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 Ghost Spider-Man in progress

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Ninja Fisto 270



Posts : 20
Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Ghost Spider-Man in progress   Fri 9 Jan - 18:22

Hello im new here. Im working on a character known as Ghost Spider-Man and everything's good but...


When ever you do anything ( even character entrance ) He will keep repeating it.
When ever he gets hit hard he will either float all the way up, or sink a;; the way down
I dont know how to make him downloadable.
That is all. He is just a recolor of spider-man made by Seth Zankuten ok? I need some tips to.
so please help me
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Mistah Jorge



Posts : 1857
Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 18:31

Use changestate at the end of the moves/Intro/whatever_the_wheck_you_want to value 0, also use a trigger like this: "trigger = !animtime" it mean the trigger will be triggered when the animation has finished/is_not_playng. Am i clear?
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Ninja Fisto 270



Posts : 20
Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 18:33

k
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Mistah Jorge



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Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 18:37

i mean if you didn't understand go ahead and say it, i will try to be more clear
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Ninja Fisto 270



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Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 18:38

OK i didnt totally understand
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Mistah Jorge



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Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 18:47

Here let me give you an example: (just hold on a bitand refresh):
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Mistah Jorge



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Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 18:57



Here: i took the coding from a light punch (state 200) from a random character (The coding you need is written in red, in the bottom:)

[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 200
poweradd = 0

[State 200,Exit]
type = PlaySnd
trigger1 = AnimElem=1
value = 2,0

;ºiŽãUŒ‚j/ Voice(Light Attack)
[State 200,Exit]
type = PlaySnd
trigger1 = AnimElemTime(1)=0 && random%4=0
value = 10,(random%8>=4)
channel=1

[State 200,HitDef]
type = HitDef
triggerall = !var(18)||var(56)
trigger1 = AnimElem=2
attr = S, NA
damage    = ifelse(ceil(21*fvar(7))<7,7,ceil(21*fvar(7))),0
animtype = Light
air.animtype = back
getpower = 4*var(5),2*var(5)
givepower = 2*var(6),2*var(6)
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = floor(8/ifelse(var(21),2,1)),floor(7/ifelse(var(21),2,1))
sparkno = s7100+random%8
guard.sparkno = S7000
sparkxy = ifelse((Abs(P2bodydist X)-10)<20,-20,-10),-65
hitsound = S1, 0
guardsound = s0, 0
ground.type = Low;High
ground.slidetime = 10+var(14)*2
guard.slidetime = 10
ground.hittime  = 10+var(14)*2
guard.hittime = 10
ground.velocity = -4.65/ifelse(var(21),2,1)
guard.velocity = -4.65/ifelse(var(21),2,1)
air.velocity = -4.5,-5.0
yaccel = .4
air.hittime=13
ground.cornerpush.veloff = -8.25/ifelse(var(21),2,1)
guard.cornerpush.veloff = ifelse((fvar(23)-ceil(3*1.0/2))<0,0,-8.25/ifelse(var(21),2,1))
air.cornerpush.veloff = 0
fall.recover=!var(21)
air.recover=0
palfx.mul = 128,128,128
palfx.time = var(14)*10
palfx.add = 255,255,255

[State 350]
type = StatetypeSet
trigger1 = AnimElem=3
movetype=I

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(40) = ifelse((Abs(P2bodydist X)-10)<20,-20,-10)

[State 200,VarSet]
type = VarSet
trigger1 = 1
var(41) = -65

[State 2400]
type = varset
trigger1 = time=0
var(1)=0

[State 2400]
type = varAdd
trigger1 = movecontact && var(1)
var(1)=1
persistent=1
ignorehitpause=1

[State 2400]
type = varset
trigger1 = movecontact && AnimElemTime(2)=1
var(1)=1
persistent=0
ignorehitpause=1

[State 2400]
type = varset
trigger1 = movecontact && AnimElemTime(2)=2
var(1)=2
persistent=0
ignorehitpause=1

[State 2400]
type = ChangeAnim
trigger1 = AnimElemTime(2)=1 && var(1)=3
trigger2 = AnimElemTime(2)=2 && var(1)=3
trigger3 = AnimElemTime(2)=3 && var(1)=3
value = Anim
elem = 3
ignorehitpause=1

[State 200,Exit]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


(The trigger1 (you can have more than one trigger) can be: "animtime = 0" or: "!animtime" it gives the same effect, also the ctrl serves as the purpose to give control to the caracter, if you don't want to give it control set it to zero or simply erase the whole sentence))
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Ninja Fisto 270



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Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 20:06

um... ok
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Ninja Fisto 270



Posts : 20
Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 20:08

Do you have that for Seth Zankuten's spider-man cause if you do... i could use that
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Mistah Jorge



Posts : 1857
Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 20:33

maybe i can get it for you but why? what's wrong?
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Ninja Fisto 270



Posts : 20
Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Fri 9 Jan - 20:47

Im basically recoloring his so i need it
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Ninja Fisto 270



Posts : 20
Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Sat 10 Jan - 14:35

how would i get a picture (or sprite) for a character im making
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Mistah Jorge



Posts : 1857
Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Sat 10 Jan - 15:04

What you are trying to say is? you want to add a sprite for him is it?
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Ninja Fisto 270



Posts : 20
Join date : 2015-01-08
Location : In The Jedi Order

PostSubject: Re: Ghost Spider-Man in progress   Sat 10 Jan - 15:45

No im saying get a picture of his sprite to show you
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Mistah Jorge



Posts : 1857
Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Ghost Spider-Man in progress   Sat 10 Jan - 18:12

i think that there is a button in the sprite tab for you to save the image
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