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Mugen Форум | Сообщество разработчиков M.U.G.E.N Туториалы / Tutorials Помощь в кодинге |
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Дата: Воскресенье, 08.01.2012, 22:09 | Сообщение # 2
Помогите плз с targetlifeadd.
Мне нужно чтобы всем врагам во время боя отнимало N ХП в секунду. И ещё будет ли это каманда отнимать Хп у врагов у которых нету Синих рамок(которые отвечают за получение урона и тд)? |
Дата: Воскресенье, 08.01.2012, 22:53 | Сообщение # 4
ну в течение всего боя нужно (Стейт 2).
Мне хоть как бы чтобы работало вот пример кака я пробовал [State -2, TargetLifeAdd] type = TargetLifeAdd trigger1 = 1 value = -600 ID = -1 kill = 1 absolute = 0 Желательно, если бы, Вы расказали мне поподробнее про тригеры и Ид (-1 это все, 0 помоему только на себя) Почемуто этот код неработает.ТАм нужно написать переход или в тригере время установить? |
Дата: Воскресенье, 08.01.2012, 23:30 | Сообщение # 5
TargetLifeAdd
Добавляет указанную сумму к жизни всех целей, масштабированную умножателями защиты целей, если необходимо. Необходимые параметры: value = добавить_сумму (целое) Указанное количество добавляется к жизни каждой цели. Дополнительные параметры: ID = идентификатор (целое) Указывает идентификационный номер желаемой цели для действия. Только цели с этим ID будут задействованы. По умолчанию -1 (действует на все цели). kill = флаг_гибели (целое) Если 0, то отнимание жизни не переступит отметку в 1 очко на лайфбаре. По умолчанию 1. absolute = флаг_абсолютности (целое) Если 1, тогда параметр value не будет масштабироваться умножателями атаки и защиты. По умолчанию 0. Добавлено (08.01.2012, 23:30) |
Дата: Воскресенье, 08.01.2012, 23:34 | Сообщение # 6
Спасибо, но это я уже знаю. Мне бы подробнее про тригеры немоглибы вы лучше расказать?
Чтоб отнимание/прибаление Хп у целий Проиходило весь бой. К примеру стейт -2 лайфадд тригер1= 1 и тд прибовляет весь бой. А тут чтот эфекта нету некакого=( или возможно что у меня учтина защита и атака в параметре absolute? |
Дата: Воскресенье, 08.01.2012, 23:50 | Сообщение # 7
дело не в этом. Надеюсь ты понимаешь,что прописав этот код ты будешь отнимать жизни не у себя а у противника. Если напишешь trigger1=1 то жизни у тебя будут изменяться постоянно. Если trigger1= time<50 то жизни будут отниматься до 50 милисекунд. Чтобы отнимать у противника,нужно чтобы у тебя во всех анимациях были красные квадраты и в сейт -2 ставишь команду hitdef
Добавлено (08.01.2012, 23:50) |
Дата: Воскресенье, 12.02.2012, 15:00 | Сообщение # 13
AMaTePaCy, Я хз мб те нужен код комба?) вот из моего саске + комбинации в этом же комбо
Code [Statedef 200] 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 velset = 3,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 0 ;Power to add (Def: 0) sprpriority = 2 [State 0, Helper] type = Helper trigger1 = movehit = 1 trigger1 = target,time = 0 helpertype = normal ;player name = "Sparkno" stateno = 300 pos = 35,-40 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 size.xscale = 0.3 size.yscale = 0.3 [State 100, PlaySnd] type = PlaySnd trigger1 = animelem = 2 value = S0,1 [State 200, 1] type = HitDef trigger1 = animelem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 10, 5 ;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 = 0, 25 ;Time attacker pauses, time opponent shakes sparkno = S99999999 ;Spark anim no (Def: set above) guard.sparkno = S304 ;Spark anim no (Def: set above) sparkxy = -4, -38 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S0, 5 ;Sound to play on hit guardsound = S0, 8 ;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 = 12 ;Time opponent is in hit state ground.velocity = -5,0 ;Velocity at which opponent is pushed airguard.velocity = -5,0 ;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 = -5,0 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 