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Cantidad de envíos : 1 Edad : 43 Localización : ecuador Fecha de inscripción : 21/01/2010
Tema: Goro Fatality problem Mar Sep 11, 2018 10:29 pm
Hola, alguien q me pueda ayudar hice esta fatalidad usando el codigo de sub-zero que arranca cabeza con columna pero al final me aparece scorpion decapitado
Antes de q aparezca scorpion decapitado , en la pantalla se ve SCORPION 57 (1) (IN GORO 56´S STATE RC) ACTIONID: 8184; SPR: 8189,5; ELEMNO: 29/29; TIME: 172/173 STATE NO: 3001; CTRL: 0; TYPE: 1; MOVETYPE 2: TIME: 171
Cuando aparece scorpion decapitado , en la pantalla se ve SCORPION 57 (1) ACTIONID: 6611; SPR: 3,6; ELEMNO: 1/1; TIME: 2/-1 STATE NO: 5150; CTRL: 0; TYPE: 1; MOVETYPE 2: TIME: 1
aqui esta el codigo: AGRADECIDO DE ANTEMANO
[Statedef 9000] type = S movetype= A physics = S juggle = 0 velset = 0,0 anim = 9000 ctrl = 0
;--------------------------------------------------------------------------- ;Fatality time [Statedef 9001] type = S movetype= H physics = S velset = 0,0 ctrl = 0
; [State 987123, 1] type = SelfState trigger1 = time = 1 value = 9010
;-----------------------
;Fatality time [Statedef 9010] type = S movetype= H physics = S velset = 0,0 ctrl = 0
;FINISH SOUND music [State 2, 5.999] type = Playsnd trigger1 = time = 0 value = F5, 22 Channel = 1 persistent = 3 volume = 50
[State 9873, 1] type = LifeSet trigger1 = Animelem = 1 value = 1
[State 9873, 1] type = PosSet trigger1 = 1 Y = 0
[State 9873, 1324] type = LifeSet trigger1 = time = 1 value = 1
[State 9873, 13234] type = NotHitBy value = , AP trigger1 = 1
[State 987123, 1] type = LifeAdd triggerall = Time = 350 trigger1 = p2stateno != [3000,3999] value = -500
; After 600 ticks and with no fatality, p2 falls down [State 987123, 1] type = changestate;SelfState triggerall = Time = 350 trigger1 = p2stateno != [3000,3999] value = 5050 ctrl = 0
[State 9010, 0.1] type = Changeanim trigger1 = statetype != A trigger1 = animexist(5300) trigger1 = anim != 5300 value = 5300
[State 9010, 1] type = Changeanim2 trigger1 = !animexist(5300) trigger1 = anim != 9010 trigger1 = statetype != A value = 9010
[State 9010, 034.1] type = PosSet trigger1 = p2stateno =[0,9999] Y = 0
[Statedef 9011] type = S movetype= H physics = S juggle = -10 ctrl = 0 velset = 0,0,0
[State 987123, 1] type = LifesET trigger1 = 1 value = 4
; Dizzying animation [State 987124, 2] type = ChangeAnim trigger1 = AnimExist(5300) trigger1 = Anim != 5300 value = 5300
;------------------------------------------------------------------------------- ;Shows Mercy bastardo! [Statedef 3997] type = S movetype= I physics = S anim = 0 ctrl = 0
;sonido de shows mercy [State 210, 1] type = Playsnd trigger1 = time = 60 value = 6,2 volume = 60
;cartel de mercy [State 181, cartel] type = Explod trigger1 = time = 60 ID = 200 anim = F200 pos = 156,0 postype = left bindtime = -1 facing = 1 sprpriority = 2 ontop = 1 ownpal = 1 removetime = -2
;explod invisible, para que no se pueda hacer 2 veces la mercy [State 181, cartel] type = Explod trigger1 = time = 0 ID = 3800 anim = 888 removetime = -1
;manda a custom sin control [State 430, 31sdaa] type = helper trigger1 = time = 0 stateno = 3998 postype = p1
;previene fallo si tenemos poca energia [State 9130, SetFatal] type = lifeset trigger1 = life < 2 value = 2
;variables de finish [State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 3 value = 0
[State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 13 value = 0
[State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 9 value = 0
[State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 19 value = 0
[State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 4 value = 0 ;fin de cosas lokas de finish
[State 8000, sadsd] type = BGPalFX trigger1 = numexplod(200)=1 time = 9999 add = 0, 0, 0
;cuando termina la anim de mercy vuelve a tener control [State 430, 31sdaa] type = changestate trigger1 = time > 60 trigger1 = numexplod(200)=0 value = 0 ctrl = 1
;helper que golpea a pl2 [Statedef 3998] type = S movetype= A physics = S anim = 9000 ctrl = 0
