Re: Crear un char para mugen
para leo
;hacer atakes como el kamehame etc
[Statedef 2000] ;statedef kamehame aca va el state osea la animacion del kame osea creaste la 2000 y pones en el statedef 2000
type = S
movetype= A
physics = S
juggle = 1
physics = S
velset = 0,0
ctrl = 0
anim = 2000;animacion del kame haciendo el kame
poweradd = 20 ; esta es la energia en este caso la energia subira pero es mejor ponerle un -
sprpriority = 2
[State 0, Helper] ;llamada de helper
type = Helper
trigger1 = animelem = 2 ;la animacion que tira el kame
helpertype = normal ;player
name = "kame" ;recorda que siempre va en comillas el nombre del atake
ID = 2001 ;id del kame
stateno = 2001;stateno del kame la id y el stateno es para identificar el kame osea la animacion 2001 que es la animacion del kame
pos = 15,0 ;posicion por defecto es 0,0
postype = p1 ;p2,front,back,left,right
facing = 1 ; si pones - mirara para el lado contrario
keyctrl = 0
ownpal = 0
supermove = 0
pausemove = 0
size.xscale = 1 ;tamaño por x.scale
size.yscale = 1 ;tamaño por y.scale
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0 ;para que cuando termine el kame vuelva a la posicion de la stand
ctrl = 1 ;para que se mueva despues de lanzar el kame es muy importante que tenga el 1
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segunda parte del helper
[Statedef 2001] ;statedef del kame
type = S
movetype= A
physics = S
juggle = 1
physics = S
velset = 0,0
ctrl = 0
anim = 2001;animacion del kame
poweradd = 20 ;
sprpriority = 2
[State 0, AssertSpecial] ;quitar sombras es para sacar las sombra por ejemplo tiras el kame y no tiene este assertspecial se le va ver la sombra y le queda feo
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, HitDef]
type = HitDef
trigger1 = Time > 0
attr = SCA, NP
animtype = high
damage = 2,1
guardflag = MA
sparkno = -1
sparkxy = -1, -1
guard.sparkno = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -5
air.velocity = -5
air.animtype = Back
air.juggle = 5
air.fall = 1 ;para que se caiga en el cielo
fall = 1 ;para que se caiga
[State 0, DestroySelf] ;si
type = DestroySelf
trigger1 = animtime = 0 ;esto va para que dure el tiempo ah que termine el kamehame si queres le podes poner como el trigger time 30 dura 30 segundos o movecontact que desaparesca cuando aga contacto
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;para yoni
combos automaticos
;hacer combos(automaticos)
;combo1
[Statedef 415]
type = S
movetype= A
physics = N
juggle = 5
ctrl = 0
velset = 0
anim = 415
[State 0, MakeDust] ;nube
type = MakeDust
trigger1 = 1
pos = -20,0
spacing = 1 ;para que salga mas nube
[State 0, PlaySnd] ;sonido de run
type = PlaySnd
trigger1 = time = 1 ;salida del sonido de run
value = S700,4
volume = 255 ;volumen
channel = -1
[State 415, 1]
type = HitDef
trigger1 = Time = 1
attr = S, NA
animtype = Medium
damage = 26
guardflag = MA
pausetime = 12,25
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
[State 0]
type = AfterImage
trigger1 = Animelem = 1
time = 35
length = 3
timegap = 1
framegap = 1
paladd = 0,0,0
PalBright = 50,50,50
PalContrast = 128,128,128
PalAdd = 0,0,0
PalMul = 1,1,1
Trans = Add1
[State 0]
type = VelSet
trigger1 = time > 1
x = 10
y = 0
[State 0]
type = ChangeState
trigger1 = p2bodydist x < 10
trigger2 = movehit = 1
value = 420
ctrl = 0
[State 415, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
------------------------------------------------------------------------------
[Statedef 420]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 88
ctrl = 0
velset = 0,0
anim = 420
[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
attr = S, NA
animtype = Medium
damage = 26
guardflag = MA
pausetime = 12,30
sparkno = s5400
sparkxy = -10,-37
hitsound = s5,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 10
ground.hittime = 11
ground.velocity = -5
air.velocity = -2.5,-3.5
[State 420, 3]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype = Medium
damage = 40,20
guardflag = -1
pausetime = 11,11
sparkno = s5400
guard.sparkno = -1
sparkxy = -10,-37
hitsound = s5,1
guardsound = s6,0
ground.type = Low
ground.slidetime = 60
ground.hittime = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
[State 420, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
se dividide en dos porque la parte de state 415 es la parte del run y la 420 es para cuando ataka
manual
trigger2 = stateno = 200 && movecontact le agregas eso en la parte del cmd al state que quieras encadenar
espero que le sirva