Autor Thema: throw-move!! schadensenergie..  (Gelesen 808 mal)

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throw-move!! schadensenergie..
« am: 05. Dezember 2013, 13:50:10 »
yes, diesmal geht es um den throw-move.. ;D und bin mal wieder verzweifelt :( eigentlich ein amateurding wuerde ich sagen..es handelt sich um den energieabzug..also den schaden, den dieser move ausloest..--bei mir ist es der charakter terry bogard aus fatal fury special..also absolut retro..hat auch nur ein packer ;D er ist in leicht modifizierter version hier spielbar..das merkwuerdige ist, dass er ziemlich viel energie-also in relation zu den anderen moves- beim packen (throw-move) abzieht..--hab jetzt erstmal die cns datei geoeffnet und allgemein seine schadenswerte runtergesetzt..das hat den throw-move aber nicht gestoert..dann habe ich die throw.st datei geoeffnet...hier ist der damage wert auf 0 gesetzt...denn habe ich mal auf 1000 hochgewertet..uii, das hat schaden ergeben :D aber wenn ich den auf 1 setze bleibt alles wieder beim alten...auch bei minuswerten zieht er wieder die gleiche menge energie ab..wobei die sich dann beim naechsten packer wieder auftankt..na ja, fazit...ich habe es nicht geschafft, die schadensenergie des throw-moves so einzustellen, dass zumindest der schaden nicht mehr so hoch ist  :'( jetzt brauche ich mal wieder expertenhilfe, muchas gracias :) p.s.anbei ein bild der throw.st datei und den charakterlink als download https://www.dropbox.com/s/itbzjwxv0qujzvx/FF-TERRY.zip

[StateDef 500];バスタースルー
Type = S
MoveType = A
Physics = S
Ctrl = 0
VelSet = 0

[State 500]
Type = HitDef
Trigger1 = Time = 0
Attr = S, NT
HitFlag = M-
Priority = 0, Miss

GetPower = 0
GivePower = 0
NumHits = 0
SparkNo = -1
HitSound = -1
Damage = 0
AnimType = Light
Ground.Velocity = 2.5, -4
Fall = 1
Fall.YVelocity = -3
YAccel = .25
ID = 1
P1StateNo = 501
P2StateNo = 502 +Var(10)*2
P1Facing = 1
P2Facing = 1

[State 500]
Type = ChangeState
Trigger1 = Time = 1
Value = 210 +(P2BodyDist X<21)

[StateDef 501];バスタースルー中
Type = S
MoveType = A
Physics = S
Ctrl = 0
Anim = 500 +Var(10)*2
SprPriority = 0

[State 501]
Type = Turn
Trigger1 = AnimTime = 0

[State 501]
Type = PosAdd
Trigger1 = Time = 0 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
X = 8 +(AnimElem=2)*40 -(AnimElem=3||AnimElem=4)*16 -(AnimElem=5)*48

[State 501]
Type = Width
Trigger1 = Time = 0 || AnimElem = 2
Value = 38 +(AnimElem=2)*8, 0

[State 501]
Type = TargetBind
Trigger1 = Time = 0 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5
Pos = IFelse(Time=0, 29, IFelse(AnimElem=2,0, 16, IFelse(AnimElem=3,0, 14, IFelse(AnimElem=4,0, -55, -49)))), IFelse(AnimElem=3,0, -111, IFelse(AnimElem=4,0, -83, IFelse(AnimElem=5,0, -21, 0)))

[State 501]
Type = PlaySnd
Trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5,12
Value = 0 +(AnimElem=2)*10, 5 -(AnimElem=2)*3 +(AnimElem=3)*11

[State 501]
Type = Explod
Trigger1 = AnimElem = 5,12
Anim = 52 +TeamSide +(Facing=-1)*10
Pos = -44, -2
PosType = P1
SprPriority = 10
OwnPal = 1

[State 501]
Type = EnvShake
Trigger1 = AnimElem = 5,12 || AnimElem = 5,19 || AnimElem = 5,26
Freq = 90
Ampl = -8 +(AnimElem=5,19)*2 +(AnimElem=5,26)*4
Time = 7

[State 501]
Type = ChangeState
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

[StateDef 502];バスタースられる相手
Type = S
MoveType = H
Physics = S
VelSet = 0, 0
SprPriority = -1

