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como se pone efecto de rebote rival contra pared?

el Dom 19 Ago 2012 - 19:50
Bueno sere breve, tengo la duda:
mi idea es que el char peguelapatada y el oponente rebote en la pared algo asi como al estilo
Maxima de Kof

existe algun triggers para esto?
va en el cns
o va en el comando ?

saludos y pues gracias ha quien me saque la duda

Luego pongo captura o video.
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KILL
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Posts : 253
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Join date : 19/04/2011
Age : 24
Sexo : Masculino

Re: como se pone efecto de rebote rival contra pared?

el Lun 20 Ago 2012 - 0:05
pues es un estado y va en el cns y en el hitdef, te lo pondré fácil solo pega esto en cualquier cns hasta abajo, de preferencia donde este dicho ataque o poder y al hitdef le agregas p2stateno = 5400, si no le entiendes checas este temas es mio y ahi lo explico mejor suerte.

http://www.mugenteammexico.com/t2489-codigo-para-hacer-efecto-de-rebote

[Statedef 5400]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 0, HitFallSet]
type = HitFallSet
trigger1 = !Time
value = 0
ignorehitpause = 1[/color]

[State 5400, 0]
type = ChangeAnim
trigger1 = !Time
value = 5010

[State 5400, 1]
type = ChangeAnim
trigger1 = !AnimTime
value = 5010
elem = 2

[State 5400, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 5401

;-----------------------------
[Statedef 5401]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 0, VelSet]
type = VelSet
triggerall = Hitshakeover
trigger1 = Anim != [5400,5410]
x = (GetHitVar(xvel)*Facing)
y = GetHitVar(yvel)


[State 5050, 3]
type = VelAdd
triggerall = Hitshakeover
trigger1 = 1
y = GetHitVar(yaccel)

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 5

[State 5401, 0]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 5401, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5401, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 5401,3]
type = AfterImage
trigger1 = time = 5
time = 20
TimeGap = 1
FrameGap = 4
length = 10
trans = add1
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1

[State 5401, 4]
type = ChangeAnim
trigger1 = SelfAnimExist(5010) && !Time
value = 5010


[State 5401, 6]
type = turn
triggerall = facing = enemy,facing
trigger1 = !Time

[State 5401,10]
type = HitVelSet
trigger1 = !Time
x = 1

[State 5401,11]
type = PlaySnd
trigger1 = time > 0
trigger1 = backedgedist <= 20 ||Frontedgedist <= 20
value = F7,1

[State 5401,12]
type = EnvShake
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
time = 11;10
ampl = -6
freq = 120
phase = 0

[State 5401,13]
type = ChangeState
trigger1 = time > 0
trigger1 = backedgedist <= 20||Frontedgedist <= 20
value = 5402

[State 5401,14]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5100

;------------------------------
[Statedef 5402]
type = A
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 5402, 0]
type = PlayerPush
trigger1 = 0
value = 0

[State 5402, 1]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 5402, 2]
type = Afterimage
trigger1 = 1
time = 4
length = 6
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1

[State 5402, 3]
type = posadd
trigger1 = 1
x = Ifelse(Gametime%2=0,-1,1)

[State 0, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 1
value = 72
under = 1
pos = -20,Const(size.mid.pos.y)

[State 0, GameMakeAnim]
type = GameMakeAnim
trigger1 = Time = 1
value = 73
under = 0
pos = -20,Const(size.mid.pos.y)

[State 5402, 4]
type = ChangeState
trigger1 = Time = 3
value = 5403

;---------------------------------------
[Statedef 5403]
type = A
movetype= H
physics = N

[State 5403, hitfallset]
type = hitfallset
trigger1 = Time = 0
value = 0

[State 5403, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 5403, Vel X]
type = VelSet
trigger1 = Time = 0
x = .2

[State 5403, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 5403, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 5403, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 5403, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 5403, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 5403, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 5403, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100


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