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Ayuda Fighter Factory
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 :(?
 
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 sad

Edito:
A y mas una cosa bienvenido al foro biggrin


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Message edited by Mr_Cesar - Domingo, 12-de Junio-2011, 22:22
 
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