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dududu19

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Posts posted by dududu19

  1. 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 

  2. 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
  3. 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
  4. 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???????

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