Mugen-México III Rematch

Todo lo referente a este motor de peleas en 2d en españoll
 
ÍndicePortalCalendarioFAQBuscarRegistrarseConectarse

Comparte | 
 

 Necesito saber cómo añadir super jumps estilo KOF

Ver el tema anterior Ver el tema siguiente Ir abajo 
AutorMensaje
Kiyo
Jugador completo
Jugador completo
avatar

Mensajes : 580
Fecha de inscripción : 30/01/2010
Localización : En algún lugar de un gran país

MensajeTema: Necesito saber cómo añadir super jumps estilo KOF   Vie Jul 09 2010, 18:08

Buenas, necesito de su ayuda, me encantaría saber cómo añadir super jumps estilo KOF a los chars que no lo tienen y que evidentemente lo necesitan.

Toda la ayuda será bienvenida.
Volver arriba Ir abajo
http://aria-mugen.foroactivo.com/
leandro1412
Jugador básico
Jugador básico
avatar

Mensajes : 110
Fecha de inscripción : 30/01/2010
Edad : 28
Localización : Buenos Aires

MensajeTema: Re: Necesito saber cómo añadir super jumps estilo KOF   Sáb Jul 10 2010, 16:19

Bueno yo uso un code que usa las siguientes cosas

*Variables:
Var(3)

*Anims:
51 para el short jump la 52 y 53 son para el short jump para adelante y para atras.

*uso un Const(velocity.airjump.y) para identificar la velocidad del salto corto.

*Sonidos del salto:
40-0 Salto normal
40-1 Salto Corto
40-2 Salto Largo

*Y por ultimo el commando

[Command]
name = "Long Jump"
command = D, $U
time = 12


ahora voy al code...


;-------------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40
velset = 0,0
ctrl = 0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA,NT
time = 1

[State 40, 5]
type = AfterImage
trigger1 = !time
time = 1
length = 1

[State 40, 0]
type = turn
triggerall = !time
trigger1 = P2dist X < 0

[State 40, 0]
type = VarSet
trigger1 = !Time
var(3) = 0

[State 40, 5]
type = Afterimage
triggerall = !Time
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
time = 15
length = 6
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1

[State 40, 7]
type = VelSet
trigger1 = !AnimTime
x = ifelse(var(3)=0, const(velocity.jump.neu.x), ifelse(var(3)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 1]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = var(3) != 2
var(3) = 1

[State 40, 2]
type = VarSet
trigger1 = command = "holdback"
trigger1 = var(3) != -2
var(3) = -1

[State 40, 3]
type = VarSet
triggerall = !Time
triggerall = command = "holdfwd"
trigger1 = command = "Long Jump"
trigger2 = prevstateno = 100 ;RUN_FWD
var(3) = 2

[State 40, 4]
type = VarSet
trigger1 = !Time
trigger1 = command = "holdback"
trigger1 = command = "Long Jump"
var(3) = -2

[State 40, 6]
type = ChangeState
triggerall = !AnimTime
trigger1 = var(3) != 0
trigger1 = var(3) != 1
trigger1 = var(3) != -1
trigger1 = command = "holdup"
trigger2 = command != "holdup"
value = 41

[State 40, 8]
type = ChangeState
trigger1 = !AnimTime
value = 50
ctrl = 1

;-------------------------------------------------------------------------------
; JUMP_UP (short)
[statedef 41]
type = A
physics = A
velset = 0, -9
ctrl = 1

[state 41, 2] ; play sound when jumping (long)
type = playsnd
triggerall = !Time
trigger1 = var(3) = -2
trigger2 = var(3) = 2
value = f40,2

[State 40, 6] ; Play sound when jumping (normal)
type = PlaySnd
trigger1 = !Time
trigger1 = var(3) != -2 && var(3) != 2
value = F40,0
channel = 2

[state 41, 3] ; shadows
type = AfterImage
triggerall = !time
trigger1 = var(3) = -2
trigger2 = var(3) = 2
time = 17
length = 9
palbright = 0, 0, 0
palcontrast = 128,128,128
paladd = 0, 0, 0
palmul = 1,1,1
framegap = 3
trans = add1

[state 41, 4] ; shadows off
type = AfterImageTime
trigger1 = time = 14
time = 0

[state 41, 5] ;holding up
type = velset
trigger1 = !Time
y = const(velocity.airjump.y)

