Solved Non-stop freespecial

Question that is answered or resolved.

darkneo

Member
Hello, I want to do a non-stop freespecial such as charging when I hold my buttons until I release them, is that possible? Thank you.
 
Solution
ah you can use the anim CHARGE for that:

CHARGE {players}

  • Optional.
  • Despite its name, this animation is not related to CHARGEATTACK at all.
  • This animation is executed by holding special and jump together. As long the buttons are held, the animation will play continuously.
  • While playing, player's MP will be recovered at specified rate. The recharge rate is specified with 'chargerate' (see Entity's Header data above).
@darkneo,

Of course it's possible, but we need some more details on exactly how you want it to work. There's a couple of different script events that we can employ, and the best one depends on the functionality of your move.

DC
 
Yes, we would need more information about this. "non-stop" do you refer to a movement that does not end until you release the button you are pressing or a movement that cannot be interrupted by the enemy while you hold down a button?
 
@darkneo

it also depends on another factor, can you move while charging?

if its like a Ki or super sayan charge, most games use stationary animations.

if your charge is more like a glow or an aura (night slashers arcade), you can keep moving while the character glows or has an aura, let of the button and you unleash the attack, new mp or hp level power or model change
 
Ralf from Crime Buster has 2 freespecials : Vulcan Punch and Galactica Phantom. When he performs the latter, player could hold Special button to charge the damage. It's not non-stop but it's example on how to create freespecial which could be played longer by holding certain key.
 
Thank you for you all kindly reply and I'm apologize for my unclear question. Yes, as Oldyz said, actually I want my character Goku just like in Super Butōden 2, he is charging his "Ki" and his En (or you can say mp whatever) will rise. In Super Famicom, when press the punch and kick together, Goku will start charge continuously until I release the buttons. I want this same performance, I just need he stand here and charge, no need to move, and yes he can be interrupted by the enemies but I think only need add the body box is okay. So please help me solve this problem, thanks!
 

Attachments

  • charging2.gif
    charging2.gif
    57.1 KB · Views: 4
ah you can use the anim CHARGE for that:

CHARGE {players}

  • Optional.
  • Despite its name, this animation is not related to CHARGEATTACK at all.
  • This animation is executed by holding special and jump together. As long the buttons are held, the animation will play continuously.
  • While playing, player's MP will be recovered at specified rate. The recharge rate is specified with 'chargerate' (see Entity's Header data above).
 
Solution
ah you can use the anim CHARGE for that:

CHARGE {players}

  • Optional.
  • Despite its name, this animation is not related to CHARGEATTACK at all.
  • This animation is executed by holding special and jump together. As long the buttons are held, the animation will play continuously.
  • While playing, player's MP will be recovered at specified rate. The recharge rate is specified with 'chargerate' (see Entity's Header data above).
Oh my gosh, never image that it has this convenient function, thank you bro! (y) One more question, besides that default holding special and jump together, can this change to other buttons?
 
Last edited:
@darkneo, how do you wish to do the KI charge? if you want to use jump plus attack, here is how...

to change the buttons, And or figure out how to change them, Night slashers 23A has a a button sequence that charges "jasmine's" MP, and another buttons squence that does an Aurora attack using attack plus jump.

if you manage to edit this functionalities for the sequence to do the attack Aurora and the Attack And Jump to do the MP charge, you will be closer to your answer.
Play around and see if you can manage to make your own button combos, or if you want to sue a single button, try editing the taunt ani,ation itself and transform it to the MP charge
 
@darkneo, how do you wish to do the KI charge? if you want to use jump plus attack, here is how...

to change the buttons, And or figure out how to change them, Night slashers 23A has a a button sequence that charges "jasmine's" MP, and another buttons squence that does an Aurora attack using attack plus jump.

if you manage to edit this functionalities for the sequence to do the attack Aurora and the Attack And Jump to do the MP charge, you will be closer to your answer.
Play around and see if you can manage to make your own button combos, or if you want to sue a single button, try editing the taunt ani,ation itself and transform it to the MP charge
@oldyz Thanks for the suggestion! I will find that Night slashers 23A and try to learn about its buttons sequence. Ahh editing taunt animation and transform it to the MP charge is also a great idea, I understand your mean but how should I add the MP charge effect in the animation?
 
