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TEMAT: Chciałbym zaprogramować atak a'la orochi
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Tych ataków jest więcej niż jeden ale wkleję tylko jeden.
Ogólnie atak wygląda tak: [command] name = "Mu Ni Kaerou" command = ~D, DF, F, D, DF, F, x time = 20 ;Mu Ni Kaerou [State -1, Mu Ni Kaerou] type = ChangeState value = 2000 triggerall = !var(59) triggerall = command = "Mu Ni Kaerou" triggerall = Power >= 1000 trigger1 = statetype != A trigger1 = ctrl trigger2 = stateno = 200 trigger3 = stateno = 210 trigger4 = stateno = 215 && movecontact trigger5 = stateno = 230 && movecontact trigger6 = stateno = 240 && movecontact trigger7 = stateno = 245 && movecontact trigger8 = stateno = 300 && movecontact trigger9 = stateno = 400 && movecontact trigger10 = stateno = 410 && movecontact trigger11 = stateno = 430 && movecontact trigger12 = stateno = 440 trigger13 = stateno = 1035 && movecontact trigger14 = stateno = 1030 && movecontact trigger15 = stateno = 1000 &&time>0 trigger16 = stateno = 1010 &&time>0 ;------------------------------------------------------------------------------- ;Mu Ni Kaerou [Statedef 2000] type = S movetype = A physics = S juggle = 0 poweradd = 100 velset = 0,0 anim = 2000 ctrl = 0 [State 1] type = removeexplod trigger1 = time = 0 ID = 1031 [state 1000] type = nothitby trigger1 = 1 value = SCA [State 3100, 21] type = Helper triggerall = prevstateno = 1030 || prevstateno = 1035 || prevstateno = 1000 || prevstateno = 1010 trigger1 = time = 0 helpertype = normal name = "Super Cancel" ID = 8500 stateno = 8500 pos = 0,0 postype = left facing = 1 keyctrl = 0 ownpal = 1 supermovetime = 9999 pausemovetime = 9999 size.xscale = 1 size.yscale = 1 ignorehitpause = 1 [State 2000, ] type = SuperPause trigger1 = time = 0 anim = -1 poweradd = -1000 movetime = 32 time = 32 [State 100, EnvColor] type = EnvColor trigger1 = Time = [2,4] value = 255,255,255 time = 1 under = 1 [State 2000] type = AssertSpecial trigger1 = Time = [0,80] flag = NoFG flag2 = NOBG ignorehitpause = 1 [State 2000] type = Explod trigger1 = time = 5 anim = 7200 pos = 6,-130 sprpriority = -39 ownpal = 1 bindtime = 1 supermove = 1 [State 2000] type = Explod trigger1 = time = 12 anim = 7210 pos = 6,-130 sprpriority = 20 ownpal = 1 bindtime = 1 supermove = 1 [State 1000, NotHitBy] type = NotHitBy trigger1 = Time = [0,40] value = SCA [State 1000, ] type = PlaySnd trigger1 = time = 5 value = s9,0 [State 1000, ] type = PlaySnd trigger1 = time = 0 value = s10,0 [State 1000, ] type = PlaySnd trigger1 = time = 27 value = s10,7 [State 1000, ] type = PlaySnd trigger1 = time = 25 value = s12,8 persistent = 9 channel = 0 volume = 255 [State 1112,1 Explod] type = Explod trigger1 = time = 30 anim = 2002 id = 2002 sprpriority = -1 postype = back pos = 1,0 bindtime = -1 ownpal = 1 removeongethit = 1 supermove = 1 pausemove = 1 [State 200, ] type = HitDef triggerall = p2statetype != A trigger1 = time = 31 trigger2 = time = 36 trigger3 = time = 41 trigger4 = time = 46 trigger5 = time = 51 trigger6 = time = 56 trigger7 = time = 61 attr = A, HP damage = 10,15 animtype = Hard guardflag = M hitflag = MAF priority = 9, Hit pausetime = 0,0 getpower = 50,2 sparkno = s4025 guard.sparkno = s4120 sparkxy = -10,-70 + (floor(p2bodydist Y)) hitsound = -1 guardsound = s2,1 ground.type = hard ground.slidetime = -20 ground.hittime = 15 ground.velocity = 0 air.velocity = -5,-7 fall.recover = 0 [State 1000, Helper] type = Helper trigger1 = time = 40 helpertype = normal name = "Light" stateno = 2010 pos = 0,0 postype = back facing = 1 keyctrl = 0 ownpal = 1 [State 1000, ChangeState] type = ChangeState trigger1 = Time = 90 trigger2 = win value = 2001 ctrl = 0 ;------------------------------------------------------------------------------- [Statedef 2001] type = S ctrl = 0 anim = 2001 velset = 0,0 [State 1000, RemoveExplod] type = RemoveExplod trigger1 = win id = 2002 [State 1000, StopSnd] type = StopSnd trigger1 = win channel = 0 [State 1000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;Light Helper [Statedef 2010] type = A movetype = A physics = N anim = 2010 velset = 0,0 juggle = 0 poweradd = 0 ctrl = 0 sprpriority = 5 [State 3110, 2] type = BindToParent trigger1 = 1 facing = 0 pos = 0,0 [State 1000, Helper] type = Helper trigger1 = time = 0 helpertype = normal name = "Colicion" stateno = 2021 pos = 0,0 postype = back facing = 1 keyctrl = 0 ownpal = 1 [State 1000, Helper] type = Helper triggerall = numhelper(9910) <= 0 triggerall = parent,numhelper(9910) <= 0 trigger1 = winKo = 1 && movehit helpertype = normal name = "KO Flash" Id = 9910 stateno = 9910 pos = 0,0 postype = p1 facing = 1 ignorehitpause = 1 supermove = 1 pausemove = 1 pausemovetime = 99999 supermovetime = 99999 ownpal = 1 [State 1000, NotHitBy] type = NotHitBy trigger1 = Time = [0,40] value = SCA [State 1000, Pause] type = Pause triggerall = P2stateno = 5030 triggerall = time = [0,100] trigger1 = p2movetype = H time = 1 movetime = 1 ignorehitpause = 1 [State 200, ] type = HitDef trigger1 = time = 5 trigger2 = time = 10 trigger3 = time = 15 trigger4 = time = 20 trigger5 = time = 25 trigger6 = time = 30 trigger7 = time = 35 attr = A, HP damage = 53,18 animtype = Hard guardflag = M hitflag = MAF priority = 9, Hit pausetime = 0,0 getpower = 70,2 sparkno = s4025 guard.sparkno = s4120 sparkxy = -15,-95 + (floor(p2bodydist Y)) hitsound = -1 guardsound = s2,1 ground.type = hard ground.slidetime = 20 ground.hittime = 10 ground.velocity = 0 air.velocity = -5,-7 fall.recover = 0 [State 200, ] type = HitDef trigger1 = time = 40 attr = A, HP damage = 50,10 animtype = diagup guardflag = M hitflag = MAF priority = 9, Hit pausetime = 0,0 getpower = 60,2 sparkno = s4025 guard.sparkno = s4120 sparkxy = -15,-95 + (floor(p2bodydist Y)) hitsound = -1 guardsound = s2,1 ground.type = hard ground.slidetime = 0 ground.hittime = 10 ground.velocity = -7,-8 air.velocity = -5,-7 fall.recover = 0 fall = 1 guard.pausetime = 10,10 guard.slidetime = 18 guard.hittime = 15 [State 1000, DestroySelf] type = DestroySelf trigger1 = parent,stateno != 2000 persistent = 0 ;------------------------------------------------------------------------------- [StateDef 2021] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 2021 