То есть можно просто поставить этот стейт с чейнджстейтом и затем назначить управление??
О_О
А как допустим контролировать там время и частоту перенаправления??Добавлено (26.07.2012, 10:05)
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И главное что писать сюда:
p1stateno =
p2stateno ="
Добавлено (26.07.2012, 13:26)
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ДА и ещё вопрос вот по следующему коду (Внимание он выполнен в стиле (MvC1 но мне надо знать, что там можно выкинуть, что бы не было заднего фона и последующих надписей, а так же какие стейты отвечают там за ту или иную анимацию.)
[Statedef 2001]
physics = N
movetype = A
type = A
juggle = 0
poweradd= 0
ctrl = 0
anim = 1048
sprpriority = 1
[State 2001, DSFlare]
type = Explod
trigger1 = time = 12
anim = 1500
postype = p1
scale = 0.5,0.5
pos = 10,-60
sprpriority = 4
removetime = 24
removeongethit = 1
bindtime = -1
removeongethit = 1
[State 2002, sound]
type = Playsnd
trigger1 = time = 3
value = 20,1
channel = 2
[State 2001, screenbound]
type = Screenbound
trigger1 = time = 0
time = 46
pos = 9999, -9999
darken = 0
unhittable = 0
[State 2001, Pal]
type = PalFX
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(1) = 8
trigger3 = animelemtime(1) = 16
time = 2
add = 256,256,256
mul = 256,256,256
ownpal = 1
[State 2001, velDown]
type = Velset
triggerall = time = 0
trigger1 = vel y > 0
y = 1
x = 0
[State 2001, velUp]
type = Velset
triggerall = time = 0
trigger1 = vel y < 0
y = -1
x = 0
[State 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2002
ctrl = 0
[Statedef 2002]
type = A
movetype= A
juggle = 1
poweradd= 0
ctrl = 0
velset = -1,-1
anim = 1049
sprpriority = 2
[State 651, 1]
type = Screenbound
triggerall = prevstateno = 2000
trigger1 = animelemtime(24) <= 0
value = 1
[State 2002, 4]
type = velset
trigger1 = AnimElem = 3
x = -1
y = -2
[State 2002, 5]
type = Statetypeset
trigger1 = time = 0
physics = N
[State 2002, 5]
type = Statetypeset
trigger1 = AnimElem = 24
physics = A
[State 191, SuperBG]
type = Helper
trigger1 = time = 0
trigger1 = var(1) = 0
trigger1 = !numhelper(50000)
ID = 50000
stateno= 50000
name = "SUPERNORMAL"
helpertype = normal
keyctrl = 0
ignorehitpause = 1
supermovetime = 40
pausemovetime = 40
pos = 0,0
[State 2002, assertspecial]
type = assertspecial
triggerall = var(1) = 0
triggerall = anim = 1049
trigger1 = (time >= 0) && (time <= 30)
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1
[state 2002, hitsound]
type = Playsnd
trigger1 = projhit(2002) = 1
value = s30,7
channel = 1
persistent = 1
[state 2002, hitsound]
type = Playsnd
trigger1 = projguarded(2002) = 1
value = s2,0
channel = 1
persistent = 1
[State 2002, 1]
type = SuperPause
triggerall = var(1) = 0 && prevstateno != 2005
trigger1 = time = 0
anim = s1513
time = 30
pos = 18, -76
darken = 1
unhittable = 1
sound = s2000
poweradd= -1000
[State 2002, Hyperbg "Super"]
type = null;Explod
triggerall = var(1) = 0; && prevstateno != 2005
triggerall = anim = 1049
trigger1 = time >= 0;) && (time <= 30)
anim = 2001
ID = 105
postype = front
bindtime = -1
removetime = 100
removeexplod = animtime = 0
sprpriority = -3
supermovetime = 24
ownpal = 1
removeongethit = 1
bind = p1
facing = ifelse(Facing = -1, -1, 1)
persistent = 0
[State 2002, Super BGWarning]
type = null;Explod
triggerall = var(1) = 0 ;&& prevstateno !=2005
trigger1 = time = 0
anim = 1514
postype = left
pos = 0,0
;under = 1
sprpriority = -2
removetime = 30
supermove = 30
removeongethit = 1
bindtime = -1
velocity = 0,0
[State 2002, x]
type = RemoveExplod
trigger1 = movecontact = 0
trigger1 = time = 24
ID = 1052
