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ApolloAvalon

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Posts posted by ApolloAvalon

  1. I'm close to a beta 2 release for my Kid Goku.

    For the level 1 super for his Kamehameha, the beam itself doesn't appear, despite being coded properly.



    [spoiler = Command for Super]
    [State -1, Kamehameha!]
    type = ChangeState
    value = 3000
    triggerall = command = "Kamehameha!"
    triggerall = RoundState = 2 && StateType != A
    triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
    triggerall = ctrl || StateNo = 40 || StateNo = 52 || var(6)
    trigger1 = NumHelper(3005) <= 0
    trigger2 = NumHelper(3005) <= 1
    trigger2 = Helper(3005),StateNo = [3006,3007]



    [spoiler = Code for Super]

    [Statedef 3000]
    type=S
    movetype=A
    physics=N
    anim=3000
    poweradd=-1000
    ctrl=0
    velset=0,0
    sprpriority=1
    facep2=1
    
    [State 3000, No Corner Push]
    type=VarSet
    trigger1=!time
    fvar(5)=0
    [State 3000, Unguardable]
    type=VarSet
    trigger1=!time && NumEnemy
    var(17)=Ifelse((EnemyNear, StateNo=[120,155]),0,50)
    [State 3000, Super Cancel Flag]
    type=VarSet
    trigger1=!Time
    var(21)=(PrevStateNo=[1000,2999]) && var(6)
    [State 3000, Hyper Cancel Flag]
    type=VarSet
    trigger1=!Time
    var(22)=((prevstateno=[3000,4999]) && var(7)) || var(20)
    [State 3000, Super Cancel Flash]
    type=PalFX
    trigger1=var(21) || var(22)
    trigger1=!(Time % 2) && Time <=12
    time=1
    add=255,255,255
    ignoreHitPause=1
    
    [State 3000, SuperPause FX]
    type=Helper
    trigger1=!time
    helperType=Normal
    stateNo=8500
    ID=8500
    name="Superpause FX"
    posType=P1
    pos=0,-30
    superMoveTime=255
    size.xScale=1
    size.yScale=1
    ownPal=1
    [State 3000, SuperPause]
    type=SuperPause
    trigger1=AnimElem = 3
    time=50
    moveTime=49
    p2DefMul=1
    unHittable=1
    anim=-1
    sound=s8500,0
    darken=0
    poweradd=0
    
    [State 3000, 1];wŒ‚‚‰¹x
    type = PlaySnd
    trigger1 = AnimElem = 4
    value = 20,0
    
    [State 3000, 1];w‚©‚ß‚Í‚ß”g`Ix
    type = PlaySnd
    trigger1 = AnimElem = 3
    value = 1400,0
    
    [State 3000, Width]
    type=Width
    trigger1=AnimElemTime(5)>=0
    value=65,0
    
    [State 3000, NotHitBy]
    type=NotHitBy
    trigger1=AnimElemTime(6) < 0
    time=1
    value=SCA
    
    [State 3000, Kamehameha]
    type = helper
    trigger1 =animelem=4
    helpertype = normal
    stateno = 3005
    ID = 3005
    name = "Kamehameha"
    postype = p1
    pos = 0,0
    ownpal = 1
    persistent=0
    pauseMoveTime=255
    
    [State 3000, End]
    type = ChangeState
    trigger1 = !AnimTime
    value = 0
    ctrl = 1



    [spoiler = Helper for Super]

    [Statedef 3005]
    type=A
    physics=N
    movetype=A
    ctrl=0
    velset=0, 0
    sprpriority=4
    
    [State 3005, HitOverride]
    type=hitoverride
    trigger1=1
    time=-1
    attr=SCA, AA, AP, AT
    stateno=Ifelse(var(8)<10,3005,3006)
    ignorehitpause=1
    [State 3005, HB]
    type=hitby
    trigger1=1
    time=-1
    value=SCA, NP, SP, HP
    ignorehitpause=1
    
    [State 3005, BindToRoot]
    type = BindToRoot
    trigger1 =1
    pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000,0,25) * const(size.yScale))
    ignorehitpause =1
    
    [State 3005, ChangeAnim]
    type=ChangeAnim
    trigger1 =!time&&!prevstateno
    value=3005
    
    [State 3005, movehitvar]
    type=varset
    trigger1=movecontact && numtarget
    trigger1=!(target, ishelper)
    var(3)=1
    ignorehitpause=1
    [State 3005, VarAdd]
    type=VarAdd
    trigger1 =!time
    var(8)=1
    
    [State 3005, Assert]
    type=trans
    trigger1=1
    trans=addalpha
    alpha=256, 256
    ignorehitpause=1
    [State 3005, HitSound]
    type=playsnd
    trigger1=movehit && numtarget
    trigger1=target, time=0 && target, movetype=H
    value=2, 6
    channel=20+random%4
    persistent=0
    ignorehitpause=1
    [State 3005, AssertSpecial]
    type = AssertSpecial
    trigger1 = 1
    flag = noshadow
    ignorehitpause = 1
    
