Xzzfgg |
Fecha: Domingo, 12-de Junio-2011, 22:14 | Message # 1 |
Cutman
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Hola, tengo un problema, estoy creando mi primer char, pero al probarlo, ningun golpe hase effecto y si le pongo los rectangulos rojos de daño y todo, el unico que funciona es el de "Sanding Light Punch" que hago :(? |
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Mr_Cesar |
Fecha: Domingo, 12-de Junio-2011, 22:19 | Message # 2 |
Quickman
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Quote (Xzzfgg) el unico que funciona es el de "Sanding Light Punch" que hago :(? It's because its the only one with a hitdef code, the code comes with the basic template.
the code should be like this: [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 ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front)
[State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 50, 0 ;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 = 3, 10 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = s2, 10 ;Sound to play on hit guardsound = 6, 0 ;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 = -2 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air air.type = High ;Type: High, Low, Trip air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air
[State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
As you can see, the template self-explain the code, try to add more of these hitdef codes to your other attacks ^^
Ps. se no me compreendes usas google traductor, nohablo spanol bien
Edito: A y mas una cosa bienvenido al foro
Wips principais Omega = 80% Axl MMZ = 80% Elpizo = 95% Aile = 2% Prometheus = 80% Pandora = 80% <---Visita meu site!/Visit my site!/Visita mi pagina7 http://www.esnips.com/web/urickcesarsStuff << My esnips folder! P.S.: INTEGRA HELLSING ROX!!!!!! obejection sig credits:Terry von Feledae - sprites-inc
Message edited by Mr_Cesar - Domingo, 12-de Junio-2011, 22:22 |
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