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Kawan

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    Kawan reacted to Toasted Milque in im making my first mugen character which is a troglodyte Dungeons & Dragons: Tower of Doom and i need help coding a certain projectile   
    I'm not the best at explaining things, but I pasted a bit of code as an example on how to do arcing projectiles. This is merely an example so be sure to experiment on your own.
    ;------------------------------------------------------------------------------------------------
    [Statedef 1000]
    type    = A<---------------Make sure the type is A(air) since you're tossing the flask up in the air
    movetype= A<-----------Naturally, this should be set A given it's a projectile Attack
    physics = N<------------Since gravity shouldn't have the same effect on a small incendiary as it does a smelly fish monster, set this to N
    anim = 1000<-------------Oil flask animation(set this value to whatever number the Oil flask animation is in the .Air file, You can open air files with any version of Fighter Factory)
    sprpriority = 2
    velset = 2,-11<-----------The left number is horizontal velocity(how fast it goes forward) while the right number is vertical velocity(how fast it moves upward).
     
    [State 1000, Gravity]<----This block triggers gravity to activate, this is so the Oil Flask doesn't fly upward endlessly. It also creates the arc for the move.
    type = Gravity
    trigger1 = 1
     
    [State 1000, Gravity Alt] <-Alternatively, this block can be used instead. This one will give you more control of Flask's trajectory, but playtesting is recommended as it's easier to mess up
    type = VelAdd
    Trigger1 = 1<------------Setting this to 1 means it's active during the entire time the flask is out. You can also try Animtime >=(insert number) if you want to specify when gravity triggers
    y = .4<------------------This value influences the gravity effect on the flask. Make sure you place a decimal next to number(like how it's shown in the example) or the gravity will be too strong
     
    [State 1000, end]<-----This block is imperative since it's needed for the flask to burst into flames when it hits the ground
    type = ChangeState
    trigger1 = pos y > -vel y<This is generally enough for this to work, though you can play around with this if you think the Flask bursts too high above the ground or too far below.
    value = 1010<----------Set this value to the state number that has the flask burst into flames.
     
  2. Upvote
    Kawan got a reaction from CoolAnimeHustler in Welcome to MFFA! Introduce yourself here!   
    nice to meet you all! 😄
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