;============================================================

[state 3200,Hit_Sparks:_Detect]
type=varset
trigger1=movecontact=1&&var(20)<0
var(20)=hitpausetime
ignorehitpause=1

[state 3200,Hit_Sparks:_Activate]
type=helper
trigger1=var(20)=hitpausetime
trigger1=numtarget(4200)&&movecontact=1
trigger1=target,movetype=H&&target(4200),time=0
helpertype=normal
name="Hit_Spark"
stateno=ifelse(movehit,8720,8727)
id=8700
postype=p1
pos=((ceil(target(4200),pos x-pos x)))*facing,target(4200),ceil(const(size.mid.pos.y)+target(4200),pos y)
ownpal=1
keyctrl=0
size.yscale=1
size.xscale=1
pausemovetime=99999999999999999
supermovetime=99999999999999999
ignorehitpause=1

[state -2,Blood_Spark]
type=helper
trigger1=var(20)=hitpausetime
trigger1=numtarget(4200)&&movehit=1
trigger1=target,movetype=H&&target(4200),time=0
helpertype=normal
name="Blood_Spark"
ID=8400
stateno=8400
pos=((ceil(target(4200),pos x-pos x)))*facing,ceil((target(4200),const(size.mid.pos.y)+target(4200),pos y)-pos y)
postype=p1
facing=ifelse(random<500,1,-1)
keyctrl=0
ownpal=1
size.xscale=.5
size.yscale=.5
ignorehitpause=1

[state 3200,Hit_Sparks:_Detect]
type=varset
trigger1=1
var(20)=-1

;============================================================
;============================================================

[state 1003]
type = changeanim
trigger1 = animelem = 6
value = 42001

[state 1060, 8]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70
trigger2 = parent, movetype != A
Title: Re: After Image for Helper 42000
Post by: Cyanide on January 06, 2016, 09:03:20 PM
But... state 42000 doesn't even have an afterimage sctrl in it? It's a normal state. You have an afterimage before you create the helpers

Quote
[State 3200,chaayaa]
type=afterimage
trigger1=anim=stateno
trigger1=!animelemtime(8)
time=999
timegap=2
framegap=5
length=15
paladd=0,0,0
palmul=.5,.5,.5
palbright=0,0,0
palcontrast=150-(100*(var(11)=2)),150-(100*(var(11)=3)),150-(100*(var(11)=[2,3]))
trans=add1
Paste this into state 42000 and change the triggers to time = 0
Title: Re: After Image for Helper 42000
Post by: Freestyle ! on January 06, 2016, 10:27:39 PM
hey cyanide !

I removed the state controller because it wasnt working/showing up in the game but i had it placed after this 



[Statedef 42000, Chomper]
type    = a
movetype= a
physics = n
anim = 42001
velset = 0,0
ctrl = 0
sprpriority = 2

*inspite of the afterimage state controller for "4200",  the afterimage for 4200 works fine but not for 42000*
Title: Re: After Image for Helper 42000
Post by: Cyanide on January 07, 2016, 02:36:38 AM
The problem with that is you haven't actually shown me broken code. You have shown me code that is doing EXACTLY what it is supposed to. Put the afterimage sctrl back in, either exactly as it was or make your own new one up and post that. I don't care about state 4200 it's not involved. All we care about is 42000, and that you don't have an afterimagetime set somewhere in it that applies to the helper, or that you quit the state before the afterimage has time to take effect.
Title: Re: After Image for Helper 42000
Post by: Freestyle ! on January 08, 2016, 03:05:04 AM
 

Okay here it is



[Statedef 42000, Chomper]
type    = a
movetype= a
physics = n
anim = 42001
velset = 0,0
ctrl = 0
sprpriority = 2

[state 183, 3]
type = explod
trigger1 = time%17 = 0   
anim = 42000
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1

[state 183, 3]
type = playsnd
trigger1 = time%17 = 0
value = 3300,1
channel = 3

[state 1003]
type = posset
trigger1 = 1
y = 0

[State 41, Chomper] ;*****************
type = Afterimage
;trigger1 = animtime = 0   ;dosnt work
;trigger1 = animelem = 1   ;dosnt work
time    = 225 ;-1
length  = 20
paladd = 0,0,0
palcontrast =  255, 255, 255
palbright = 180,40,40
timegap = 1
framegap = 4
trans = addalpha
alpha = 200, 200

[state 240, 2]
type = hitdef
triggerall = p2statetype = A
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, AP
animtype  = hard
fall.animtype = hard
damage    = 30,5
hitflag = mafd
guarDFlag = mafd
pausetime = 0,5
sparkno = s6003
guard.sparkno = -1+(0*(var(21):=0))
sparkxy = -10,-75+(0*(var(23):=35&&var(24):=-45))
hitsound   = s400, 20  ;-1
guardsound = -1+(0*(var(21):=0))
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime  = 35
ground.velocity = -6
air.velocity = -5,-3 ;-6,-1
ground.cornerpush.veloff = 0
;p2stateno = 9020
yaccel = .6
forcestand = 1     ;I added
p2facing = var(14)     ;I added
id = 4200     ;I added
nochainid = 450     ;I added

[state 240, 2]
type = hitdef
triggerall = p2statetype != A
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, AP
animtype  = hard
fall.animtype = hard
damage    = 30,5
hitflag = mafd
guarDFlag = mafd
pausetime = 0,5
sparkno = s6006
guard.sparkno = -1+(0*(var(21):=0))
sparkxy = -10,-75+(0*(var(23):=35&&var(24):=-45))
hitsound   = s400, 0  ;-1
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime  = 35
ground.velocity = -8
air.velocity = -5,-3 ;-8,-1
down.velocity = -3,-2
ground.cornerpush.veloff = 0
yaccel = .6
fall = 0
forcestand = 1     ;I added
p2facing = var(14)     ;I added
id = 4200     ;I added
nochainid = 450     ;I added

[state 1003]
type = posadd
trigger1 = animelem = 6
x = 60
Title: Re: After Image for Helper 42000
Post by: Cyanide on January 08, 2016, 09:11:29 PM
Go into the character KFM. Find an afterimage. Copy paste it into your character in that state and use the trigger time = 0

Lets see what that results in. If it results in no afterimage, youre either editing the wrong state, or there is an afterimagetime sctrl somewhere turning it off again.
Title: Re: After Image for Helper 42000
Post by: O Ilusionista on January 08, 2016, 09:41:26 PM
Dunno if they fixed it, but winmugen had a bug in afterimages on custom States. You had to use time = 1 to trigger it.
Title: Re: After Image for Helper 42000
Post by: Freestyle ! on January 09, 2016, 03:12:12 PM

Okay thx guys it wasn't the coding there was  a problem with the animations  but now that Ive gotten it to work it looks better without the afterimage because its looks to cluttered..........sorry   :-"
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