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Offline v

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Adding Hyper ports to a char?
« on: October 04, 2009, 05:22:45 PM »
okay, so i know how to swap out a new hyper port for the old one on whatever chars that have them already, but how do you had a hyper port to a character that currently does not have one that you can do the swap trick with?

Offline aa250

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Re: Adding Hyper ports to a char?
« Reply #1 on: October 04, 2009, 06:28:45 PM »
I spent like 3 hours last night doing this to Cyanide Black heart, but I was adding his MVC2 Portrait
The first thing you need to do is add this code to the cns of character
;---------------------------------------------------------------------------
; Hyper Portrait Helper
[Statedef 33117]
type    = S
movetype= I
physics = N
juggle  = 5
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 9800;32717
sprpriority = 0


[State 33117]
type = AssertSpecial
trigger1 = anim = 9800;32717
flag = noBG
flag2 = nobardisplay
flag3 = noFG
ignorehitpause = 1


[State 33117]
type  = Explod
trigger1 = Time = 0 && facing = 1
anim = 32717
postype = left;back
ID = 32717
sprpriority = -1
removetime = 10
pos = 0,0
scale = 0.55,0.55
bindtime = 5
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;vel = -7


[State 33117]
type  = Explod
trigger1 = Time = 0 && facing = -1
anim = 32717
postype = right;back
ID = 32717
sprpriority = -1
removetime = 10
pos = 0,0
scale = 0.55,0.55
bindtime = 5
facing = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;vel = -7

[State 33117]
type= Modifyexplod
trigger1 = Numexplod(32717) && Time <= 10
ID = 32717
scale = 1.3-(.13*(time)),1.3-(.13*(time))


[State 33117]
type  = Explod
trigger1 = Time = 10 && facing = 1
anim = 32717
postype = left
ID = 32717
sprpriority = -1
removetime = 50
pos = 0,0
scale = 0.55,0.55
;bindtime = -1
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
vel = -0.2


[State 33117]
type  = Explod
trigger1 = Time = 10 && facing = -1
anim = 32717
postype = right
ID = 32717
sprpriority = -1
removetime = 50
pos = 0,0
scale = 0.55,0.55
;bindtime = -1
facing = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
vel = 0.2


[State 33117]
type = RemoveExplod
trigger1 = Time > 17
trigger1 = NumHelper(33110) = 0
trigger2 = Parent,MoveType = H
id = 32717

[State 33117]
type = DestroySelf
trigger1 = Time > 17
trigger1 = NumHelper(33110) = 0
trigger2 = Parent,MoveType = H

Once you have done that you need to add the portrait to the character sprite file and animation for the sprite the group number would be 32717. The x and y axis would be 0,0

This would be the code you would add to the air (animation file)
;Hyper Portrait
[Begin Action 32717]
32717,0, 0,0, -1

Once you have done this you would need to find the hyper of character for example
;ARMAGEDDON
[statedef 3000]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3000
velset = 0,0
poweradd = -1000

[State 3010]
type = Helper
trigger1 = Time = 18
stateno = 33117
supermovetime = 9999
pausemovetime = 9999
pos = 0,-200
ownpal = 1
postype = back
size.xscale = 1
size.yscale = 1

[State 3010]
type = Helper
trigger1 = Time = 26
stateno = 33110
id = 33110
supermovetime = 9999
pausemovetime = 9999
pos = 22,-97
ownpal = 1

[state 3000]
type = explod
trigger1 = animelemtime(6) = 9
anim = 6056
removetime = 76
bindtime = -1
ownpal = 1
removeongethit = 1
pos = 64,-169
sprpriority = 2
persistent = 0

[state 3000]
type = explod
trigger1 = animelemtime(6) = 9
anim = 6055
removetime = 76
bindtime = -1
ownpal = 1
removeongethit = 1
pos = -64,-169
sprpriority = 2
persistent = 0

[state 3000]
type = helper
trigger1 = animelemtime(2) > 0
trigger1 = time = [60,148]
trigger1 = time%6 = 1
stateno = 3001
ID = 3000
pos = -80+random%130, -240
keyctrl = 0
ownpal = 1

[state 3000]
type = playsnd
trigger1 = time = 45
value = 3000,0
volume = 255

[state 3000]
type = playsnd
trigger1 = time = 45
value = 3000,1
volume = 255

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 45
time = 150
freq = 30
ampl = -9
phase = 50

[state 3000]
type = changeanim
trigger1 = time = 158
value = 3001

[state 3000]
type = changestate
trigger1 = animtime = 0 && anim = 3001
value = 0
ctrl = 1

This is one of Blackheart hyper add this Helper code in the beginning of the hyper
[State 3010]
type = Helper
trigger1 = Time = 18
stateno = 33117
supermovetime = 9999
pausemovetime = 9999
pos = 0,-200
ownpal = 1
postype = back
size.xscale = 1
size.yscale = 1

Make sure you change the the state because your might be different from mine

Offline v

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Re: Adding Hyper ports to a char?
« Reply #2 on: October 08, 2009, 01:06:22 PM »
wow, lots of great info there, but might be over my head as i've never messed with an animation file before.

are you saying just add those lines of code to both files and then make sure the hyper pic is the same sprite number as referred to in the code? that all i'd have to do?

and where exactly would i put it in their respective files, at the end fine?