;manda a custom (si no fallaba) [State 1200, BoltFat] type = HitDef trigger1 = time = 0 attr = S, NT hitflag = MAFD guardflag = A damage = -60 sparkno = -1 p2stateno = 3999
[State 430, 31sdaa] type = destroyself trigger1 = movehit
;custom state [Statedef 3999] type = S movetype= H physics = S ctrl = 0
;vuelve a tener control [State 430, 31sdaa] type = selfstate trigger1 = time = 138 value = 0 ctrl = 1
; -----------------
[Statedef 3500] type = S movetype= A physics = S ;anim = 0 ctrl = 0
;arregla el bug del tiempo [State 9873, 1] type = AssertSpecial trigger1 = 1 flag = timerfreeze
[State 430, 31sdaa] type = helper trigger1 = time = 0 stateno = 3501 postype = p1
[State 430, 31sdaa] type = changestate trigger1 = Time = 0;60 value = 3503
[State 430, 31sdaa] type = NotHitBy trigger1 = 1 value = SCA
; Golpeamos al oponente y lo mandamos al custom state sin control... [Statedef 3501] type = S movetype= A physics = S anim = 9000 ctrl = 0
[State 1200, BoltFat] type = HitDef trigger1 = p2statetype = S attr = S, NT hitflag = MAFD guardflag = A sparkno = -1 p2stateno = 3502
[State 200, 7] type = destroyself trigger1 = movehit
; El oponente queda sin control, la variable se pone en valor "hara kiri" y espera a que muera el otro para festejar. [Statedef 3502] movetype= H ctrl = 0
[State 9130, SetFatal] type = Varset trigger1 = time = 0 V = 4 value = 6
[State 3105, end] type = changeanim trigger1 = time = 0 value = 0
[State 430, 31sdaa] type = selfstate trigger1 = p2life <=0 value = 0 ctrl = 1
;--- Cosas de Fatales ---
;- Para fatal de jade, classic sub-zero... - [Statedef 6001] type = S movetype= I physics = N anim = 888
[State 3105, queda clavado] type = Explod trigger1 = time = 0 anim = 6001 pos = 0,0 postype = p1 sprpriority = 1 id = 6001
[State 3105, chau explod] type = removeExplod trigger1 = time = 41 id = 6001
[State 2, sangre y mas sangre] type = explod trigger1 = time = 0 trigger2 = time = 10 trigger3 = time = 20 trigger4 = time = 30 trigger5 = time = 40 pos = -4, -51 postype = p1 anim = F80; arreglar anim de sangre ontop = 1
[State 200, grito] type = playsnd trigger1 = Time = 0 value = 4,1
[State 200, 7] type = lifeadd trigger1 = Time = 41 value = -9999
[State 200, 7] type = selfstate trigger1 = Time = 41 value = 5150
;--- Para Friendship --- (queda mareandose)
[Statedef 6002] type = S movetype= I physics = N velset = 0, 0 ctrl = 0
[State 3100, asigna anim] type = varset trigger1 = time = 1 v = 45 value = 5300
[State 9399, 3] type = Lifeadd trigger1 = Time > 150 trigger1 = animtime = 0 Value = -9999
[State 9399, 2] type = selfstate trigger1 = time > 150 trigger1 = animtime = 0 value = 5150
;--- Para fatales de decapitación tipo la de cage ---
[Statedef 6003];661 type = S movetype= H physics = S ctrl = 0 velset = 0,0,0 anim = 661
[State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6611
[State 1200, at] type = Explod trigger1 = time = 5 trigger2 = time = 12 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 anim = F1 pos = 0,-105 postype = p1 ;facing = 1 sprpriority >= 3
[State 1200, at] type = Explod trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 anim = F1 pos = 0,-105 postype = p1 facing = -1 sprpriority >= 3
[State 22, round hit] type = EnvShake trigger1 = time = 45 trigger2 = time = 55 freq = 48 time = 10 ampl = 4
[State 1200, ound] type = PlaySnd trigger1 = time = 44 trigger2 = time = 55 value = F5, 17 channel = 4
[State 1200, 45ound] type = PlaySnd trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 value = F5, 19
[State 9010, 0.1] type = Sprpriority trigger1 = time = 50 value >= 4
[State 9399, 2] type = Selfstate trigger1 = Animtime = 0 value = 5150
[State 9399, 3] type = Lifeadd trigger1 = Time = 30 Value = -9999
[State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ctrl = 1
; --- Para fatales de decapitación tipo martillazo de Shao Kahn ---
[Statedef 6004];6612 type = S movetype= H physics = S ctrl = 0 velset = 0,0,0 anim = 661
[State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6611
