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YungBlaze

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Posts posted by YungBlaze

  1. i gave it a shot and got it to work  im not 100% sure if i did it the right way but it works but iv run into a problem now when i get hit it get stuck in the air (till i jump at least)
     

    [Statedef 253, Blade 4]
    type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
    movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
    physics = s                      ;Physics: S-stand, C-crouch, A-air
    juggle  = 1                      ;Number of air juggle points move takes
    ;Commonly-used controllers:
    velset = 0,0                     ;Set velocity (x,y) (Def: no change)
    ctrl = 0                         ;Set ctrl (Def: no change)
    anim = 253                       ;Change animation (Def: no change)
    poweradd = 10                    ;Power to add (Def: 0)
    sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)
    
    
    
    [State 0, VelSet]
    type = VelSet
    trigger1 = AnimElem = 4
    x = 0.5
    y = -6.4
    
    [State 0, Gravity]
    type = Gravity
    trigger1 = time > 27
    ;ignorehitpause = 
    ;persistent = 
    
    [State 0, ChangeState]
    type = ChangeState
    triggerall = time > 27
    trigger1 = movetype = a
    trigger1 = Vel Y > 0 && Pos Y >= 0
    value = 52
    ctrl = 0
    
    
    
    
    
    [State 253, 1]
    type = HitDef
    trigger1 = AnimElem = 4
    trigger2 = AnimElem = 5
    trigger3 = AnimElem = 6
    trigger4 = AnimElem = 7
    trigger5 = AnimElem = 8
    attr = a, NA                     ;Attribute: Standing, Normal Attack
    damage = 23, 0                   ;Damage that move inflicts, guard damage
    animtype = light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
    guardflag = MA                   ;Flags on how move is to be guarded against
    hitflag = MAF                    ;Flags of conditions that move can hit
    priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
    ;Hit/Miss/Dodge type (Def: Hit)
    pausetime = 5, 5                 ;Time attacker pauses, time opponent shakes
    sparkno = 0                      ;Spark anim no (Def: set above)
    sparkxy = -40, -304              ;X-offset for the "hit spark" rel. to p2,
    ;Y-offset for the spark rel. to p1
    hitsound = 5, 0                  ;Sound to play on hit
    guardsound = 6, 0                ;Sound to play on guard
    ground.type = trip               ;Type: High, Low, Trip (def: Normal)
    ground.slidetime = 5             ;Time that the opponent slides back
    ground.hittime  = 20             ;Time opponent is in hit state
    ground.velocity = -0.5,-6.4              ;Velocity at which opponent is pushed
    airguard.velocity = -7.6,-3.2    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
    air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
    air.velocity = -0.5,-6.4          ;X-velocity at which opponent is pushed,
    ;Y-velocity at which opponent is pushed
    air.hittime = 20                 ;Time before opponent regains control in air
    
    [State 253, 2]
    type = PlaySnd
    trigger1 = Time = 1
    value = 0, 0
    
    [State 253, 3]
    type = ChangeState
    trigger1 = AnimTime = 12
    value = 52
    ctrl = 1
    
    
    

    this is how it came out

  2. how would i code a upper cut were  sprite leaves the floor then falls after last frame?

     

    what im going for: tried to wing it but failed he just goes up forever

    upe.gif?token_hash=AAEaIA7ThweIbBlAZbsjG

    [Statedef 253, Blade 4]
    type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
    movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
    physics = s                      ;Physics: S-stand, C-crouch, A-air
    juggle  = 1                      ;Number of air juggle points move takes
    ;Commonly-used controllers:
    velset = 0,0                     ;Set velocity (x,y) (Def: no change)
    ctrl = 0                         ;Set ctrl (Def: no change)
    anim = 253                       ;Change animation (Def: no change)
    poweradd = 10                    ;Power to add (Def: 0)
    sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)
    
    
    
    [State 0, VelSet]
    type = VelSet
    trigger1 = AnimElem = 3
    x = 0
    y = -5
    ;ignorehitpause = 
    ;persistent = 
    [State 0, ChangeAnim]
    type = ChangeAnim
    trigger1 = AnimElem = 12
    value = 41
    ;elem = 1
    ;ignorehitpause = 
    ;persistent = 
    
    
    
    
    [State 253, 1]
    type = HitDef
    trigger1 = AnimElem = 2
    trigger2 = AnimElem = 3
    trigger3 = AnimElem = 4
    trigger4 = AnimElem = 5
    attr = S, NA                     ;Attribute: Standing, Normal Attack
    damage = 23, 0                   ;Damage that move inflicts, guard damage
    animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
    guardflag = MA                   ;Flags on how move is to be guarded against
    hitflag = MAF                    ;Flags of conditions that move can hit
    priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
    ;Hit/Miss/Dodge type (Def: Hit)
    pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
    sparkno = 0                      ;Spark anim no (Def: set above)
    sparkxy = -40, -304              ;X-offset for the "hit spark" rel. to p2,
    ;Y-offset for the spark rel. to p1
    hitsound = 5, 0                  ;Sound to play on hit
    guardsound = 6, 0                ;Sound to play on guard
    ground.type = High               ;Type: High, Low, Trip (def: Normal)
    ground.slidetime = 5             ;Time that the opponent slides back
    ground.hittime  = 10             ;Time opponent is in hit state
    ground.velocity = 0,-2.5           ;Velocity at which opponent is pushed
    airguard.velocity = -7.6,-3.2    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
    air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
    air.velocity = -5.6,-12          ;X-velocity at which opponent is pushed,
    ;Y-velocity at which opponent is pushed
    air.hittime = 15                 ;Time before opponent regains control in air
    
    [State 253, 2]
    type = PlaySnd
    trigger1 = Time = 1
    value = 0, 0
    
    [State 253, 3]
    type = ChangeState
    trigger1 = AnimTime = 12
    value = 4
    ctrl = 1
    
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