Offline YD

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Re: Adding Hyper ports to a char?
« Reply #3 on: October 08, 2009, 04:00:37 PM »
Add this portion of code to the character's .cns file using either FF or notepad/wordpad: 


Code: [Select]
;---------------------------------------------------------------------------
; Hyper Portrait Helper
[Statedef 33117]
type    = S
movetype= I
physics = N
juggle  = 5
;poweradd= 65
ctrl = 0
velset = 0,0
anim = 9800;32717
sprpriority = 0


[State 33117]
type = AssertSpecial
trigger1 = anim = 9800;32717
flag = noBG
flag2 = nobardisplay
flag3 = noFG
ignorehitpause = 1


[State 33117]
type  = Explod
trigger1 = Time = 0 && facing = 1
anim = 32717
postype = left;back
ID = 32717
sprpriority = -1
removetime = 10
pos = 0,0
scale = 0.55,0.55
bindtime = 5
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;vel = -7


[State 33117]
type  = Explod
trigger1 = Time = 0 && facing = -1
anim = 32717
postype = right;back
ID = 32717
sprpriority = -1
removetime = 10
pos = 0,0
scale = 0.55,0.55
bindtime = 5
facing = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
;vel = -7

[State 33117]
type= Modifyexplod
trigger1 = Numexplod(32717) && Time <= 10
ID = 32717
scale = 1.3-(.13*(time)),1.3-(.13*(time))


[State 33117]
type  = Explod
trigger1 = Time = 10 && facing = 1
anim = 32717
postype = left
ID = 32717
sprpriority = -1
removetime = 50
pos = 0,0
scale = 0.55,0.55
;bindtime = -1
facing = 1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
vel = -0.2


[State 33117]
type  = Explod
trigger1 = Time = 10 && facing = -1
anim = 32717
postype = right
ID = 32717
sprpriority = -1
removetime = 50
pos = 0,0
scale = 0.55,0.55
;bindtime = -1
facing = -1
ignorehitpause = 1
supermovetime = 9999
pausemovetime = 9999
supermove = 9999
pausemove = 9999
vel = 0.2


[State 33117]
type = RemoveExplod
trigger1 = Time > 17
trigger1 = NumHelper(33110) = 0
trigger2 = Parent,MoveType = H
id = 32717

[State 33117]
type = DestroySelf
trigger1 = Time > 17
trigger1 = NumHelper(33110) = 0
trigger2 = Parent,MoveType = H
[/color]


This code can be placed anywhere you want but I would put it in numerical order just to be clean. You can change the number of the statedef also if you want but make sure its not already being used for another move or helper. Or just stick with the one AA250 provided. :thumbsup:

Next your going to take the portrait that you want to use and add it to the character's .sff file with FF, make sure to make both axis x and y "0" and then use the animation option to make an animation with the portrait.  Make sure the animation is a single frame and make sure both axis x and Y are "0" again and make time "-1"

Next your going to take this portion of code:



Code: [Select]
[State 3010]
type = Helper
trigger1 = Time = 18
stateno = 33117
supermovetime = 9999
pausemovetime = 9999
pos = 0,-200
ownpal = 1
postype = back
size.xscale = 1
size.yscale = 1
[/color]


And place it anywhere in the code of the move that you want that portrait to come in. Make sure to change the state number of the code portion to the number of the move your placing it in. And if all went well you should have a working hyper portrait in the move of your choice. If this instruction helps then good and give all credit to AA250. :watchmen:
« Last Edit: October 08, 2009, 04:03:49 PM by youngdragun »

Offline v

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Re: Adding Hyper ports to a char?
« Reply #4 on: October 08, 2009, 04:20:58 PM »
okay, i get the first part. and if i stick with those numbers, can probably just place at the end.

the second half i put in the .cmd file?

and value equals the move its associated with? and just place it after the state portion of whatever move in the .cmd file?

Offline YD

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Re: Adding Hyper ports to a char?
« Reply #5 on: October 08, 2009, 05:26:38 PM »
okay, i get the first part. and if i stick with those numbers, can probably just place at the end.

the second half i put in the .cmd file?

and value equals the move its associated with? and just place it after the state portion of whatever move in the .cmd file?

Everything is placed in the .cns file. The second portion of code goes in whatever move code you want the portrait to appear in.

Offline aa250

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Re: Adding Hyper ports to a char?
« Reply #6 on: October 11, 2009, 12:53:02 AM »
Yeah don't put anything in cmd file. everything goes in the cns file.

Offline Red hood

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Re: Adding Hyper ports to a char?
« Reply #7 on: October 12, 2009, 12:56:55 PM »
  :thumbsup: i will try this tomorrow on my chars thanks everyone  :)