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Sweets

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Posts posted by Sweets

  1. this is the code i use to stop all blocking.

    1.first you have to add a  common1 from a kong fu man folder to your char folder, just drag and drop.

    2.in common1 paste this code anywhere

    ;------------------------------------------------------------

    [State -3, AssertSpecial]
    type = AssertSpecial
    trigger1 = 1
    flag = nocrouchguard
    flag2 = noairguard
    ignorehitpause =  1
    persistent = 1

    ;---------------------------------------------------------

    3. i found that it is not 100 perfect unless u change all the attacks movetypes to H found on all the hitdefs

        movetype=H

    4. and all the projectiles have to be helper codes with movetype=H or esle the char still blocks

    5.its done no blocking 

     

    if someone finds a better let me know

  2.  

    I've added transformation codeing for standing state and walking state and it works. 

     

    I don't know we're to add it in the jumping states to make it work can I see anyone's coding.

     

    Thanks for helping use noobs

     

    ;---------------------------------------------------------------------------
    ; Jump Up
    [Statedef 50]
    type    = A
    physics = A

    [State 50, 1]
    type = VarSet
    trigger1 = Time = 0
    sysvar(1) = 0

    [State 50, 2]
    type = ChangeAnim
    trigger1 = Time = 0
    value = ifelse((vel x)=0,41,ifelse((vel x)>0, 42, 43))

    [State 50, 3]
    type = ChangeAnim
    trigger1 = Vel y > Const720p(-8)
    trigger1 = SelfAnimExist(anim + 3)
    trigger1 = anim >=41 && anim <= 43
    persistent = 0
    value = Anim + 3

    ;---------------------------------------------------------------------------

     

    Im coding tranfromation in this stlye for example

    value = ifelse(var(10)=0,20,30) 

  3. were could look to learn how to rip sounds from a game?

     

    12 hours ago, GarchompMatt said:

    I'm afraid I can't help you in that regard, as I too have no idea where to get them outside of ripping them from the game yourself.

    I might use a game recorder as a last resort.

  4. thanks bro

    I wanted to get sounds from digimon battle spirit but I cant find any website that has them. I made exact replicas of the chars and I would really like to get the sounds to make them perfact

    2 hours ago, GarchompMatt said:

    Audacity.

    Literally open your .mp3 up and resave as .wav.

    Heck, you can even batch convert to .wav.

     

    is there a way to get those hit sounds?

     

  5. HI, I'm coding my characters punches and kicks and they work fine. Then i had an idea. i wanted my characters punch attack to cause the enemy to knock up instead of knocking back.

    Is there a clean way to do this i want it to look nice.

     

    The reason why i want the enemy to knock up is because its a good way to start a combo

  6. Do you have fighter factory program? Your ganna need it to do this. Ill tell you how if you do have it.

    On ‎5‎/‎29‎/‎2016 at 8:40 AM, Risotto said:

    You just have to modify values in states files, some super moves are in the main cns,bwhen you have multiple cns files try to find the one with the moves inside. So open your char in fighter factory then go for the states files then use alt+f and search for the super move by typing the correct animation number then you will find the values you have to modify, usually the "damage" ones.

     

  7. srry but I guess it didn't work. I wanted the animation to be on top of the target even if the target walks or jumps or flys away you know  binding it no matter what.

     

    10 hours ago, Ryon said:

    you can use a bindtotarget code or a posset code.

    
    [State 0, BindToTarget]
    type = BindToTarget
    trigger1 = !time
    time = 99
    ID = -1
    pos = 0,0,Mid
    
    or
    
    
    [State 0, PosSet]
    type = PosSet
    trigger1 = 1
    x = target,pos x
    y = 0

     

     

  8. hey friends I used a helper code as a projectile and I wanted to add an animation to the enemy char when it gets hurt by the projectile. I wanted the animation to stick on the enemy even if he gets pushed back or falls. How could I code something like this.

     

    heres what I got so far.

     

    my char animation

    [statedef 220]

    type = a

    movetype= a

    physics = n

    ctrl = 0

    anim = 220

    sprpriority = 1

     

    [State 500, 1]

    type = Helper

    trigger1 =animelem= 14

    stateno = 229

    pos = 10,-28

    postype = p1

    ownpal = 1

    supermovetime = 0

    pausemovetime = 0

     

     

    [state 220, 2]

    type = playsnd

    trigger1 = time = 2

    value = 0,4

     

    [state 220, 3]

    type = changestate

    trigger1 = animtime = 0

    value = 0

    ctrl = 1

     

    ;---------------------------------------------------------------------------

    ;my actual  helper

    [statedef 229]

    type = a

    movetype= A

    physics = n

    ctrl = 0

    anim = 230 ;this is the projectile animetion

    sprpriority = 2

    velset = 1.8,-.08

     