envshake.time = 20 envshake.freq = 60 envshake.ampl = -2 envshake.phase = 90 ;Time before opponent regains control in air [State CHange] type = ChangeState trigger1 = time > 8 trigger1 = command = "a" value = 201 ctrl = 0 [State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 201] 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 velset = 3,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 201 ;Change animation (Def: no change) poweradd = 0 ;Power to add (Def: 0) sprpriority = 2 [State 0, Helper] type = Helper trigger1 = movehit = 1 trigger1 = target,time = 0 helpertype = normal ;player name = "Sparkno" stateno = 300 pos = 35,-40 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 size.xscale = 0.3 size.yscale = 0.3 [State 100, PlaySnd] type = PlaySnd trigger1 = animelem = 1 value = S0,1 [State 200, 1] type = HitDef trigger1 = animelem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 20, 10 ;Damage that move inflicts, guard damage animtype = Medium ;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 = 0, 25 ;Time attacker pauses, time opponent shakes sparkno = S99999999 ;Spark anim no (Def: set above) guard.sparkno = S304 ;Spark anim no (Def: set above) sparkxy = -4, -38 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S0, 6 ;Sound to play on hit guardsound =S0, 8 ;Sound to play on guard ground.type = Low ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 12 ;Time opponent is in hit state ground.velocity = -2,-4 ;Velocity at which opponent is pushed airguard.velocity = -2,-4 ;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 = -2,-4 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 envshake.time = 20 envshake.freq = 60 envshake.ampl = -2 envshake.phase = 90 ;Time before opponent regains control in air [State CHange] type = ChangeState trigger1 = time > 13 trigger1 = movehit trigger1 = command = "holdfwd" trigger1 = command = "a" value = 202 ctrl = 0 [State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 202] 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 velset = 3,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 202 ;Change animation (Def: no change) poweradd = 0 ;Power to add (Def: 0) sprpriority = 2 [State 0, Helper] type = Helper trigger1 = movehit = 1 trigger1 = target,time = 0 helpertype = normal ;player name = "Sparkno" stateno = 300 pos = 35,-40 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 100000 pausemovetime = 100000 ignorehitpause=1 size.xscale = 0.3 size.yscale = 0.3 [State 100, PlaySnd] type = PlaySnd trigger1 = (animelem = 1 || animelem = 6) value = S0,1 [State 200, 1] type = HitDef trigger1 = animelem = 2 attr = S, NA ;Attribute: Standing, Normal Attack damage = 30, 15 ;Damage that move inflicts, guard damage animtype = Heavy ;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 = 30, 50 ;Time attacker pauses, time opponent shakes sparkno = S99999999 ;Spark anim no (Def: set above) guard.sparkno = S304 ;Spark anim no (Def: set above) sparkxy = -4, -38 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S0, 6 ;Sound to play on hit guardsound = S0, 8 ;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 = 12 ;Time opponent is in hit state ground.velocity = 0,0 ;Velocity at which opponent is pushed airguard.velocity = 0,0 ;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 =0,0 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 [State 200, 1] type = HitDef trigger1 = animelem = 7 attr = S, NA ;Attribute: Standing, Normal Attack damage = 40, 20 ;Damage that move inflicts, guard damage animtype = Heavy ;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 = 0, 0 ;Time attacker pauses, time opponent shakes sparkno = S99999999 ;Spark anim no (Def: set above) guard.sparkno = S304 ;Spark anim no (Def: set above) sparkxy = -4, -38 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = S0, 