collapse

Author Topic: question  (Read 663 times)

0 Members and 1 Guest are viewing this topic.

Offline Sub-Zero

  • Infinity Regular
  • ****
  • Posts: 1411
  • Last Login:July 18, 2010, 11:11:29 PM
  • When i move throught the Ghetto i drive slow
question
« on: January 01, 2008, 03:06:35 PM »
hwo do i make effects not have the black outlines?

like so



Offline nick09

  • Contributor
  • ****
  • Posts: 3481
  • Last Login:December 21, 2011, 10:16:38 PM
  • Avatar Credit to CD.
    • Nick09's creations
    • Email
Re: question
« Reply #1 on: January 01, 2008, 03:09:00 PM »
replace the black with the color around it.

PS: use F12 to take pics from mugen.

Offline Luis/Dshiznet

  • Infinity Regular
  • ****
  • Posts: 1277
  • Last Login:September 16, 2009, 04:58:10 PM
  • Aaron-sama
    • My myspace
    • Email
Re: question
« Reply #2 on: January 01, 2008, 03:10:14 PM »
for the hit spark animations in the air file, look where it says *trans* and put a *a* there
so when you do it now it will be alittle faded

Offline Sub-Zero

  • Infinity Regular
  • ****
  • Posts: 1411
  • Last Login:July 18, 2010, 11:11:29 PM
  • When i move throught the Ghetto i drive slow
Re: question
« Reply #3 on: January 01, 2008, 03:14:09 PM »
ty for your quick responses  [-O<

Offline Sub-Zero

  • Infinity Regular
  • ****
  • Posts: 1411
  • Last Login:July 18, 2010, 11:11:29 PM
  • When i move throught the Ghetto i drive slow
Re: question
« Reply #4 on: January 01, 2008, 07:24:17 PM »
i got another question wat does stuff like this mean??
its the hit def of jump light punch take from warusaki's cvsrock

if its possible to explane all of this cuz this stuff seems so complicated

[State 600, 2]
type = Hitdef
trigger1 = AnimElem = 2
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(10*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -48
hitsound = S2, 0
guardsound = S1, 0
ground.type = High
ground.slidetime = 9+(var(41)*2)
ground.hittime = 9+(var(41)*2)
air.hittime = 9+(var(41)*2)
guard.ctrltime = 12
ground.velocity = -3*(2-(var(16)>0))/2
guard.velocity = -5.33*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -4.2*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -48

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

Offline Sub-Zero

  • Infinity Regular
  • ****
  • Posts: 1411
  • Last Login:July 18, 2010, 11:11:29 PM
  • When i move throught the Ghetto i drive slow
Re: question
« Reply #5 on: January 02, 2008, 12:25:01 AM »
bump (srry if im bumping to early)

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: question
« Reply #6 on: January 02, 2008, 12:51:41 AM »
To explain all of that I will have to check to see what does each var made and its a lot of work ,I reccomend you  to start with somethin easier like the kfm


sig made by shullbocka

Offline Sub-Zero

  • Infinity Regular
  • ****
  • Posts: 1411
  • Last Login:July 18, 2010, 11:11:29 PM
  • When i move throught the Ghetto i drive slow
Re: question
« Reply #7 on: January 02, 2008, 12:55:27 AM »
To explain all of that I will have to check to see what does each var made and its a lot of work ,I reccomend you  to start with somethin easier like the kfm
well i just dont no what variables are used for ok they store numbers why do they store numbers and what are the numbers used for?


u can use one of ur chars as an example

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: question
« Reply #8 on: January 02, 2008, 01:41:05 AM »
To explain all of that I will have to check to see what does each var made and its a lot of work ,I reccomend you  to start with somethin easier like the kfm
well i just dont no what variables are used for ok they store numbers why do they store numbers and what are the numbers used for?


u can use one of ur chars as an example

each creator set the variables for their own requirements so its a lot of work to check what does each var makes.
If you have a more specific question I can check that char and tell you what to do :)


sig made by shullbocka

Offline Sub-Zero

  • Infinity Regular
  • ****
  • Posts: 1411
  • Last Login:July 18, 2010, 11:11:29 PM
  • When i move throught the Ghetto i drive slow
Re: question
« Reply #9 on: January 03, 2008, 09:03:46 PM »
this tut helped me a bit but i still dont undertsand what the need for variables are

Quote
O_O

You did all that with Eddie without using variables?!?! Woah!

Aoko wouldn't be anywhere without variables!! <3 Variables.


Here's the basic rundown.

60 int variables, i.e. they can store integer values e.g. -1, 0, 5, 444, -299, etc.

40 float variables, i.e. they can store real number values e.g. 6, -207.345, 3.141592653589793238462, etc.


All variables start out with the value 0 unless you override it in the common1.cns file, stateno 5900.

to set a variable:

[state <insert number>] ; this state can be in a statedef of a move, -1, -2, -3
type = varset ; the type - setting a variable equal to a value
trigger1 = ; the trigger for the variable to get set
v = <insert number> ; the int variable number, 0-59
value = <insert value> ; the value you wish to store into the variable

ex:

[state 190]
type = varset
trigger1 = time = 0
v = 1
value = 0

This code put in statedef 190 (the intro) will set int variable 1 equal to 0 at time 0.

