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帖子  Admin 周六 十月 22, 2011 1:55 pm

[Statedef -2];加在下
;================================================================================
; ------- COUNTER HIT (Based on Sander's Method) --------
;===============================================================================
[State -2, VarSet];Checks if opponent is in attack state
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = a
var(56) = 1
ignorehitpause = 1

[State -2, VarSet];This resets the condition if counter not succesful and succesful
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = i || var(57) >= 1 ;Enemy is Idle | Counter was Succesful
trigger2 = var(57) > 10 && enemy, movetype = h ;10 ticks passed & enemy is on gethit state
var(56) = 0
ignorehitpause = 1

[State -2, VarSet];Counter Hit Succesful
type = VarSet
trigger1 = var(56) = 1 && movehit ;Counter Check Ok, Move Hit Succesfully.
trigger2 = var(56) = 1 && projhit = 1 ;Counter Check Ok, Projectile Hit Succesfully.
var(57) = 1
ignorehitpause = 1

[State -2, VarAdd];Counter Hit Timer
type = VarAdd
trigger1 = var(57) >= 1 ;Counter was succesful
var(57) = 1
ignorehitpause = 1

[State -2, VarSet];Counter Hit Reset
type = VarSet
trigger1 = var(57) >= 22 && movehit ;Reset if 22 ticks passed and move hit
trigger2 = p2movetype != h ;Reset if P2 is no longer in gethit state
trigger3 = movetype = h ;Reset if P1 is getting hit
trigger4 = var(57) >= 22 && projhit = 1 ;Reset if 22 ticks passed and projectile hit
var(57) = 0
ignorehitpause = 1

[State -2, AssertSpecial];This will award free juggles for Counter Hit.
type = AssertSpecial
trigger1 = var(57) > 0
flag = nojugglecheck

[State -2, EnvColor];This will produce a flash a la KOF2K2
type = EnvColor
triggerall = numenemy
triggerall = stateno != [850,950] ;Does not activate during throws.
triggerall = stateno != [3000,4000] ;Don't activate during Hyper Moves
triggerall = stateno != 995
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded.
trigger1 = var(56) = 1 && movehit ;Move hit, Ok
trigger2 = var(56) = 1 && projhit = 1 ;Projectile hit, Ok
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State -2, Explod];Counter Explod for P1 Side.
type = Explod
triggerall = numenemy
triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 1 ;Counter Ok, Explod has not played, P1 Side
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded.
triggerall = stateno != [850,950] ;Does not activate during throws.
trigger1 = movehit ;Move hits
trigger2 = projhit = 1 ;Projectile Hits
anim = f927
pos = 160,234
postype = left ;p2,front,back,left,right
removetime = -2
supermove = 1
scale = .9,.9
sprpriority = 0
id = 57
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State -2, Explod];Counter Explod for P2 Side.
type = Explod
triggerall = numenemy
triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 2 ;Counter Ok, Explod has not played, P2 Side
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be retarded.
triggerall = stateno != [850,950] ;Does not activate during throws.
trigger1 = movehit ;Move hits
trigger2 = projhit = 1 ;Projectile Hits
anim = f928
pos = 160,234
postype = left ;p2,front,back,left,right
removetime = -2
supermove = 1
scale = .9,.9
sprpriority = 0
id = 57
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
Admin
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Admin

帖子数 : 124
注册日期 : 11-03-26
年龄 : 34

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