7 ;Sound to play on hit guardsound = S0, 8 ;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 = 12 ;Time opponent is in hit state ground.velocity = -7,-6 ;Velocity at which opponent is pushed airguard.velocity = -7,-6 ;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 =-7,-6 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 envshake.time = 20 envshake.freq = 60 envshake.ampl = -2 envshake.phase = 90 ;Time before opponent regains control in air [State CHange] type = ChangeState trigger1 = time > 39 trigger1 = movehit value = 203 ctrl = 0 [State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 203] 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 velset = 3,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 203 ;Change animation (Def: no change) poweradd = 0 ;Power to add (Def: 0) sprpriority = 2 [State 0, Helper] type = Helper trigger1 = time = 6 helpertype = normal stateno = 204 pos = 10,-38 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 size.xscale = 0.3 size.yscale = 0.3 [State 0, Helper] type = Helper trigger1 = time = 8 helpertype = normal stateno = 204 pos = -10,-48 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 size.xscale = 0.3 size.yscale = 0.3 [State 0, Helper] type = Helper trigger1 = time = 10 helpertype = normal stateno = 204 pos = 15,-28 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 size.xscale = 0.3 size.yscale = 0.3 [State 0, Helper] type = Helper trigger1 = time = 12 helpertype = normal stateno = 204 pos = -15,-34 postype = p1 facing = 1 keyctrl = 0 ownpal = 0 supermovetime = 0 pausemovetime = 0 size.xscale = 0.3 size.yscale = 0.3 [State 200, 5] type = ChangeState trigger1 = Time = 25 value = 0 ctrl = 1 [Statedef 204] type = S movetype= A physics = N velset = 0,0 juggle = 15 airjuggle = 15 poweradd= 0 anim = 1002 ctrl = 0 sprpriority = 4 [State 0, VelSet] type = VelSet trigger1 = 1 x = 10 [State 0, hitoverride] type = hitoverride trigger1 = 1 time = -1 attr = SCA,AA,AP,AT stateno = 205 ignorehitpause = 1 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, Explod] type = Explod trigger1 = movecontact trigger2 = FrontEdgeDist < 10 trigger3 = BackEdgeDist < -40 anim = 1003 ID = 1003 pos = (enemynear,const(size.mid.pos.x)),(enemynear,const(size.mid.pos.y))+20 random = 30,50 vel = 1,-2 postype = p2 ;p2,front,back,left,right bindtime = 1 removetime = -2 supermove pausemove scale = .3,.3 sprpriority = 1 ontop = 1 ownpal = 1 [State 0, PlaySnd] type = PlaySnd trigger1 = time = 0 value = S0,9 [State 0, HitDef] type = HitDef trigger1 = time>=0 attr = S, SA hitflag = MAF animtype = diagup damage = 20,10 pausetime = 0,0 sparkno = -1 sparkxy = -10,-15 hitsound = S111111,12 guardsound = 6,0 ground.type = High ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 ground.slidetime = 6 ground.hittime = 9 ground.velocity = -1,0 air.velocity = -1,0 air.fall = 1 fall = 1 numhits = 0 palfx.time = 40 palfx.add = 240,50,0 palfx.mul = 250,224,120 palfx.sinadd = 110,55,85,10 [State 0, DestroySelf] type = destroyself trigger1 = movecontact trigger2 = FrontEdgeDist < 10 trigger3 = BackEdgeDist < -40 [StateDef 205] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim =1003 poweradd = 0 sprpriority = 3 [State 0, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = noshadow [State 0, DestroySelf] type = DestroySelf trigger1 = AnimTime = 0 А вот это в кмд Code [State -1, Êîìáî 1] type = ChangeState value = 200 trigger1 = command = "a" trigger1 = statetype = S trigger1 = ctrl Ну это лично мой код)) там много эфектов и хелпер есть) так что)) Andriano, Кмд есть CMD |
Дата: Понедельник, 13.02.2012, 20:34 | Сообщение # 15
как сделать чтобы например пока удерживаю кнопку выдыхаемый огонь горел пока её не отпущу
и как сделать кунаи летящие в сторону врага Добавлено (13.02.2012, 20:34) |
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