Ребятишечки, помогите мне, создал для перса вторую форму, но при получении урона, он переходит в первую форму, все вроде правильно прописал, в стейте 5000 и т.д., может где-то надо еще что-то написать?))
; HITG_SHAKE [Statedef 5000] type = S movetype= H physics = N velset = 0,0
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim triggerall = var(10) = 0 trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim triggerall = var(10) = 0 trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030
[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim triggerall = var(10) = 0 trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5000, 4] ;Freeze anim type = ChangeAnim triggerall = var(10) = 0 trigger1 = Time > 0 value = anim
[State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet triggerall = var(10) = 0 trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a
[State 0, ChangeAnim] type = ChangeAnim trigger1 = !time trigger1 = var(10) = 1 value = 100007
; HITG_SHAKE [Statedef 5000] type = S movetype= H physics = N velset = 0,0
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 & var(10) = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 & var(10) = 1 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),300,310) + GetHitVar(animtype) тут где 300,310 ставь свою анимацию для второй формы
[State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 & var(10) = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030
[State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 & var(10) = 1 trigger1 = GetHitVar(animtype) = [3,5] value = 330- тут свою анимацию анимацию для 2 формы
[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim
[State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a
[State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5001 ;HITG_SLIDE
[State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 5030
;--------------------------------------------------------------------------- ; HITG_SHAKE [Statedef 5000] type = S movetype= H physics = N velset = 0,0
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 & var(10) = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 & var(10) = 1 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),100007,100008) + GetHitVar(animtype)
[State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 & var(10) = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030
[State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 & var(10) = 1 trigger1 = GetHitVar(animtype) = [3,5] value = 100000
[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
[State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim
[State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a
[State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5001 ;HITG_SLIDE
[State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 5030
А теперь мне нужна помощь. Уже много бьюсь на этим никак не могу сделать. Например у мадары фул сусано. Спрайты мега большие и еле помещается даже в половину своего роста. Сусано то подогнать по размеру можно. И своего перса подогнать можно чтобы он крошечным стал. А вот как укоротить\увеличить противника загадка. Знаю 2 способа но они не реализуют полностью то, что хочу. Может, возможно, как то отдалять\приближать камеру в мугене?В коде с персом нельзя но может в арене?
Aragorn, можешь помочь я создал чидори для саске но когда он бежит то вместе с анимацией бега бежит анимация когда он сидя создает чидори? Вот почему так
Вот код чидори!
[StateDef 6500] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 29999 poweradd = 0 sprpriority = 2
[State 5500] type = poweradd trigger1 = time = 1 trigger1 = var(0) = 0 value = -3000
[State 5500] type = poweradd trigger1 = time = 1 trigger1 = var(0) > 0 value = -2500
[State 5500] type = envshake trigger1 = AnimElem = 10 time = 105