If you want to reference a variable, such as for a trigger:

trigger1 = var(1) = 0

will trigger when variable 1 is equal to 0.

There's also the varadd, which lets you add a certain amount to a variable. Same setup as varset, but type = varadd.

Same set up for float variables, except you have fv = <insert number from 0-39>. You reference to them using fvar(<number>)

ex:

[state 190]
type = varset
trigger1 = time = 0
fv = 1
value = 0.5

trigger1 = fvar(1) < 1

For the afterimage.... I used your tutorial.


... I was too lazy to remove the comments........


[State -2, AfterImage]
type = AfterImage
trigger1 = var(4) = 0 ;AnimElem = ___        ;start at sprite image no.
trigger1 = time = 2
length = 1                    ;how long the images stay
time = 9999999999
palbright = 0,0,0                  ;affects brightness of afterimage R,G,B
palcontrast = 0,0,0                ;affects contrast R,G,B
paladd = 0,0,0                     ;color of afterimage added R,G,B
palmul = .5,.5,.5                   ;all 0 for a shadow image, add integers of 1 for solidish
timegap = 1                      ;delay before appears but too much looks retarted integers of 1
framegap = 1                     ;if u dont skip frames to use on ur afterimage u might have an epileptic attack
trans = add   ;transparency-use add"#"(means try something like add1),"none", or "sub"
ignorehitpause = 1               ;just keep at 1 -.-
persistent = 1                   ;same as above

So using this, Aoko has no after image when var(4) = 0. Put in state -2 so it affects all the time.

Oh look at that... I did remove the comments...

[State -2, AfterImage]
type = AfterImage
trigger1 = var(4) = 1 || var(4) = 2
trigger1 = time = 2
length = 10
time = 99999
palbright = 0,0,0
palcontrast = 0,0,0
paladd = 0,0,255
palmul = .5,.5,.5
timegap = 1
framegap = 1
trans = add
ignorehitpause = 1
persistent = 1

So this makes Aoko have a blue afterimage when var(4) equals 1 or 2.

I have trigger1 = time = 2 cause the var set to 1 or 2 or whatever is caused in a state change (heat burst). and if I didn't have that, then the after image wouldn't show up. I guess if I did it like that, MUGEN wouldn't recognize the variable changed, or something. So I set trigger1 = time = 2. You can't even tell the time difference. =P

As for damage dampener... I just figured this out a little bit ago... Doesn't work perfectly in certain situations, specifically when having tripped the opponent and countinuing the combo... For some reason if you trip the opponent it dampens more... o_O

In every statedef of every attack I have this:

[State 200]
type = varadd
triggerall = p2movetype = H
trigger1 = movehit = 1
v = 1
value = 1

[State 200]
type = varset
trigger1 = p2movetype != H
v = 1
value = 0

Which means that if the attack if the opponent, and they're still in a gethit state, increment var(1) by 1. So it's essentially counting how many moves are in the combo. Reset the counter if the opponent is no longer in a gethit state, cause the combo ended.

Then for damage... Well, Melty Blood damage scaling, each attack does less damage the more hits in the combo by a linear amount: decreases in strength by 3.125% per attack. So I did some rounding cause damage is only in integer values...

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30 - Var(1)

In this case, the base damage of the attack is 30, and then it dampens by the dampener variable for each hit. (3.125% of 30 is roughly one damage =P)

In other cases I have

damage = 175 - 5*var(1)

The base damage is 175 (it's a charge up move >_>) and it dampens by five times the dampener variable per hit. (3.125% of 175 is roughly 5)

That's how I made my damage dampener, and I like it a lot. ^_^

Hope this helps! =D

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: question
« Reply #10 on: January 03, 2008, 10:42:53 PM »
the vars are used to simplify codes, if you need to make something a lot of times you set that value as a var, for example making a chars that using differents palletes makes differents attack you set the var with a trigger1 = palno = x , and all the attacks that can be made with that pallete has to have a triggerall = var(x) =x.

There are a lot of things that can be made using vars :-??


sig made by shullbocka

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Street Fighter 1 Ultimate Ryu by ELECTRO
[May 22, 2024, 03:58:25 PM]


China Town (Revenge of Shinobi) by Lord_Enemil
[May 22, 2024, 03:02:10 PM]


Neon Light Force Demo by Uche_of_IMT
[May 22, 2024, 10:21:37 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by Uche_of_IMT
[May 21, 2024, 11:50:20 PM]


The Spider release + Spider-Man game by kobun
[May 21, 2024, 02:05:24 AM]


Let's all try it together! Yazawanainn gose breakdancing in MUGEN! by GTFoxN6Y
[May 18, 2024, 05:00:14 PM]


[WIP] Pocket Dimensional Clash 2 by O Ilusionista
[May 18, 2024, 11:17:34 AM]


Classic VS : Athena by ELECTRO
[May 15, 2024, 01:25:51 PM]


D2TD VS Showcase Thread by D2TD
[May 12, 2024, 10:20:11 AM]


Ballroom Hallway (1.1 Only/AIGS) by Vegaz by LightFlare
[May 09, 2024, 11:53:48 AM]

* IMT Calendar

May 2024
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 [23] 24 25
26 27 28 29 30 31

SimplePortal 2.3.5 © 2008-2012, SimplePortal