benhazard | Data: Quarta, 26/09/2012, 1:22 AM | Mensagem # 1 |
Aprendiz Destaque
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| Quero Fazer que uma voadora da Pan, possa atravessar/Rasgar o P2 no meio quando ela atinge um combo perfeito, alto. mas por alguma razão, o Trigger do Changestate entra em conflito com o Trigger do PlayerPush.
Alguém já teve de resolver isso uma vez, tem a chave do problema que gera isso?
;--------------------------------------------------------------------------- ;Angel Bird Hold [Statedef 645] type = U movetype = A physics = N ctrl = 0 velset = 0,0 sprpriority = 1 anim = 645 hitcountpersist = 1
;[State 220, Hold] ;type = VarSet ;triggerall = (command != "hold_a" && command != "hold_b")||(command = "hold_a" && command = "hold_b") ;trigger1 = time <= 9 ;v = 27 ;value = 0 ;persistent = 1
;[State 220, Now] ;type = VarSet ;triggerall = command = "hold_a" && command = "hold_b" ;trigger1 = time = 10 ;v = 27 ;value = 1 ;persistent = 1
[State 220, Next] type = ChangeState triggerall = time > 2 trigger1 = (command != "hold_a" && command != "hold_b") trigger2 = time = 10 value = 646 ctrl = 0 ;----------------------------------------------------------------------------------------- ;Angel Bird Start [StateDef 646] type = A movetype= A physics = A velset = 0,0 ctrl = 0 anim = 646 poweradd = 50 sprpriority = 1
[State 0, AfterImage] type = AfterImage trigger1 = time = 4 time = 20 length = 10 palinvertall = 0 palcolor = 256 palbright = 10,10,10 palcontrast = 90,30,100 paladd = 25,30,35 palmul = .45,.65,.75 timegap = 1 framegap = 1 trans = Add
[State 0, PlaySnd] type = PlaySnd trigger1 = Animelem = 2 value = S0,1 persistent = 0
[State 0, VelAdd] type = Velset trigger1 = !time x = ceil(3.94*2.4) y = floor(2.25*2.4)
[State 0, NotHitBy] type = NotHitBy trigger1 = 1 value = SCA time = 1
[State 646, Kick.S] type = Explod trigger1 = animelem = 3 anim = 7017 id = 7017 bindtime = -1 postype = p1 pos = 24, -8 ownpal = 0 scale = 0.6, 0.6 sprpriority = 3 removetime = -2
[State 646, 1] type = HitDef trigger1 = AnimElem = 2 attr = S, NA damage = 70,12 animtype = Hard guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 13,15 sparkno = -1 sparkxy = -10, -20 hitsound = S1, 5 guardsound = S2,0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 fall = 1
[State 646, Sucess] type = Changestate triggerall = movecontact trigger1 = hitcount < 5 value = 647
[State 646, PlayerPush] type = PlayerPush triggerall = movecontact trigger1 = hitcount >= 5 value = 0
[State 646, Fail] type = Changestate trigger1 = animtime = 0 value = 50
;--------------------------------------------------------------------------- ;Angel Bird End [Statedef 647] type = A movetype = A physics = A juggle = 0 ctrl = 0 anim = 49
[State 647, velcet] type = velset trigger1 = time = 0 x = -3 y = -6
[State 647, end] type = ChangeState trigger1 = time = 60 value = 50 ctrl = 0
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Thunderbert | Data: Quarta, 26/09/2012, 2:13 PM | Mensagem # 2 |
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| Eu recomendaria vc ler os docs do MUGEN sobre o trigger HitCount xD
mas como eu sou legal já vou postar aqui:
Hitcount:
Returns the number times the player's current attack move has hit one or more opponents. This value is valid only for a single state; after any state change, it resets to 0. To prevent it from resetting to 0, set hitcountpersist in the StateDef (see cns documentation for details). The HitCount and UniqHitCount triggers differ only when the player is hitting more than one opponent. In the case where the player is hitting two opponents with the same attack, HitCount will increase by 1 for every hit, while UniqHitCount increases by 2.
HitCountPersist:
If set to 1, the hit counter (how many hits this attack has done) will be carried over from the previous state to this state. If set to 0 (the default), the hit counter will be reset upon state transition. This parameter does not affect the combo counter which is displayed on the screen. See the HitCount and UniqHitCount trigger documentation for how to check the hit counter.
O HitCountPersist vc coloca na declaração do StateDef mesmo, logo abaixo da Anim, Type, MoveType e etc ^^
Vlw MD ² Vlw Baka-Sennin Vlw FM ²
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