@oldyz Thanks for the suggestion! I will find that Night slashers 23A and try to learn about its buttons sequence. Ahh editing taunt animation and transform it to the MP charge is also a great idea, I understand your mean but how should I add the MP charge effect in the animation?
the mp charge effect is done by script,
if the animation has something like :
@cmd supercharge (cant recall the exact name), this means that Jasmine´s animation is calling on a script included in player.c
if instead you see something like this:
Code:
@script
    void self = getlocalvar("self");
    void vAniPos = getentityproperty(self, "animpos");
    void target = findtarget(self);
    void eAniID = getentityproperty(target, "animationID");
    float x1 = getentityproperty(target, "x");
    float x2 = getentityproperty(self, "x");
    float z1 = getentityproperty(target, "z");
    float z2 = getentityproperty(self, "z");
    if(frame == 0){
        if(eAniID == 5 || eAniID == 6){
            if(z1-z2<20 && z1-z2>-20 && x1-x2>-80 && x1-x2<80){
                if(playerkeys(getentityproperty(self, "playerindex"), 0, "movedown")){
                    changeentityproperty(self, "animation", openborconstant("ANI_FREESPECIAL11"));
                }
            }
            if(z1-z2<20 && z1-z2>-20 && x1-x2>-100 && x1-x2<100){
                if(playerkeys(getentityproperty(self, "playerindex"), 0, "moveup")){
                    changeentityproperty(self, "animation", openborconstant("ANI_FREESPECIAL14"));
                }
            }
        }
    }
    @end_script

it means that the increase was made using inline script

Inline scripts can be made into @cmd and viceversa, and its best practice to use @cmd's
at least in my case i find it easier to make experiments using inline codes.

a warning , it seems that you are going to have to seek the animations i mentioned, because for some reason i seem to have made almost no notes for jasmine -
usually any changes i made are marked with #new 2021 #new 2022 or #new 2023

maybe the chronocrash modders tool will be of great aid for figuring out which anaimations are the mp charge and the other one,
(this machine dislikes the tool, so i still rely on notes and checking animations using an image gallery program)

anyway, i mentioned jasmine because she has the more supersayan like animation charge and attack
 
the mp charge effect is done by script,
if the animation has something like :
@cmd supercharge (cant recall the exact name), this means that Jasmine´s animation is calling on a script included in player.c
if instead you see something like this:
Code:
@script
    void self = getlocalvar("self");
    void vAniPos = getentityproperty(self, "animpos");
    void target = findtarget(self);
    void eAniID = getentityproperty(target, "animationID");
    float x1 = getentityproperty(target, "x");
    float x2 = getentityproperty(self, "x");
    float z1 = getentityproperty(target, "z");
    float z2 = getentityproperty(self, "z");
    if(frame == 0){
        if(eAniID == 5 || eAniID == 6){
            if(z1-z2<20 && z1-z2>-20 && x1-x2>-80 && x1-x2<80){
                if(playerkeys(getentityproperty(self, "playerindex"), 0, "movedown")){
                    changeentityproperty(self, "animation", openborconstant("ANI_FREESPECIAL11"));
                }
            }
            if(z1-z2<20 && z1-z2>-20 && x1-x2>-100 && x1-x2<100){
                if(playerkeys(getentityproperty(self, "playerindex"), 0, "moveup")){
                    changeentityproperty(self, "animation", openborconstant("ANI_FREESPECIAL14"));
                }
            }
        }
    }
    @end_script

it means that the increase was made using inline script

Inline scripts can be made into @cmd and viceversa, and its best practice to use @cmd's
at least in my case i find it easier to make experiments using inline codes.

a warning , it seems that you are going to have to seek the animations i mentioned, because for some reason i seem to have made almost no notes for jasmine -
usually any changes i made are marked with #new 2021 #new 2022 or #new 2023

maybe the chronocrash modders tool will be of great aid for figuring out which anaimations are the mp charge and the other one,
(this machine dislikes the tool, so i still rely on notes and checking animations using an image gallery program)

anyway, i mentioned jasmine because she has the more supersayan like animation charge and attack
@oldyz I have downloaded the Night Slashers 23A and tried the game, first I need to say the new version is excellent because it has so many action animations and I love them. I use the Sublime text to help check Jasmine's freespecial and yes she has one can charge the mpfull. So now I can decide my own buttons sequence and the charging animation mix together. Thank for your great support and wish you has a good day!:)
 
@darkneo

thanks, remember that there are even better modules out there and if they can be unpaked they can serve you as learning tools - obviously there a are some dragon ball z games already, but since i never played them i could not speak about them,
NS is highly unoptimizied and the notes are aids to help my memory problems, and i do it this way in case i ever have an unfortunate event and a different version of me needs to pick up and re-learn the stuff again....

you can take any module and edit its stuff to suit your needs, add notes and stuff, organize the models .txt in a way that you can better understand what is going on, etc.
 
Back
Top Bottom