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Offline aa250

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A question I have
« on: September 21, 2009, 02:09:32 AM »
I have a question I want to make a certain hyper a level 2 gauge is it possible. Also if I wanted to change the time of certain move on how long it last. What I'm trying to do is make the Magnetic Shield Hyper last for ten seconds only.


This is the code for the Magnetic Shield
;Magnetic Shield
;---------------------------------------------------------------------------
;Magnetic Shield

[Statedef 4120]
type    = U
movetype= A
physics = N
juggle  = 4
velset = 0,0
anim = 4120
poweradd= 0
ctrl = 0
sprpriority = 2
facep2 = 1


[State 4120]
type = null;Explod
trigger1 = AnimElem = 1
anim = 7023
scale = .5,.5
ontop = 1
ownpal = 1

[State 4120]
type = SuperPause
trigger1 = Time = 4
anim = -1;S32701
sound = -1;S3000,3
poweradd = -2000
time = 60
movetime = 60
unhittable = 1
darken = 0


;about 8 ticks before 3110
[State 4120]
type = Helper
trigger1 = Time = 5
stateno = 33117
supermovetime = 9999
pausemovetime = 9999
pos = 0,-200
ownpal = 1
postype = back
size.xscale = 1
size.yscale = 1

[State 4120]
type = Helper
trigger1 = Time = 13
stateno = 33110
id = 33110
supermovetime = 9999
pausemovetime = 9999
pos = 1,-118
ownpal = 1



[State 4120]
type = null;NotHitBy
trigger1 = AnimElem = 4, >= 0
value = SCA


[State 4120]
type = null;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4120]
type = ChangeState
trigger1 = Time = 65
value = 4121
ctrl = 0


;---------------------------------------------------------------------------
;Magnetic Shield
[Statedef 4121]
type    = U
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
;anim = 4121
ctrl = 0
sprpriority = 2
facep2 = 1


[State 4121]
type = null;NotHitBy
trigger1 = 1
value = SCA


[State 4121]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 4121]
type = null;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4121]
type = null;AssertSpecial
trigger1 = 1
flag = nobg
flag1 = nofg

[State 4121]
type = null;Helper
trigger1 = Time = 0
stateno = 33120
ownpal = 1



[State 4121]
type = Varset
trigger1 = Time = 0
var(57) = 1

[State 4121]
type = Helper
trigger1 = Time = 0
stateno = 24120
id = 24120
ownpal = 1


[State 4121]
type = PalFx
trigger1 = Time = [1,20]
time = 8
add = 64,32,64
sinadd = 64,32,64,30


[State 4121]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4120,0



[State 4121]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002
ctrl = 1

Offline YD

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Re: A question I have
« Reply #1 on: September 21, 2009, 07:18:52 AM »
Ok first go to animation 24120 and on the first frame check the "LoopStart" box. Now go to statedef 24120 in the .cns and modify this portion of coding:

[State 24120]
type = ChangeState;DestroySelf
trigger1 = Root,var(57) = 0
value = 24121


To this:

[State 24120]
type = ChangeState;DestroySelf
trigger1 = Time = 520
value = 24121


Now you can adjust the time the shield is used by changing the time in the above listed code portion. I used 520 cause it gets you to 10 seconds but feel free to add more time to make it longer or less for........ well you get the picture. :)

I have a question I want to make a certain hyper a level 2 gauge is it possible.

I don't understand your question. Are you asking if it is possible to make a move work with a power gauge of 2000/level 2?

« Last Edit: September 21, 2009, 07:30:50 AM by youngdragun »

Offline aa250

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Re: A question I have
« Reply #2 on: September 21, 2009, 09:52:31 AM »
Wow that was fast it works thanks. About the question yeah that what I meant. :)

Offline YD

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Re: A question I have
« Reply #3 on: September 21, 2009, 01:19:45 PM »
Wow that was fast it works thanks. About the question yeah that what I meant. :)

To make a move only available as a level 2/ power 2000 option you need to alter the .cmd for the move and add in this line:

triggerall = Power = 2000
And change it to 1000 or 3000 for the corresponding effect.


Also make sure that the move code in the .cns itself has a "poweradd = -2000" so that it balances it out or some of the other nit picking mugen pusses will cry about it. :)

Offline aa250

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Re: A question I have
« Reply #4 on: September 22, 2009, 01:45:04 PM »
Okay I am having a bit of a problem with the shield when I tested it out in Arcade mode it didn't vanish and Magneto was hittable which isn't suppose to happen. The shield didn't go away for 10 seconds. I want him to be invincible for 10 seconds when the shield is on.
Also I found this code in the State 2
;Magnetic Shield
[State -2]
type = NotHitBy
trigger1 = var(57) >= 1
value = SCA

[State -2]
type = varadd
trigger1 = var(57) = [1,900]
var(57) = 1

[State -2]
type = varset
trigger1 = var(57) > 900
trigger2 = roundstate = 3
var(57) = 0
« Last Edit: September 22, 2009, 01:49:17 PM by aa250 »

Offline aa250

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Re: A question I have
« Reply #5 on: September 22, 2009, 11:43:37 PM »
Never mind I fixed it. :)

Offline aa250

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Re: A question I have
« Reply #6 on: September 24, 2009, 01:10:46 AM »
Just curious is it possible to make the shield break what I mean by that is let say he has his shield on and opponent is cyclops. cyclops does his Mega Optic Blast and the shield vanish because the damage was high so that why it would break. Would I have to give the shield life. LOL