    [State hitdef]

    type = HitDef

    trigger1 = time=0

    attr = S, NP

    hitflag = maf

    animtype = Medium

    damage = 30,0

    guardflag = MA

    pausetime = 1,15

    sparkno = s1

    hitsound = s5,2

    guardsound = s6,0

    ground.type = high

    ground.slidetime = 15

    ground.hittime = 15

    ground.velocity = -2.7,-3

    air.velocity = -4,3

     

    [State 229, 3]

    type = ChangeState

    trigger1 = movecontact

    trigger2 = vel y > 0

    trigger2 = pos y > -vel y

    value = 223

     

    ;-------------------------------------------------

    ;my exploding animation

    [statedef 223]

    type = A

    movetype= A

    physics = n

    anim =300

    ctrl = 0

    sprpriority = 2

    velset = 0,0

     

     

    [state safe pos ground]

    type = posset

    trigger1 = !time

    trigger1 = pos y > 0

    y = 0

    [State end]

    type = DestroySelf

    trigger1 = !animtime

     

     

  9. On 1/21/2016 at 8:03 AM, ShinLucho said:

    Your helper is already simple, it just need some fixs

     

     

    Thanks I wouldn't of gone this far without your help. I'm almost done with my char. I just need help with the controls or commands 

    I want to make them (up and x) but it hardly ever works it ether jumps 80℅ of the time or gabs

    *jabs

  10. Thanks ryon Ive been watching the tutorials very closely I'm really trying to understand codes. I read how velset effect my char and A or N phycis will effect my char in the air. 

    I think i messed up my helper code but I don't no where. I want it to shot straight down when my char is in the air. But My char won't summon my helper animation or hit the target player it just shows my exploding animation on the ground 

    Here is my code

    - 220 is my char shooting projectile

    -230 is the projectile it self

    -240 is my exploding animation

     

    [statedef 221] 
    type = A
    movetype= a
    physics = n
    juggle = 1
    ctrl = 0
    anim = 220 
    sprpriority = 1
     
     
     
    [State 221, 1] 
    type = Helper
    trigger1 = 1
    name = "power ball" 
    ID = 222 
    stateno = 222
    pos = 0,0
    postype = p1
    ownpal = 1 
    supermovetime = 0 
    pausemovetime = 0
    ;size.xscale =
    ;size.yscale =
    ;keyctrl = 0 
     
    [state 221, 2] 
    type = playsnd
    trigger1 = time = 2
    value = 0, 4 
     
    [state 221, 3]
    type = changestate 
    trigger1 = animtime = 0
    value = 0
    ctrl = 1
    ;---------------------------------------------------------------
    ;cammand jump special helper (projectile)itself
    [statedef 222] 
    type = A
    movetype= A
    physics = n 
    ctrl = 0
    anim = 230 
    sprpriority = 2 
    velset = 0,1
     
    [State 222, 1] 
    type = HitDef
    trigger1 = time = 0 
    attr = S, NA
    hitflag = maf
    animtype = Medium 
    damage = 200,0
    guardflag = MA
    pausetime = 1,1
    sparkno = s1
    hitsound = s5,2
    guardsound = s6,0
    ground.type = high
    ground.slidetime = 0
    ground.hittime = 0
    ground.velocity = 0
    air.velocity = 0,0
     
    [State 222, 2]
    type = ChangeState
    trigger1 = movecontact 
    value = 223
     
    [state 222, 3]
    type = changestate 
    trigger1 = POS Y > -5 / VEL Y > -5
    value = 224
     
    ;---------------------------------------------------------------
    ;cammand jump special helper (projectile) hitting player
    [statedef 223] 
    type = A
    movetype= A
    physics = n 
    ctrl = 0
    anim = 240 
    sprpriority = 2 
    velset = 0,0
     
     
    [State 223, 1]
    type = DestroySelf
    trigger1 = animtime = 0
     
    ;--------------------------------------------------------------
    ;cammand jump special helper (projectile) hitting ground
    [statedef 224] 
    type = A
    movetype= A
    physics = n 
    ctrl = 0
    anim = 240 
    sprpriority = 2 
    velset = 0,0
     
    [State 224, 1]
    type = PosSet
    trigger1 = 1
    y = 0
     
    [State 224, 2]
    type = DestroySelf
    trigger1 = animtime = 0
  11. hello guys I hope someone could help me out with coding my char. I figured out how to code normal punches and punches in the air. I'm now focused on projectiles. I know how to code projectile's while char is standing but I just can't for the life of me code my char shooting a projectile while in the air?

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