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Redkid22107

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About Redkid22107

  • Birthday 02/21/2007

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    Male
  • Languages:
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  • Interests:
    Art,3D modeling
  • Games:
    Roblox, Yugioh, Dragon ball Legends
  • Animes:
    Dragon ball

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  1. I have a question with RemapPal. is it possible that I can have multiple RemapPal states. if so then am I doing something wrong? the state I am using: ;-------------------------------------------------------------------------------------------------------------------------------------------- ;UL [Statedef 1050] type = S movetype= A physics = S juggle = 60 velset = 0,0 ctrl = 0 anim = 1050 poweradd = -3000 sprpriority = 3 [State 0, VelAdd] type = VelAdd trigger1 = command = x = 1 [State 0, AttackMulSet] type = AttackMulSet trigger1 = animelem= 8 value = 2 [State 0, RemapPal-1] type = RemapPal trigger1 = animelem= 8 source = 1,1 dest = 2,1 [State 0, RemapPal-2] type = RemapPal trigger1 = animelem= 8 source = 1,2 dest = 2,2 [State 0, RemapPal-3] type = RemapPal trigger1 = animelem= 8 source = 1,3 dest = 2,3 [State 0, RemapPal-4] type = RemapPal trigger1 = animelem= 8 source = 1,4 dest = 2,4 [State 0, RemapPal-5] type = RemapPal trigger1 = animelem= 8 source = 1,5 dest = 2,5 [State 0, RemapPal-6] type = RemapPal trigger1 = animelem= 8 source = 1,6 dest = 2,6 [State 0, PlaySnd] type = PlaySnd trigger1 = animelem= 8 value = S10,10 volumescale = 200 [State 240, 1] type = HitDef trigger1 = AnimElem = 5 attr = S, NA damage = 0 animtype = Heavy guardflag = MA hitflag = MAF priority = 2, Hit pausetime = 0, 0 sparkno = 0 sparkxy = -40, -304 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 10 ground.velocity = -25,-15 airguard.velocity = -15,-10 air.type = High air.velocity = -20,-10 air.hittime = 15 air.fall=1 fall=1 fall.recover=1 [State 0, SuperPause] type = SuperPause trigger1 = animelem= 7 time = 30 anim = 100 sound = S12,1 pos = 21,-190 movetime = 0 darken = 1 p2defmul = 1 unhittable = 1 [State 0, EnvShake] type = EnvShake trigger1 = Movecontact time = 15 freq = 178 ampl = 6 [State 0, EnvShake] type = EnvShake trigger1 = Animelem= 12 time = 15 freq = 178 ampl = 6 [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
  2. Currently trying to make a Air Grab attack but I don't see any progress on my side, anything I'm missing anything? State: ;--------------------------------------------------------------------------- ;236M [Statedef 1020] type = S movetype= A physics = S juggle = 0 ctrl = 0 velset = 0,0 anim = 1020 [State 0, VelAdd] type = VelAdd trigger1 = animelem= 5 x = 14 y = -24 [State 0, VelSet] type = VelSet trigger1 = animelem= 13 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = animelem= 14 x = 6 [State 0, Gravity] type = Gravity trigger1 = Time > 32 [State 0, 1] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = AF priority = 1, Miss sparkno = -1 p2facing = 1 p1stateno = 1021 p2stateno = 1023 fall = 1 [State 1020, 4] type = ChangeState trigger1 = pos y > 0 && vel y > 0 value = 481 ctrl = 0 ;--------------------------------------------------------------------------- ;236M (Air) [Statedef 1021] type = S movetype= A physics = N anim = 1021 poweradd = 60 [State 0, Gravity] type = Gravity trigger1 = 1 [State 0, VelAdd] type = VelAdd trigger1 = animelem= 3 x = 8 y = 20 [State 10, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 79, -26 [State 10, Bind 2] type = TargetBind trigger1 = AnimElem = 2 pos = 19, -174 [State 10, Bind 3] type = TargetBind trigger1 = AnimElem = 3 pos = -23, -202 [State 10, Bind 4] type = TargetBind trigger1 = AnimElem = 4 pos = -65, -188 [State 10, Bind 5] type = TargetBind trigger1 = AnimElem = 5 pos = -69, -180 [State 10, Hurt] type = TargetLifeAdd trigger1 = pos y > 0 && vel y > 0 value = -1100 [State 10, Throw] type = TargetState trigger1 = pos y > 0 && vel y > 0 value = 1024 [State 1020, 4] type = ChangeState trigger1 = pos y > 0 && vel y > 0 value = 1022 ctrl = 0 ;-------------------------------------------------------------------------------------------------------------------------------------- ;236M - Land [Statedef 1022] type = S movetype= A physics = S anim = 1022 sprpriority = 1 velset = 0,0 [State 1021, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 1021, 3] type = ChangeState trigger1 = !time value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;236M (Player 2) [Statedef 1023] type = A movetype = H physics = S Anim = 1023 velset = 0,0 [State 20, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 1023 ;--------------------------------------------------------------------------- ;236M Aftermath [Statedef 1024] type = A movetype = H physics = S velset = 0,0 Anim = 1024 poweradd = 40 [State 0, Gravity] type = Gravity trigger1 = 1 [State 21, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 21, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 21, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground The Idea:
  3. Update found the problem and fixed!
  4. So I know I definitely did something wrong here, this is what I went with and all it did was heal the opponent instead, here is the state I went with: [Statedef 1050] type = S movetype= A physics = S velset = 0,0 ctrl = 0 anim = 1050 poweradd = -1000 sprpriority = 2 [State 0, AttackMulSet] type = AttackMulSet trigger1 = (Var(0) > 300) trigger2 = (var(300) > 0) value = 2 [State 90000, VarSet] type = VarSet trigger1 = (!Time) v = 0 value = 300 [State -3, VarAdd] type = VarAdd trigger1 = (Var(0) > 0) v = 0 value = -1 ignorehitpause = 1 [State 240, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
  5. I want to know how to add a timer effect to one of my character's move set, this example is how its planned to be, does anyone know the trick?
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