Сообщение отредактировал blister - Пятница, 10.08.2012, 19:04
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Дата: Четверг, 16.08.2012, 12:42 | Сообщение # 167
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?))
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Дата: Пятница, 17.08.2012, 12:04 | Сообщение # 169
Aragorn,
Все же правильно?_) ; 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 [State 0, HitOverride] type = HitOverride trigger1 = var(10) = 1 attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT slot = 1 stateno = 5000 time = 1 forceair = 0 [State 5000, 7] type = ChangeState triggerall = var(10) = 1 trigger1 = HitShakeOver trigger1 = HitOver trigger1 = GetHitVar(yvel) = 0 value = 100000 [State 5000, 7] type = ChangeState triggerall = var(10) = 1 trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) != 0 trigger1 = time > 1 value = 100008 [State 5000, 6] type = ChangeState triggerall = var(10) = 0 trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5001 ;HITG_SLIDE [State 5000, 7] type = ChangeState triggerall = var(10) = 0 trigger1 = HitShakeOver value = 5030 [State 5000, FFB Light] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 |
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Дата: Пятница, 17.08.2012, 13:43 | Сообщение # 174
; 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 [State 5000, FFB Light] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Light] type = ForceFeedback trigger1 = var(10) = 1 trigger1 = anim = 300 тут меняй trigger2 = var(10) = 1 trigger2 = anim = 310 и тут persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Medium] type = ForceFeedback trigger1 = var(10) = 1 trigger1 = anim = 301 - тут trigger2 = var(10) = 1 trigger2 = anim = 311-тут persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 [State 5000, FFB Hard] type = ForceFeedback triggerall = var(10) = 1 trigger1 = anim = 302-тут trigger2 = anim = 312-тут trigger3 = anim = 330-тут persistent = 0 time = 15 waveform = sinesquare ampl = 140 вот собственно и все. меняй анимации на тебе что у тебя есть |
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Дата: Пятница, 17.08.2012, 16:17 | Сообщение # 175
Aragorn,
Скажи, что я не правильно сделал, все тоже самое(( [Statedef 100007] type = S movetype = I physics = S sprpriority = 1 anim = 100007 velset = 0,0 ctrl = 0 [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT slot = 1 stateno = 5000 time = 1 forceair = 0 [State 0, LifeAdd] type = LifeAdd trigger1 = !time value = -gethitvar(damage) kill = 1 absolute = 0 [State 0, ChangeState] type = ChangeState trigger1 = hitshakeover = 1 trigger1 = gethitvar(yvel) != 0 trigger1 = hitover = 1 value = 100008 ctrl = 0 [State 0, ChangeState] type = ChangeState trigger1 = hitshakeover = 1 trigger1 = gethitvar(yvel) = 0 trigger1 = hitover = 1 value = 100000 ctrl = 0 [Statedef 100008] type = S movetype = I physics = S sprpriority = 1 anim = 100008 ctrl = 0 [State 0, VarSet] type = VarSet trigger1 = !time v = 10 ;fv = 10 value = 1 ;ignorehitpause = ;persistent = [State 0, HitOverride] type = HitOverride trigger1 = 1 attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT slot = 1 stateno = 5000 time = 1 forceair = 0 [State 0, VelSet] type = VelSet trigger1 = !time y = gethitvar(yvel) [State 0, VelSet] type = VelSet trigger1 = anim = 100008 x = -(abs(var(10))) [State 0, Gravity] type = Gravity trigger1 = pos y < 0 [State 0, PosSet] type = PosSet trigger1 = pos y > 0 y = 0 [State 0, VelSet] type = VelSet trigger1 = pos y > 0 y = 0 [State 0, ChangeState] type = ChangeState trigger1 = pos y = 0 && time > 0 value = 100009 ctrl = 0 [Statedef 100009] type = S movetype = I physics = S sprpriority = 1 anim = 100009 ctrl = 0 [State 0, VelSet] type = VelSet trigger1 = 1 y = 0 [State 0, ChangeState] type = ChangeState trigger1 = anim = 100009 && animtime = 0 value = 100000 ctrl = 0 И вот: ;--------------------------------------------------------------------------- ; 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 [State 5000, FFB Light] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Light] type = ForceFeedback trigger1 = var(10) = 1 trigger1 = anim = 100007 trigger2 = var(10) = 1 trigger2 = anim = 100008 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Medium] type = ForceFeedback trigger1 = var(10) = 1 trigger1 = anim = 100007 trigger2 = var(10) = 1 trigger2 = anim = 100008 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback triggerall = var(10) = 0 trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 [State 5000, FFB Hard] type = ForceFeedback triggerall = var(10) = 1 trigger1 = anim = 100007 trigger2 = anim = 100008 trigger3 = anim = 100009 persistent = 0 time = 15 waveform = sinesquare ampl = 140 |
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Дата: Среда, 22.08.2012, 20:12 | Сообщение # 177
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?
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Дата: Вторник, 28.08.2012, 17:52 | Сообщение # 178
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! |
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Дата: Вторник, 28.08.2012, 21:18 | Сообщение # 180
Aragorn, Ok!
Добавлено (28.08.2012, 21:18) |
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