poweradd = 0 [State 3110, 2] type = BindToParent trigger1 = 1 facing = 0 pos = 30,-70 [state 1000] type = nothitby trigger1 = 1 value = SCA [state 1000] type = hitby trigger1 = 1 value = SCA,NP,SP [state 1000] type = hitoverride trigger1 = 1 attr = SCA,NP,SP stateno = 2021 ignorehitpause = 1 [state 1000, destroyself] type = destroyself trigger1 = time = 60 persistent = 0 ;------------------------------------------------------------------------------- [Begin Action 2000] 180,0, 0,0, 3, 180,1, 0,0, 3, 180,2, 0,0, 3, 180,3, 0,0, 3, 2000,0, 0,0, 3, 2000,1, 0,0, 15, Clsn1Default: 1 Clsn1[0] = -17, -133, 53, -37 Loopstart 2000,2, 0,0, 3, 2000,3, 0,0, 2, 2000,4, 0,0, 1, 2000,5, 0,0, 1, 2000,6, 0,0, 1, 2000,7, 0,0, 1, [Begin Action 2001] Clsn2: 1 Clsn2[0] = -15, -122, 16, -14 2000,8, 0,0, 9, Clsn2: 1 Clsn2[0] = -15, -122, 16, -14 2000,9, 0,0, 7, Clsn2: 1 Clsn2[0] = -15, -122, 16, -14 2000,10, 0,0, 7, Clsn2: 1 Clsn2[0] = -15, -122, 16, -14 2000,11, 0,0, 7, [Begin Action 2002] 2104,0, 0,0, 2, , A 2104,1, 0,0, 2, , A 2104,2, 0,0, 2, , A 2104,3, 0,0, 2, , A 2104,4, 0,0, 2, , A 2104,5, 0,0, 2, , A 2104,6, 0,0, 2, , A 2104,7, 0,0, 2, , A 2104,8, 0,0, 2, , A 2104,9, 0,0, 40, , A 2104,8, 0,0, 2, , A 2104,7, 0,0, 2, , A 2104,6, 0,0, 2, , A 2104,5, 0,0, 2, , A 2104,4, 0,0, 2, , A 2104,3, 0,0, 2, , A 2104,2, 0,0, 2, , A 2104,1, 0,0, 2, , A 2104,0, 0,0, 2, , A [Begin Action 2010] Clsn1: 1 Clsn1[0] = -999, -1000, 1001, 1000 -1,-1, 0,0, 1, [Begin Action 2021] Clsn2: 1 Clsn2[0] = -1000, -1000, 1000, 1000 -1,-1, 0,0, 1, Zapis np. sparkno = s4025 albo guard.sparkno = s4120 oznacza numer animacji przy trafieniu HitDefem a literka "s" oznacza że to animacja z pliku AIR postaci. Bez tej literki Mugen użyje animacji ze swojego fightfx.air. Większość kodu to efekty i przygotowanie do połączeń między innymi atakami, po obcięciu wyglądało to będzie mniej więcej tak: ;Mu Ni Kaerou [State -1, Mu Ni Kaerou] type = ChangeState value = 2000 triggerall = command = "Mu Ni Kaerou" triggerall = Power >= 1000 trigger1 = statetype != A trigger1 = ctrl ;-------------------------------------------- ;Mu Ni Kaerou [Statedef 2000] type = S movetype = A physics = S juggle = 0 poweradd = 100 velset = 0,0 anim = 2000 ctrl = 0 [state 1000] type = nothitby trigger1 = 1 value = SCA [State 2000, ] type = SuperPause trigger1 = time = 0 anim = -1 poweradd = -1000 movetime = 32 time = 32 [State 2000] type = AssertSpecial trigger1 = Time = [0,80] flag = NoFG flag2 = NOBG ignorehitpause = 1 [State 1000, NotHitBy] type = NotHitBy trigger1 = Time = [0,40] value = SCA [State 1112,1 Explod] type = Explod trigger1 = time = 30 anim = 2002 id = 2002 sprpriority = -1 postype = back pos = 1,0 bindtime = -1 ownpal = 1 removeongethit = 1 supermove = 1 pausemove = 1 [State 200,] type = HitDef triggerall = p2statetype != A trigger1 = time = 31 trigger2 = time = 36 trigger3 = time = 41 trigger4 = time = 46 trigger5 = time = 51 trigger6 = time = 56 trigger7 = time = 61 attr = A, HP damage = 10,15 animtype = Hard guardflag = M hitflag = MAF priority = 9, Hit pausetime = 0,0 getpower = 50,2 sparkno = s4025 guard.sparkno = s4120 sparkxy = -10,-70 + (floor(p2bodydist Y)) hitsound = -1 guardsound = s2,1 ground.type = hard ground.slidetime = -20 ground.hittime = 15 ground.velocity = 0 air.velocity = -5,-7 fall.recover = 0 [State 1000, Helper] type = Helper trigger1 = time = 40 helpertype = normal name = "Light" stateno = 2010 pos = 0,0 postype = back facing = 1 keyctrl = 0 ownpal = 1 [State 1000, ChangeState] type = ChangeState trigger1 = Time = 90 trigger2 = win value = 2001 ctrl = 0 ;------------------------------------------------------------------------------- [Statedef 2001] type = S ctrl = 0 anim = 2001 velset = 0,0 [State 1000, RemoveExplod] type = RemoveExplod trigger1 = win id = 2002 [State 1000, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------- ;Light Helper [Statedef 2010] type = A movetype = A physics = N anim = 2010 velset = 0,0 juggle = 0 poweradd = 0 ctrl = 0 sprpriority = 5 [State 3110, 2] type = BindToParent trigger1 = 1 facing = 0 pos = 0,0 [State 1000, Helper] type = Helper trigger1 = time = 0 helpertype = normal name = "Colicion" stateno = 2021 pos = 0,0 postype = back facing = 1 keyctrl = 0 ownpal = 1 [State 1000, NotHitBy] type = NotHitBy trigger1 = Time = [0,40] value = SCA [State 1000, Pause] type = Pause triggerall = P2stateno = 5030 triggerall = time = [0,100] trigger1 = p2movetype = H time = 1 movetime = 1 ignorehitpause = 1 [State 200, qbg’č‹`] type = HitDef trigger1 = time = 5 trigger2 = time = 10 trigger3 = time = 15 trigger4 = time = 20 trigger5 = time = 25 trigger6 = time = 30 trigger7 = time = 35 attr = A, HP damage = 53,18 animtype = Hard guardflag = M hitflag = MAF priority = 9, Hit pausetime = 0,0 getpower = 70,2 sparkno = s4025 guard.sparkno = s4120 sparkxy = -15,-95 + (floor(p2bodydist Y)) hitsound = -1 guardsound = s2,1 ground.type = hard ground.slidetime = 20 ground.hittime = 10 ground.velocity = 0 air.velocity = -5,-7 fall.recover = 0 [State 200, qbg’č‹`] type = HitDef trigger1 = time = 40 attr = A, HP damage = 50,10 animtype = diagup guardflag = M hitflag = MAF priority = 9, Hit pausetime = 0,0 getpower = 60,2 sparkno = s4025 guard.sparkno = s4120 sparkxy = -15,-95 + (floor(p2bodydist Y)) hitsound = -1 guardsound = s2,1 ground.type = hard ground.slidetime = 0 ground.hittime = 10 ground.velocity = -7,-8 air.velocity = -5,-7 fall.recover = 0 fall = 1 guard.pausetime = 10,10 guard.slidetime = 18 guard.hittime = 15 [State 1000, DestroySelf] type = DestroySelf trigger1 = parent,stateno != 2000 persistent = 0 ;------------------------------------------------------------------------------- ;Colicion [StateDef 2021] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 2021 poweradd = 0 [State 3110, 2] type = BindToParent trigger1 = 1 facing = 0 pos = 30,-70 [state 1000] type = nothitby trigger1 = 1 value = SCA [state 1000] type = hitby trigger1 = 1 value = SCA,NP,SP [state 1000] type = hitoverride trigger1 = 1 attr = SCA,NP,SP stateno = 2021 ignorehitpause = 1 [state 1000, destroyself] type = destroyself trigger1 = time = 60 persistent = 0 ;------------------------------------------------------------------------------- |
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