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Adding MVC2 hyper BG


Drakenstorms
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You should try the MvC2 Hyper BGS I uploaded, the backgrounds are smoother but I don't know if they're high-res. Anyway, you have to add them as an explod and give them a negative priority. Check the MvC2 version of WereGarurumon I uploaded and check his hyper move coding. It should give you an idea how to do it.

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The BG is an explod. 

 

;Triple Wolf Claw (Hyper)
[statedef 3199]
type    = S
movetype= A
physics = S
juggle= 0
ctrl = 0
velset = 0,0
anim = 3200
sprpriority = 2
 
[state 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1
 
[state 0,1]
type = RemoveExplod
trigger1 = !time
ID = 998
 
[state Inc DHC Var]
type = VarAdd
trigger1 = AnimElem = 1
v = 31
value = 1
 
 
[state 9999, 0]
type = Helper
trigger1 = AnimElem = 1
pos = 0, 0
postype = p1
stateno = 9999
helpertype = normal
name = "Super Trigger"
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
 
[state 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -1, -70
anim = s8001
poweradd = -1000
time = 35
movetime = 2
darken = 1
unhittable = 1
ignorehitpause = 1
 
[state 0, ScreenBound]
type = ScreenBound
trigger1 = Time = 1
value = 1
movecamera = 1,1
 
 
 
[state 3900, 1]  :::THIS IS THE HYPER BG CODING but ignore the var(31), That was because I had the Green and Red BGs implemented as well for chain-hyper attacking:::
type = Explod
trigger1 = AnimElem = 2
anim = 15000 + var(31)
pos = 160,240
postype = back
supermove = 1
facing = 1
bindtime = 700
sprpriority = -10
removetime = 800
scale = 1,1
removeongethit = 1
ID = 998
pausemovetime = 9999999
ownpal = 1
 
[state 1001, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
 
 
 
[state 1001, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, HA
animtype  = Hard
damage    = 35,10
guardflag = MA
pausetime = 6,12
sparkno = s8880
sparkxy = -10,-70
hitsound   = s7,5
guardsound = s17,0
guard.sparkno = s6767
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.5,-4
fall= 0
 
 
[state 1001, 2]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
attr = S, HA
animtype  = Hard
damage    = 35,10
guardflag = MA
pausetime = 6,12
sparkno = s8880
sparkxy = -10,-70
hitsound   = s7,5
guardsound = s17,0
guard.sparkno = s6767
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.5,-4
fall= 0
 
[state 1001, 2]
type = HitDef
trigger1 = AnimElem = 16
trigger2 = AnimElem = 17
trigger3 = AnimElem = 18
attr = S, HA
animtype  = Hard
damage    = 35,10
guardflag = MA
pausetime = 6,12
sparkno = s8880
sparkxy = -10,-70
hitsound   = s7,5
guardsound = s17,0
guard.sparkno = s6767
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.5,-4
fall= 1
 
 
[state 3101,10]
type = VelSet
trigger1 = time >= 1 && time < 63
x = 2
 
[state 3101,10]
type = VelSet
trigger1 = time >= 64
x = 0
 
[state 1001, 3]
type = SprPriority
trigger1 = AnimElem = 5
value = 2
 
[state 200, 6]
type = RemoveExplod
trigger1 = AnimElem = 19
ID = 998
 
[state 1001, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
[state 1001, 5]
type = PlaySnd
trigger1 = Animelem = 2
trigger2 = Animelem = 8
trigger3 = Animelem = 14
value = 999, 0
channel = 5
 

 

And as WinMugen said, this should be in the help section, not request.

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