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dududu19

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Everything posted by dududu19

  1. Very good work man I love this chars specially his super turtle punch I've tried editing this code on sho from breakers and It was awesome xd!!!
  2. I know yukaripigeon hahahahahah! Sorry for my caps :p
  3. GREAT WORK CHUCHORYU I LOVE TO SEE YOUR WORKS AND HOPE YOU CAN IMPROVE YOUR CODE SKILLS IN FUTURE
  4. Where's is this Marisa from???? I want her XD
  5. Yes , but thanks for help and give me your attention
  6. Now with Borewood's help I put "projremovetime = 0" and It worked : [state 1100, projectile] type = projectile trigger1 = AnimElem = 5;9 ProjID = 1160;1200;1100 projanim = 1160;1120 projhitanim = 1160;1130 projremovetime = 0 ;projhits = 4 ;velocity = 4 ;+ 2*(var(5)) projedgebound = 0 attr = A, SP hitflag = MAF guardflag = MA animtype = hard ground.type = high air.type = low priority = 4, hit damage = 95,10 getpower = 100,100 givepower = 50,50 sparkno = -1;s23 guard.sparkno = -1;s7305 sparkxy = 100, -58 hitsound = s140,3 guardsound = s150,2 pausetime = 0,20 ground.slidetime = 15 ground.hittime = 24 ground.velocity = -4.12 guard.pausetime = 0,20 guard.slidetime = 14 guard.hittime = 19 guard.ctrtime = 19 guard.velocity = -4.12 air.velocity = -2,-3.5 palfx.time = 44 ; Burning pal fx code by Sander palfx.add = 40,-70,-200 palfx.sinadd = 40,30,0,10 palfx.color = 0 palfx.invertall = 1 fall = 1 Now the problem solved
  7. IT WORKED THANK YOU BOREWOOD I JUST INCLUDE projremovetime = 0 AND NOW WHEN P2 DODGE OR JUMP THE PROJECTILE DISAPPEAR NORMALLY
  8. CMD: ;SUPERhadouken CHAO [state -1, imita-SUPERhadouken] type = ChangeState value = 6000 triggerall = prevstateno != 1040 triggerall = command = "SUPERhadouken" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA
  9. CNS: [stateDef 6000] type = S movetype = A physics = S anim = 8000;1200;1100 sprpriority = 2 velset = 0,0 ctrl = 0 poweradd = 20 juggle = 15 juggle = 10 [state 3200, super pause] type = SuperPause trigger1 = AnimElem = 2;3 anim = -1 pos = -26,-76 sound = s170,3 time = 28 ;movetime = 28 darken = 0 poweradd = -2000 [state 3200, dark background] type = EnvColor trigger1 = AnimElem = 2;3 value = 0, 0, 0 time = 28 under = 1 [state 2000] type = Explod trigger1 = AnimElem = 2;1 anim = 1371 pos = -12,-66 sprpriority = -3 ownpal = 1 bindtime = 1 supermove = 1 [state 2000] type = Explod trigger1 = AnimElem = 2;1 anim = 1370 pos = -12,-66 sprpriority = 20 ownpal = 1 bindtime = 1 supermove = 1 [state 3200,Explod] type = Explod ;trigger1 = MoveHit NumExplod(2800) = 0 trigger1 = MoveHit && AnimElem = 9, < 0; && NumExplod(2800) = 0 persistent = 0 anim = 2800 id = 2800 pos = 0, -60 postype = P2 sprpriority = 3 bindtime = -1 ownpal = 1 facing = -1 ignorehitpause = 1 [state 1100, projectile sound] type = PlaySnd trigger1 = AnimElem = 9 value = 130,2 channel = 1 [state 1100, voice] type = PlaySnd trigger1 = AnimElem = 4 value = 40,2 channel = 0 [state 1100, projectile] type = projectile trigger1 = AnimElem = 5;9 ProjID = 1160;1200;1100 projanim = 1160;1120 projhitanim = 1160;1130 ;projhits = 4 ;velocity = 4 ;+ 2*(var(5)) projedgebound = 0 attr = A, SP hitflag = MAF guardflag = MA animtype = hard ground.type = high air.type = low priority = 4, hit damage = 95,10 getpower = 100,100 givepower = 50,50 sparkno = -1;s23 guard.sparkno = -1;s7305 sparkxy = 100, -58 hitsound = s140,3 guardsound = s150,2 pausetime = 0,20 ground.slidetime = 15 ground.hittime = 24 ground.velocity = -4.12 guard.pausetime = 0,20 guard.slidetime = 14 guard.hittime = 19 guard.ctrtime = 19 guard.velocity = -4.12 air.velocity = -2,-3.5 palfx.time = 44 ; Burning pal fx code by Sander palfx.add = 40,-70,-200 palfx.sinadd = 40,30,0,10 palfx.color = 0 palfx.invertall = 1 fall = 1 [state 1200, ennemy flame 1] type = Explod triggerall = NumExplod(1152) = 0 trigger1 = moveHit ID = 1151 anim = 1150 pos = 10,-30 postype = p2 bindtime = 22;50 removetime = 22;50 sprpriority = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1100, end state] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
  10. Well I'm doing an edit of Lynn Baker XI by author Faye & Roque edited by Zaiko with new move from level 3 I've used the same projectile code from Lynn normal fireball , but I changed to another animation I've created. The animation is normal, but the projectile I've put was a dragon from Last Blade Lee Rekka (I only used dragon sprites from him not the code) so when the player 2 is not hit by the dragon projectile it still appearing even after Lynn back to stand animation and only disappear when player 2 is hit or defend . Doen anyone know how to solve this problem please???????
  11. the link is offline can you please upload ??? thanks friende ^^
  12. What about Rin Thosaka?????? did anyone released her yet???
  13. YOU HELPED HIM, BUT WHAT ABOUT MEMBERS LIKE ME WHO HAVE SAME PROBLEM DO YOU HAVE ANY TUTORIAL? OR TIPS PLEASE? I'M GOING CRAZY WITH THIS PROBLEM
  14. NICE EDIT KEEP DOING GOOD JOB TALK IS EASY I WANT TO KNOW SOME TO DO BETTER XD
  15. Everyone say bad things about this creation , but none do better XD. If you all don't like why don't anyone make a better yugi ???????
  16. DO YOU HAVE THIS NYO WITH THAT STAND ANIMATION?
  17. THE IDEA WAS GOOD BUT HE NEED MORE PRATICE IN CODING CNS AND IF POSSIBLE FIX THESE SPRITES IT ALSO WOULD BE GOOD IF HE PUT HIM SMALLER HAHAHAHAHAHA XD
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