[State 502]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 501

[State 502]
Type = ScreenBound
Trigger1 = 1
Value = 0

[State 502]
Type = LifeAdd
Trigger1 = AnimElem = 6
Value = Floor(-26 *IFelse(Life>=Const(Data.Life)/2, 1, IFelse(Life<Const(Data.Life)/2, .75, IFelse(Life>=Const(Data.Life)/8, .625, .5))))*10

[State 502]
Type = ChangeState
Trigger1 = AnimElem = 6
Value = 503

[StateDef 503];バスタースられる相手開放
Type = A
MoveType = H
Physics = N
VelSet = 0, 0

[State 503]
Type = HitVelSet
Trigger1 = Time = 0
X = 1
Y = 1
[State 503]
Type = VelAdd
Trigger1 = 1
Y = .18

[State 503]
Type = PlaySnd
Trigger1 = Time = 0 && (Name="餓狼SPギース"||Name="餓狼SPリョウ"||Name="餓狼SPタン"||Name="餓狼SPクラウザー"||Name="餓狼SPテリー"||Name="ボーナスくん"||Name="ローウェ")
Value = 10, 6 -(Name="ボーナスくん")*3 -(Name="餓狼SPタン")*2
Channel = 0
[State 503]
Type = PlaySnd
Trigger1 = Name="GSP_Terry" && Time = 0
Value = 2, 1
Channel = 0

[State 503]
Type = SelfState
Trigger1 = Time = 41
Value = 5100

[StateDef 504];ガロ2 バスタースられる相手
Type = S
MoveType = H
Physics = S
VelSet = 0, 0
SprPriority = -1

[State 504]
Type = ChangeAnim2
Trigger1 = Time = 0
Value = 503

[State 504]
Type = ScreenBound
Trigger1 = 1
Value = 0

[State 504]
Type = LifeAdd
Trigger1 = AnimElem = 6
Value = Floor(-24 *IFelse(Life>=Const(Data.Life)/2, 1, IFelse(Life<Const(Data.Life)/2, .75, IFelse(Life>=Const(Data.Life)/8, .625, .5))))*10

[State 504]
Type = ChangeState
Trigger1 = AnimElem = 6
Value = 503

[StateDef 4000];気絶直前 倒れ
Type = A
MoveType = H
Physics = N
SprPriority = -1

[State 4000]
Type = ChangeAnim
Trigger1 = (Time = 0 && PrevStateNo != 5042) || (Anim=5030&&HitShakeOver)
IgnoreHitPause = 1
Value = IFelse(Time=0, 5030, 5050)

[State 4000]
Type = VelSet
Trigger1 = Time = 0 && PrevStateNo != 5042
X = 0
Y = 0

[State 4000]
Type = NotHitBy
Trigger1 = 1
IgnoreHitPause = 1
Value = SCA

[State 4000]
Type = HitVelSet
Trigger1 = HitShakeOver && PrevStateNo != 5042 && GetHitVar(YVel) != 0
Persistent = 0
X = 1
Y = 1
[State 4000]
Type = VelSet
Trigger1 = HitShakeOver && PrevStateNo != 5042 && GetHitVar(YVel) = 0
Persistent = 0
X = -2 +(P2Dist X<0)*4
Y = -5
[State 4000]
Type = VelAdd
Trigger1 = HitShakeOver || PrevStateNo = 5042
Y = IFelse(GetHitVar(YAccel)>0, GetHitVar(YAccel), .25)

[State 4000]
Type = ChangeState
Trigger1 = Vel Y > 0 &&  Pos Y >= 0
Value = 5100

[StateDef 4001];気絶中
Type = S
MoveType = I
Physics = S
Anim = 5300

[State 4001]
Type = VarSet
Trigger1 = Time = 0
V = 1
Value = -400
[State 4001]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
[State 4001]
Type = VarAdd
Trigger1 = 1
V = 2
Value = 1
[State 4001]
Type = VarAdd
Trigger1 = Command = "up" || Command = "down" || Command = "fwd" || Command = "back" || Command = "a" || Command = "b" || Command = "c" || Command = "x" || Command = "y" || Command = "z"
V = 2
Value = 4

[State 4001]
Type = ChangeAnim
Trigger1 = Time = 0 ||Command="up"||Command="down"||Command="fwd"||Command="back"||Command="a"||Command="b"||Command="c"||Command="x"||Command="y"||Command="z"
Value = 5300
Elem = IFelse(AnimElemNo(0)=4, 1, AnimElemNo(0)+1)

[State 4001]
Type = ChangeState
Trigger1 = Var(2) >= 45 -(GetHitVar(AnimType)=0)*8 +(GetHitVar(AnimType)>1)*10
Value = 5120