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Posts
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Posts posted by dududu19
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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!!!
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I know yukaripigeon hahahahahah! Sorry for my caps :p
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I LOVE ALL CHARS MICHAEL AMAROS CREATE
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GREAT WORK CHUCHORYU I LOVE TO SEE YOUR WORKS AND HOPE YOU CAN IMPROVE YOUR CODE SKILLS IN FUTURE
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Where's is this Marisa from???? I want her XD
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Yes , but thanks for help and give me your attention
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Now with Borewood's help I put "projremovetime = 0" and It worked :
[state 1100, projectile]type = projectiletrigger1 = AnimElem = 5;9ProjID = 1160;1200;1100projanim = 1160;1120projhitanim = 1160;1130projremovetime = 0;projhits = 4;velocity = 4 ;+ 2*(var(5))projedgebound = 0attr = A, SPhitflag = MAFguardflag = MAanimtype = hardground.type = highair.type = lowpriority = 4, hitdamage = 95,10getpower = 100,100givepower = 50,50sparkno = -1;s23guard.sparkno = -1;s7305sparkxy = 100, -58hitsound = s140,3guardsound = s150,2pausetime = 0,20ground.slidetime = 15ground.hittime = 24ground.velocity = -4.12guard.pausetime = 0,20guard.slidetime = 14guard.hittime = 19guard.ctrtime = 19guard.velocity = -4.12air.velocity = -2,-3.5palfx.time = 44 ; Burning pal fx code by Sanderpalfx.add = 40,-70,-200palfx.sinadd = 40,30,0,10palfx.color = 0palfx.invertall = 1fall = 1Now the problem solved
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That was the problem
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IT WORKED THANK YOU BOREWOOD I JUST INCLUDE projremovetime = 0 AND NOW WHEN P2 DODGE OR JUMP THE PROJECTILE DISAPPEAR NORMALLY
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Thank you very much ^^
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CMD:
;SUPERhadouken CHAO[state -1, imita-SUPERhadouken]type = ChangeStatevalue = 6000triggerall = prevstateno != 1040triggerall = command = "SUPERhadouken"triggerall = power >= 2000trigger1 = statetype = Strigger1 = ctrltrigger2 = statetype != Atrigger2 = hitdefattr = SC, NA, SA, HA -
CNS:[stateDef 6000]type = Smovetype = Aphysics = Sanim = 8000;1200;1100sprpriority = 2velset = 0,0ctrl = 0poweradd = 20juggle = 15juggle = 10[state 3200, super pause]type = SuperPausetrigger1 = AnimElem = 2;3anim = -1pos = -26,-76sound = s170,3time = 28;movetime = 28darken = 0poweradd = -2000[state 3200, dark background]type = EnvColortrigger1 = AnimElem = 2;3value = 0, 0, 0time = 28under = 1[state 2000]type = Explodtrigger1 = AnimElem = 2;1anim = 1371pos = -12,-66sprpriority = -3ownpal = 1bindtime = 1supermove = 1[state 2000]type = Explodtrigger1 = AnimElem = 2;1anim = 1370pos = -12,-66sprpriority = 20ownpal = 1bindtime = 1supermove = 1[state 3200,Explod]type = Explod;trigger1 = MoveHit NumExplod(2800) = 0trigger1 = MoveHit && AnimElem = 9, < 0; && NumExplod(2800) = 0persistent = 0anim = 2800id = 2800pos = 0, -60postype = P2sprpriority = 3bindtime = -1ownpal = 1facing = -1ignorehitpause = 1[state 1100, projectile sound]type = PlaySndtrigger1 = AnimElem = 9value = 130,2channel = 1[state 1100, voice]type = PlaySndtrigger1 = AnimElem = 4value = 40,2channel = 0[state 1100, projectile]type = projectiletrigger1 = AnimElem = 5;9ProjID = 1160;1200;1100projanim = 1160;1120projhitanim = 1160;1130;projhits = 4;velocity = 4 ;+ 2*(var(5))projedgebound = 0attr = A, SPhitflag = MAFguardflag = MAanimtype = hardground.type = highair.type = lowpriority = 4, hitdamage = 95,10getpower = 100,100givepower = 50,50sparkno = -1;s23guard.sparkno = -1;s7305sparkxy = 100, -58hitsound = s140,3guardsound = s150,2pausetime = 0,20ground.slidetime = 15ground.hittime = 24ground.velocity = -4.12guard.pausetime = 0,20guard.slidetime = 14guard.hittime = 19guard.ctrtime = 19guard.velocity = -4.12air.velocity = -2,-3.5palfx.time = 44 ; Burning pal fx code by Sanderpalfx.add = 40,-70,-200palfx.sinadd = 40,30,0,10palfx.color = 0palfx.invertall = 1fall = 1[state 1200, ennemy flame 1]type = Explodtriggerall = NumExplod(1152) = 0trigger1 = moveHitID = 1151anim = 1150pos = 10,-30postype = p2bindtime = 22;50removetime = 22;50sprpriority = 1ownpal = 1ignorehitpause = 1persistent = 0[state 1100, end state]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1
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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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the link is offline can you please upload ??? thanks friende ^^
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What about Rin Thosaka?????? did anyone released her yet???
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THANKS ERRORATU :D
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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
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WHAT ABOUT THIS ATHENA? ANY INFO?
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NICE EDIT KEEP DOING GOOD JOB TALK IS EASY I WANT TO KNOW SOME TO DO BETTER XD
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DO YOU HAVE THIS NYO WITH THAT STAND ANIMATION?
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IS THIS ATOMIC GUY RELEASED ?
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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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IS THIS WEREWOLF RELEASED YET?
Chuchoryu Chars General Update and CVS Naruto released
in [ 2014 ]
Posted
nice work chuchoryu glad to see your updates