[State 1200, at] type = Explod trigger1 = time = 5 trigger2 = time = 12 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 anim = F1 pos = 0,-105 postype = p1 sprpriority >= 3
[State 1200, at] type = Explod trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 anim = F1 pos = 0,-105 postype = p1 facing = -1 sprpriority >= 3
[State 1200, 45ound] type = PlaySnd trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 value = F5, 19
[State 9010, 0.1] type = Sprpriority trigger1 = time = 50 value >= 4
[State 9399, 2] type = Selfstate trigger1 = Animtime = 0 value = 5150
[State 9399, 3] type = Lifeadd trigger1 = Time = 30 Value = -9999
[State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ctrl = 1
;--- Cabeza ? [Statedef 6005];6613 type = S movetype= H physics = S ctrl = 0 velset = 0,0,0 anim = 661
[State 9399, 2] type = varset trigger1 = time = 0 v = 45 value = 6611
[State 1200, at] type = Explod trigger1 = time = 5 trigger2 = time = 12 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 anim = F1 pos = 0,-105 postype = p1 ;facing = 1 sprpriority >= 3
[State 1200, at] type = Explod trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 anim = F1 pos = 0,-105 postype = p1 facing = -1 sprpriority >= 3
[State 22, round hit] type = EnvShake trigger1 = time = 45 trigger2 = time = 55 freq = 48 time = 10 ampl = 4
[State 1200, ound] type = PlaySnd trigger1 = time = 44 trigger2 = time = 55 value = F5, 17 channel = 4
[State 1200, 45ound] type = PlaySnd trigger1 = time = 8 trigger2 = time = 14 trigger3 = time = 22 trigger4 = time = 28 trigger5 = time = 34 trigger6 = time = 40 trigger7 = time = 45 trigger8 = time = 50 trigger9 = time = 55 value = F5, 19
[State 9010, 0.1] type = Sprpriority trigger1 = time = 50 value >= 4
[State 9399, 2] type = Selfstate trigger1 = Animtime = 0 value = 5150
[State 9399, 3] type = Lifeadd trigger1 = Time = 30 Value = -9999
[State 5150, 8] type = NotHitBy trigger1 = 1 value = SCA time = 1 ctrl = 1
[State 1200, er2at] type = Explod trigger1 = time = 1 anim = 6612 ID = 6612 pos = 0,-115 postype = p1 sprpriority = 4 removetime = 5
[Statedef 3000000] type = S movetype= A physics = S juggle = 1 velset = 0,0 anim = 41000 ctrl = 0 [State 3000, 1] type = PlaySnd trigger1 = Time = 0 value = 0,0 [State SetFatality] type = VarSet trigger1 = !time var(11) = 1 [State silence] type = StopSnd trigger1 = !time channel = -1 [State Tun Tun Tun] type = PlaySnd trigger1 = !time value = S10000,2 channel = 3 ;Screen is dark(optional). [State 3000, 2] type = BGPalFX trigger1 = Time >= 63 time = 99999 add = 0,0,0 mul = 0,0,0 ;Stand comes back. [State 3000, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [State 3010, 1] type = HitDef trigger1 = AnimElem =12 trigger1 = P2StateType != A attr = S, SA damage = 99,99 animtype = Heavy hitflag = MFA guardflag = A priority = 7 pausetime = 0,3 sparkxy = 0,0 sparkno = -1 gurad.sparkno = -1 hitsound = -1 guardsound = -1 ground.type = High ground.slidetime = 0 ground.hittime = 0 ground.velocity = 0 air.velocity = 0 air.fall = 1 fall = 0 numhits = 0 p2stateno = 200010 [State 3010, 2] type = Destroyself trigger1 = AnimTime = 0 ;----------------------------------- ;Custom do P2 durante Moonlight Death [Statedef 200010] type = A movetype = H physics = N ctrl = 0 Anim = 200010 velset = 0,0 [State 200010,Corpo contado Direita ] type = Explod trigger1 = Time = 0 anim = 200010 ID = 200010 pos = 140,0 postype = p2 bindtime = -1 sprpriority = -600 ownpal = 1 removetime = -2 [State 200010,Corpo contado esquerda ] type = Explod trigger1 = Time = 0 anim = 200010 ID = 200010 pos = 140,0 postype = p2 bindtime = -1 sprpriority = 600 ownpal = 1 removetime = -2 [State 200010, Shake] type = envshake trigger1 = Time = 0 time = 20 ampl = -5 [State 50031, some] type = PosSet trigger1 = 1 y = 9999 [State 200010, 2] type = LifeSet trigger1 = time = 0 value = 0 [State 200010, 2] type = SelfState trigger1 = Time = 100 value = 5150 ctrl = 1
;============================================================== ================================================================ ====================================ARRANCAR MIEMBROS