    [State 3005, hit]
    type=hitdef
    trigger1=1
    priority=4, Hit
    ID=3005
    attr=A, HP
    damage=floor(20*Ifelse(root,var(13)>14,root,fvar(10)/2,root,fvar(10))),4
    animtype=Hard
    hitflag=MAF
    guardflag=MA
    pausetime=4,1
    guard.pausetime=4,12
    sparkNo=-1
    guard.sparkNo=-1
    sparkXY=-1
    guardsound=s130,1
    ground.type=High
    ground.slidetime=2
    ground.hittime=32
    air.hittime=32
    ground.velocity=-4,-3
    guard.velocity=-5
    air.velocity=-4,-0.5
    airguard.velocity=-4,-1
    ground.cornerPush.velOff=0
    guard.cornerPush.velOff=0
    air.cornerPush.velOff=0
    fall=1
    air.recover=0
    fall.recover=0
    getpower=0,0
    givepower=18,18
    palFX.time=12
    palFX.add=255,255,255
    palFX.sinAdd=-255,-255,-255,48
    envshake.time=12
    envshake.ampl=5
    sprpriority=4
    forcestand=1
    
    [State 3005, TargetState]
    type = TargetState
    trigger1= movehit && numtarget(3005)
    trigger1= target(3005),Movetype=H&& !(target, time)
    value =3080
    ID = 3005
    ignorehitpause =1
    [State 3005, HitSpark]
    type=Helper
    trigger1= movecontact=1 && numtarget
    trigger1=(enemynear, movetype=H) && !(target,time)
    helperType=Normal
    stateNo=ifElse(MoveGuarded, 8001, 8005)
    ID=8000
    name="Spark"
    pos= ceil(p2bodydist x+20),ceil(-10+50*(root,statetype=A&&p2bodydist y>=-25))
    ownpal = 1
    facing = -1
    ignorehitpause = 1
    persistent=0
    size.xScale=1
    size.yScale=1
    pauseMoveTime=65535
    superMoveTime=65535
    
    [State 3005, Counter FX]
    type=Helper
    trigger1=MoveContact=1 && numtarget && var(9)
    trigger1=!(Target, HitShakeOver)
    helperType=Normal
    stateNo=8290
    ID=8290
    name="Counter FX"
    posType=P1
    pos=ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
    ownPal=1
    pauseMoveTime=65535
    superMoveTime=65535
    ignoreHitPause=1
    
    [State 3005, HitCount]
    type=ParentVarAdd
    trigger1=Movehit=1 && NumTarget
    var(13)=1
    ignorehitpause = 1
    persistent=0
    [State 3005, Juggle Points]
    type=ParentVarAdd
    trigger1=MoveContact=1 && NumTarget
    var(15)=1
    ignorehitpause = 1
    persistent=0
    [State 3005, ProjContact]
    type=VarSet
    trigger1=MoveContact=1 && NumTarget
    var(18)=1
    ignorehitpause = 1
    persistent=0
    [State 3005, ProjContact]
    type=ParentVarSet
    trigger1=MoveContact=1 && NumTarget
    trigger1=Root,StateNo=[3000,3025]
    var(18)=1
    ignorehitpause = 1
    persistent=0
    
    [State 3005, End]
    type=changestate
    trigger1=root,time<=20
    value=3007
    ignorehitpause=1
    [State 3005, End]
    type=destroyself
    trigger1=root,Movetype=H
    trigger2=root,stateno!=3000&&root,stateno!=3025
    trigger3=(root,stateno=3000|root,stateno=3025)&&root,animelemtime(19)>=0
    ignorehitpause=1
    [State 3005, Change]
    type=changestate
    trigger1=movecontact
    value=Ifelse(var(8)<10,3005,3006)
    ignorehitpause=1
    [State 3005, Change]
    type=changestate
    trigger1=root,animelemtime(15)>=0
    value=3006
    ignorehitpause=1
    ;------------------------------------------------------------------
    [Statedef 3006]
    type=A
    physics=N
    movetype=I
    ctrl=0
    velset=0,0
    sprpriority=4
    
    [State 3006, NotHitBy]
    type=NotHitBy
    trigger1 =1
    value=SCA
    ignorehitpause =1
    [State 3006, BindToRoot]
    type = BindToRoot
    trigger1 =1
    pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000|root,stateno=3050,-62,-84) * const(size.yScale))
    ignorehitpause =1
    [State 3006, AngleDraw]
    type = AngleDraw
    trigger1 =1
    scale =1,1-.075*time
    ignorehitpause =1
    [State 3006, AssertSpecial]
    type = AssertSpecial
    trigger1 = 1
    flag = noshadow
    ignorehitpause = 1
    
    [State 3006, Trans]
    type = Trans
    trigger1 = 1
    trans = addalpha
    alpha = 256-16*time,256
    ignorehitpause =1
    
