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 How to multiply character projectiles

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xTWILIGHT-REAPERx
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Posts : 2
Join date : 2010-03-09

PostSubject: How to multiply character projectiles   Sun Mar 28, 2010 4:31 pm

Let me try this....
It sort of complicated....

there are 2 type of projectiles :
- Helper typed : An unique projectile such as a projectile that trigger something else when some event occured, (ex : Mizuchi's F,B,DB,D,DF.D + x or y).
- Projectile typed : A simple projectile, such as Iori's D,DF,F + x or y

1. Through Helper
First, find out which statedef your character cast their projectile (Chriss already explained this at the topic "Edit attack power of specific move").

Second, look for code sounded like
[State xxxxx]
type = helper

For example, God Orochi's D,DF,F + x
[State 2900, 1];
type = helper
trigger1 = Animelem = 8 ;This is when the projectile came out, animelem means the frame number of the animation
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

There are 2 ways:
-Add other trigger
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
trigger2 = Animelem = 11 ;The projectile will came out again at frame 11
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

-Copy paste
[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = 76,-96
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-156 ;I've changed the position, so the projectile won't stack since both of the helpers were executed at the same time ( animelem = 8 )
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2900, 1];
type = helper
trigger1 = Animelem = 8
id = 1050
persistent = 0
name = "sennpuuki"
pos = -38,-36 ;I've changed the position, so the projectile won't stack since both of the helpers were executed at the same time ( animelem = 8 )
postype = P1
stateno = 1065
helpertype = normal
keyctrl = 0
ownpal = 1

2.Through Projectile
The first is same as above

Second, look for code sounded like
[State xxxxx]
type = Projectile

It has the same way as above, but in different format and it similiar to HitDef
Example : Iori's D, DF, F + x or y
[State 2000, 4]
type = Projectile
trigger1 = AnimElem = 4, = 1
attr = S, SP
projID = 2005
projanim = 2005
projhitanim = 1406
projshadow = 68,68,68
offset = 48,0
velocity = 4 ;You can edit the speed and the angle here, the format is x, y or just x
ownpal = 1
damage = 110,10
animtype = Hard
hitflag = MAP
guardflag = MA
pausetime = 0,12
sparkno = S1041
guard.sparkno = S1042
hitsound = S7,4
guardsound = S7,5
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
ground.velocity = -12.3
air.animtype = Back
air.velocity = -4,-7
palfx.time = ifelse(p2statetype = A,56,30)
palfx.add = -70,-110,-10
palfx.sinadd = 30,10,0,10
palfx.color = 0
palfx.invertall = 1
air.fall = 1
air.juggle = 14
getpower = 86,86
givepower = 21,21
yaccel = .5


3. Other
Some character requires 2 or more statedefs or actions

If you couldn't find the Helper or the Projectile at the first statedef, look for this :
[State xxx]
type = ChangeState
trigger1 = xxxxx
value = ddddd ;Track this statedef until you find the Helper or the Projectile whitin it
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