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 20
trigger6 = AnimElem = 5
trigger7 = AnimElem = 9
trigger8 = AnimElem = 13
trigger9 = AnimElem = 17
trigger10 = AnimElem = 21
value = s100, 1
channel = 5
[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 7
trigger7 = AnimElem = 11
trigger8 = AnimElem = 15
trigger9 = AnimElem = 19
trigger10 = AnimElem = 23
value = s100, 1
channel = 6
[State 2002, 0]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 20
projanim = 1002
projpriority = 1
projid = 1000
projshadow = -1
offset = 30,-100
ID = 2002
velocity = 30,20
attr = A, HP
damage = 25,2
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAFPD
pausetime = 2,0
sparkno = s1511
sparkxy = 0,-50-random%20
guard.sparkno = s1515
hitsound = -1
ground.slidetime = 12
ground.hittime = 10
ground.velocity = -3
airguard.velocity = -2,-1
air.type = Low
air.velocity = 0,-3
air.hittime = 12
projremovetime = 99
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 0,0,250
afterimage.paladd = -30,-30,-30
afterimage.palmul = .9,.9,.9
afterimage.timegap = 1
afterimage.framegap = 1
[State 2002, 1]
type = Projectile
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 13
trigger4 = AnimElem = 17
trigger5 = AnimElem = 21
projanim = 1002
projpriority = 1
projshadow = -1
offset = -30,-100
ID = 2002
velocity = 30,20
attr = A, HP
damage = 25,2
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAFPD
pausetime = 2,0
sparkno = s1511
sparkxy = 0,-50-random%20
guard.sparkno = s1515
hitsound = -1
ground.slidetime = 12
ground.hittime = 10
ground.velocity = -3
airguard.velocity = -2,-1
air.type = Low
air.velocity = 0,-3
air.hittime = 12
projremovetime = 99
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 0,0,250
afterimage.paladd = -30,-30,-30
afterimage.palmul = .9,.9,.9
afterimage.timegap = 1
afterimage.framegap = 1
[State 2002, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
projanim = 1002
projpriority = 1
projshadow = -1
offset = 15,-95
ID = 2002
velocity = 30,20
attr = A, HP
damage = 25,2
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAFPD
pausetime = 2,0
sparkno = s1511
sparkxy = 0,-50-random%20
guard.sparkno = s1515
hitsound = -1
ground.slidetime = 12
ground.hittime = 10
ground.velocity = -3
airguard.velocity = -2,-1
air.type = Low
air.velocity = 0,-3
air.hittime = 12
projremovetime = 99
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 0,0,250
afterimage.paladd = -30,-30,-30
afterimage.palmul = .9,.9,.9
afterimage.timegap = 1
afterimage.framegap = 1
[State 2002, 3]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 11
trigger3 = AnimElem = 15
trigger4 = AnimElem = 19
trigger5 = AnimElem = 23
projanim = 1002
projpriority = 1
projshadow = -1
offset = -15,-100
ID = 2002
velocity = 30,20
attr = A, HP
damage = 25,2
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAFPD
pausetime = 2,0
sparkno = s1511
sparkxy = 0,-50-random%20
guard.sparkno = s1515
hitsound = -1
ground.slidetime = 12
ground.hittime = 10
ground.velocity = -3
airguard.velocity = -2,-1
air.type = Low
air.velocity = 0,-3
air.hittime = 12
projremovetime = 99
fall = 1
fall.recover = 0
afterimage.time = -1
afterimage.length = 5
afterimage.palbright = 0,0,0
afterimage.palcontrast = 0,0,250
afterimage.paladd = -30,-30,-30
afterimage.palmul = .9,.9,.9
afterimage.timegap = 1
afterimage.framegap = 1
[State 2002, 7]
type = ChangeState
triggerall = animtime = 0
trigger1 = Pos Y >= 0
value = 50
ctrl = 1
Самя ничего понять не могу как не пытался, а заменяя числа без замены некоторых констант и перменных получал такую бурду что страшно ст ановилось.