    [State 3006, End]
    type=changestate
    trigger1=root,time<=20
    value=3007
    ignorehitpause=1
    [State 3006, DestroySelf]
    type = DestroySelf
    trigger1=root,stateno!=3000
    trigger2=root,stateno=!3000&&root,animelemtime(19)>=0
    trigger3=root,Movetype=H
    ignorehitpause =1
    ;------------------------------------------------------------------
    [Statedef 3007]
    type=A
    physics=N
    movetype=I
    anim=9999
    ctrl=0
    velset=0,0
    sprpriority=0
    
    [State 3007, NotHitBy]
    type=NotHitBy
    trigger1 =1
    value=SCA
    ignorehitpause =1
    [State 3005, AssertSpecial]
    type = AssertSpecial
    trigger1 = 1
    flag = noshadow
    flag2= Invisible
    ignorehitpause = 1
    
    [State 3007, DestroySelf]
    type = DestroySelf
    trigger1=time>=16
    trigger2=root,Movetype=H
    ignorehitpause =1



    I really want this beta to be played this weekend, so any help will be greatly appreciated.

  2. I can't seem to Code Infinite-Crisis' Deadpool's move correctly. It's not a simple copy and paste job. I'm trying to code them separately as you can see below.

    Weak means behind
    Medium means in front
    Hard means away
    EX means behind with state 220 on the end.

    ;-------------------------------------------------------------
    ;Afterimage (weak)
    [Statedef 1200]
    type = S
    movetype = I
    physics = N
    anim = 1200
    ctrl = 0
    velset = 0,0
    poweradd = 72 * !var(20)
    sprpriority = 1
    facep2 = 1
    
    [State 1200, Voice]
    type = PlaySnd
    trigger1 = animelem=1
    value = 1300,0
    channel =0
    
    [State 1200, Teleport Snd]
    type = PlaySnd
    trigger1 = animelem=3
    value = 1300,1
    channel=3
    
    [State 1200, Turn]
    type = Turn
    trigger1 = time = 14
    
    [State 1300, PosSet]
    type = Posset
    trigger1 =animelem=4
    x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))
    
    [State 1200, Helper]
    type = Helper
    trigger1 =animelem=4
    helpertype = normal ;player
    name = "Teleport-FX"
    ID = 1200
    stateno = 1240
    pos = 0,0
    postype = p1
    facing = 1
    ownpal = 1
    size.xscale =.5
    size.yscale =.5
    persistent=0
    
    [State 1200, End]
    type = ChangeState
    trigger1 =!AnimTime
    value = 0
    ctrl = 1
    ;-------------------------------------------------------------
    ;Afterimage (medium)
    [Statedef 1210]
    type = S
    movetype = I
    physics = N
    anim = 1210
    ctrl = 0
    velset = 0,0
    poweradd = 72 * !var(20)
    sprpriority = 1
    facep2 = 1
    
    [State 1210, Voice]
    type = PlaySnd
    trigger1 = animelem=1
    value = 1300,0
    channel =0
    
    [State 1210, Teleport Snd]
    type = PlaySnd
    trigger1 = animelem=3
    value = 1300,1
    channel=3
    
    [State 1210, Turn]
    type = Turn
    trigger1 = time = 14
    
    [State 1210, PosSet]
    type = Posset
    trigger1 =animelem=4
    x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))
    
    [State 1210, Helper]
    type = Helper
    trigger1 =animelem=4
    helpertype = normal ;player
    name = "Teleport-FX"
    ID = 1200
    stateno = 1240
    pos = 0,0
    postype = p1
    facing = 1
    ownpal = 1
    size.xscale =.5
    size.yscale =.5
    persistent=0
    
    [State 1210, End]
    type = ChangeState
    trigger1 =!AnimTime
    value = 0
    ctrl = 1
    ;-------------------------------------------------------------
    ;Afterimage (strong)
    [Statedef 1220]
    type = S
    movetype = I
    physics = N
    anim = 1220
    ctrl = 0
    velset = 0,0
    poweradd = 72 * !var(20)
    sprpriority = 1
    facep2 = 1
    
    [State 1220, Voice]
    type = PlaySnd
    trigger1 = animelem=1
    value = 1300,0
    channel =0
    
    [State 1220, Teleport Snd]
    type = PlaySnd
    trigger1 = animelem=3
    value = 1300,1
    channel=3
    
    [State 1220, Turn]
    type = Turn
    trigger1 = time = 14
    
    [State 1220, PosSet]
    type = Posset
    trigger1 =animelem=4
    x = Ifelse(!var(10),-200,Ifelse(var(10)=1,0,200))
    
    [State 1220, Helper]
    type = Helper
    trigger1 =animelem=4
    helpertype = normal ;player
    name = "Teleport-FX"
    ID = 1200
    stateno = 1240
    pos = 0,0
    postype = p1
    facing = 1
    ownpal = 1
    size.xscale =.5
    size.yscale =.5
    persistent=0
    
    [State 1220, End]
    type = ChangeState
    trigger1 =!AnimTime
    value = 0
    ctrl = 1
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