[state 41, 5] ;holding up
type = velset
triggerall = !time
trigger1 = command = "holdup"
y = const(velocity.jump.y)

[state 41, 6]
type = velset
trigger1 = !time
trigger1 = var(3) = 1
x = const(velocity.walk.fwd.x)

[state 41, 7]
type = velset
trigger1 = !time
trigger1 = var(3) = 2
x = const(velocity.walk.fwd.x)*1.5

[state 41, 7]
type = velset
triggerall = !time
triggerall = var(3) = 2
trigger1 = command = "holdup"
x = const(velocity.walk.fwd.x)*1.5+0.000001

[state 41, 8]
type = velset
trigger1 = !time
trigger1 = var(3) = -1
x = const(velocity.walk.back.x)

[state 41, 9]
type = velset
trigger1 = !time
trigger1 = var(3) = -2
x = -const(velocity.walk.fwd.x)*1.5

[state 41, 7]
type = velset
triggerall = !time
triggerall = var(3) = -2
trigger1 = command = "holdup"
x = -const(velocity.walk.fwd.x)*1.5-0.000001

[state 41, 10]
type = changeanim
triggerall = !time
triggerall = vel x = 0
trigger1 = command = "holdup"
value = 41

[state 41, 11] ;short
type = changeanim
triggerall = !time
triggerall = vel x = 0
trigger1 = command != "holdup"
value = 41

[state 41, 12]
type = changeanim
triggerall = !time
triggerall = vel x > 0
trigger1 = command = "holdup"
value = 42

[state 41, 13] ;short
type = changeanim
triggerall = !time
triggerall = vel x >= 0
trigger1 = command != "holdup"
value = 51

[state 41, 13] ;short
type = changeanim
triggerall = !time
triggerall = AnimExist(52)
triggerall = vel x > 0
trigger1 = command != "holdup"
value = 52

[state 2041, 3.1]
type = changeanim
triggerall = !time
triggerall = vel x < 0
trigger1 = command = "holdup"
value = 43

[state 2041, 13] ;short
type = changeanim
triggerall = !time
triggerall = vel x < 0
trigger1 = command != "holdup"
value = 51

[state 2041, 13] ;short
type = changeanim
triggerall = !time
triggerall = vel x < 0
triggerall = AnimExist(53)
trigger1 = command != "holdup"
value = 53

[State 0, VelAdd]
type = null;VelAdd
trigger1 = Time > 0
y = Const(movement.yaccel)

[State 0, SelfState]
type = null;SelfState
trigger1 = Pos Y + Vel Y >= 0
value = 52

;-------------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0,41,ifelse((vel x)>0,42,43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


Esos son los estado 40 (Inicio de salto) 41 (Long Jump y Salto corto) y el 50 el estado en el aire para el salto normal.

ahora esto va en el -2 (Es un fix para los sonidos...)


[State -2, Normal Jump]
type = PlaySnd
trigger1 = Stateno = 50 && Time = 1
triggerall = var(3) != -2 && var(3) != 2
trigger1 = var(3) = 0 || var(3) = 1 || var(3) = -1
trigger1 = command = "holdup" || Command != "holdup"
value = F40,(0+(Command = "holdup")*1)
channel = 2


Rara vez la IA cuando salta no hace sonido y con eso se fixea

bueno ese es el sistema de salto que yo uso... como referencia para el const air jump, (que es la velocidad del salto corto) es un 70% del salto normal

4shared.com/file/-0ptSWyj/Chang.html

aca un ejemplo del sistema de salto, es un char viejo asi que si tiene bugs ni te molestes en reportarlos Very Happy

Saludos y espero que en algo te sirva Very Happy!! bye!
Volver arriba Ir abajo
http://www.forosdz.com/foro/mugen/
 
Necesito saber cómo añadir super jumps estilo KOF
Ver el tema anterior Ver el tema siguiente Volver arriba 
Página 1 de 1.
 Temas similares
-
» ¡Necesito saber los lugares!
» NECESITO SABER VUESTRA OPINIÓN
» Necesito saber si existe la SnS de dragón.
» Necesito saber hacer buenos y completos tuneos para drag!!
» necesito saber como sos los codigos de cheese ko

Permisos de este foro:No puedes responder a temas en este foro.
Mugen-México III Rematch :: Preguntas,dudas y ayuda en programación :: Ayuda al creador-
Cambiar a: