[Tutorial] Script.ani Conditions and Value Reference (Advanced)

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[Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Feb 24, 2012 4:41 am

Hello guys! Just making a small list of maybe useful conditions and values for the Script.ani.

List with descriptions

int[155]=??; - This is for Burst Mode. If you apply this value to a script index and change the ?? to 10. Your normal attack will be multiplied ten times in terms of speed and damage. And if you burst mode holding X and using the ex gauge (example you applied it to beam shot) your attack will be 100 times powerful. Considering the 10x10 multiplier.

int[153]=0; - This is the hit condition variable.

GoScriptIndex(?); - Use this value if you want to execute a script earlier than expected. Example, the script has 7 script indexes and the main hit WeaponAttack2 or RunProc2 is in script index 4. Just apply inside the first index so it will automatically execute index 4 of the script

ExecScriptEveryTime(?);  - This is the value that pertains to how many times the script index executes before moving to the next script index. Example you want RunProc2(0,11,0,5); A.K.A. vulcan bullets to fire consecutively without adding more RunProc2(0,11,0,5); to the script index. Just add ExecScriptEveryTime(0); so RunProc2(0,11,0,5); will repeat many times in 0 seconds. Change 0 to higher valuer for a long lag time. e.g. 1000 = 1 second.

ChangeAnime(?,?,?); - Use this value if you want to use animation that only refers to the normal action sequence. e.g. folder 01 to folder 23. The first ? refers to the folder of the animation. e.g. 1 = Standing. The second ? refers to the bottom and rotation animation. e.g. if you change it, the posiiton of your body_d.x may change. The third ? refers to the position rotation of X-Y, values 1 to 9.

GoPoseIndex(?,?) - This value refers to the poses you action will do. The first ? refers to the folder. 0 = folder 01, -1 = same folder. The second ? refers to the .hod number. e.g. GoPoseIndex(57,3); The action will do folder 58, 03_name.hod.

CatchLastChara(?,?,?); - This value is used if you want your opponent to attach to the assigned weapon point. The first ? is the position of the mech to the weapon point. Best if 0 or 1. The second ? refers to the weapon point where the opponent will be attached. The third ? refers to the rotation of the opponent when attached to the weapon point. Best if 181 or higher. This command must be used inside a hit condition melee. e.g. IF(@int[153],>,0);@int[153]=0;CatchLastChara(1,7,181);ENDIF; if not, game will crash.

@float[101] to [106] - Positional and energy. Required hits condition. Check below for reference, also can be used for camera angle 4.

@int[1] = 0; - Mainly used for grab attack if it should let go and continue if another CatchLastChara is used. Also applicable to multiple attack runs.

RunSubScript(?,?); - Used to run a script even on a different folder. The first ? refers to the script index. The second refers to the folder. E.g. RunSubScript(0,132); Will run Script staring from script index 0 and commencing sword attack 2 which is usually 132.

IF(@int[151]==0;); - Normal condition script index.

IF(@int[151],==,1); - Condition if character is moving and must perform action even when moving. e.g Shot.

IF(@int[192],!=,0); - Condition if you press the button corresponding to the folder.

IF(@int[1],<,?); - If button press should connect after less than... apply your value to ?

IF(@int[153],!=,0); - If previous script index hits. Commence to...

IF(@int[153],>,0); - If previous script index hits, Commence to... stops when blocked. Needs @int[153]=0; to properly execute. Only applies to melee.

IF(@int[153],!=,0); - If previous script index hits even if blocked with ShildGuard=2;, Commence to... Can only be stopped when blocked with a script using ShildGuard=1;

Usage:
Code:
.ス;ウ      €?          €?          €ソ    .ス;ウ    o・1J・ス砦-セ  €?  
   ヘフフ=ォ   '下半身のみ
IF(@int[151]==0);Move(0,0,1.00f);ATTACK(90,5,0,0);AttackFlag=1;RunProc2(0,57,17,250,0,1,2,0,0,0,0,50);GvEnable=0;ChangeWeapon(SWORD);MoveLock();      ENDIF;

  
ラ#<r   '下半身のみ
IF(@int[151]==0);Move(0.4f,0,0.3f);GvEnable=0;MoveLock();LockBodyDownTarget(60,60);          ENDIF;
   ヘフフ=r   '下半身のみ
IF(@int[151]==0);GvEnable=0;ShotTurnAng=360;LockBodyDownTarget(45,45);Move(0,0,0.10f);       ENDIF;
       ・   '下半身のみ
IF(@int[151]==0);Move(-0.9,0,0.8);GvEnable=0;MoveLock();LockBodyDownTarget(60,60);CamEffect=3;               ENDIF;
   ヘフL>ヘ   '下半身のみ
IF(@int[155],!=0);ATTACK(10,0,0,0);AttackFlag=1;Move(0,0,0.40f);RunProc2(0,57,17,400,0,1,2,0,0,0,0,30);ShotTurnAng=10;MoveLock();ExecScriptEveryTime(0);GvEnable=0;RunProc2(0,31,1,0,0);ENDIF;
   ヘフL=a   '下半身のみ
IF(@int[153],!=,0);GoPoseIndex(-1,1);GoScriptIndex(2);GvEnable=0;           ENDIF;
   ヘフL=]   '下半身のみ
IF(@int[151]==0);GvEnable=0;LockBodyDownTarget(-1,-1);CamEffect=0;      ENDIF;
Idea: If...

Code:
IF(@int[155],!=0);ATTACK(10,0,0,0);AttackFlag=1;Move(0,0,0.40f);RunProc2(0,57,17,400,0,1,2,0,0,0,0,30);ShotTurnAng=10;MoveLock();ExecScriptEveryTime(0);GvEnable=0;RunProc2(0,31,1,0,0);ENDIF;
Hits.

Code:
IF(@int[153],!=,0);GoPoseIndex(-1,1);GoScriptIndex(2);GvEnable=0;           ENDIF;
Will commence because the aforementioned script index above hits.

Check video below.

IF(int[155],!=0); - Script index will only execute if you use EX-Gauge.

Check video below.



IF(@int[150] ,==, 1); - Condition if you want your character to perform an action even when falling down or jumping up.

To be updated.


Last edited by Natsuharu on Sun Apr 15, 2012 4:10 am; edited 2 times in total
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Sankarea on Fri Feb 24, 2012 4:46 am

^^,i love this tutorial

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Feb 24, 2012 4:46 am

copy pasted, so I'll probably know what to do now lol

+1 reppuh
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Feb 24, 2012 4:48 am

Thank you. Hope you guys find it useful.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Feb 24, 2012 7:59 pm

if i change int[155]=??; for funnel burst attack to 10, did it mean that the funnel would attack ten times?
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Feb 24, 2012 10:32 pm

Yes.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Feb 24, 2012 10:39 pm

and if i change it back to ?? = normal? (non burst)
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Sat Feb 25, 2012 2:26 am

Must be 0 or 00. Better yet remove the line. because if changed to 0. Even EX burst mode will not work.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Minty Kitty on Sat Feb 25, 2012 11:21 am

O.o..

Wow...

Revival why are u so amazing?

STICKIED

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Tue Feb 28, 2012 8:01 am

whow..kinda..difficult..but understandble
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Sun Apr 15, 2012 4:11 am

Added...

IF(@int[153],!=,0); - If previous script index hits even if blocked with ShildGuard=2;, Commence to... Can only be stopped when blocked with a script using ShildGuard=1;

Usage:
Code:
.ス;ウ      €?          €?          €ソ    .ス;ウ    o・1J・ス砦-セ  €? 
  ヘフフ=ォ  '下半身のみ
IF(@int[151]==0);Move(0,0,1.00f);ATTACK(90,5,0,0);AttackFlag=1;RunProc2(0,57,17,250,0,1,2,0,0,0,0,50);GvEnable=0;ChangeWeapon(SWORD);MoveLock();      ENDIF;

 
ラ#<r  '下半身のみ
IF(@int[151]==0);Move(0.4f,0,0.3f);GvEnable=0;MoveLock();LockBodyDownTarget(60,60);          ENDIF;
  ヘフフ=r  '下半身のみ
IF(@int[151]==0);GvEnable=0;ShotTurnAng=360;LockBodyDownTarget(45,45);Move(0,0,0.10f);      ENDIF;
      ・  '下半身のみ
IF(@int[151]==0);Move(-0.9,0,0.8);GvEnable=0;MoveLock();LockBodyDownTarget(60,60);CamEffect=3;              ENDIF;
  ヘフL>ヘ  '下半身のみ
IF(@int[155],!=0);ATTACK(10,0,0,0);AttackFlag=1;Move(0,0,0.40f);RunProc2(0,57,17,400,0,1,2,0,0,0,0,30);ShotTurnAng=10;MoveLock();ExecScriptEveryTime(0);GvEnable=0;RunProc2(0,31,1,0,0);ENDIF;
  ヘフL=a  '下半身のみ
IF(@int[153],!=,0);GoPoseIndex(-1,1);GoScriptIndex(2);GvEnable=0;          ENDIF;
  ヘフL=]  '下半身のみ
IF(@int[151]==0);GvEnable=0;LockBodyDownTarget(-1,-1);CamEffect=0;      ENDIF;
Idea: If...

Code:
IF(@int[155],!=0);ATTACK(10,0,0,0);AttackFlag=1;Move(0,0,0.40f);RunProc2(0,57,17,400,0,1,2,0,0,0,0,30);ShotTurnAng=10;MoveLock();ExecScriptEveryTime(0);GvEnable=0;RunProc2(0,31,1,0,0);ENDIF;
Hits.

Code:
IF(@int[153],!=,0);GoPoseIndex(-1,1);GoScriptIndex(2);GvEnable=0;          ENDIF;
Will commence because the aforementioned script index above hits.

Check video below.

IF(int[155],!=0); - Script index will only execute if you use EX-Gauge.

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Sankarea on Sun Apr 15, 2012 6:25 am

half understand>.<

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Mon Apr 23, 2012 10:37 pm

I'll add more ideas later like how have individual sub attacks for gun or sword mode.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Sankarea on Mon Apr 23, 2012 10:54 pm

Oh,yes,i'm waiting for that

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Sun Sep 09, 2012 6:05 am

Added:

After Image effect -

RunProc2(0,62,0,8,5,0);

RunProc2(Protocol,Effect Type,Weapon,Point,8 = 3D Object,5 = Script.spt LoadXFile equivalent,0 = Static);

The object disappears after 2 seconds.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Oct 26, 2012 1:28 pm

hey guys, im new here. i have a lame request here, can anyone help me to change the paint of the ms?? i just cant seem to do it....
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Fri Oct 26, 2012 1:41 pm

Wrong place to ask.

http://www.winz00e.com/t822-simple-ukwxp-mod-rooting-technique-video check this one if you wanna learn "rooting" AKA painting...

Or look around on the tutorials compilation thread and look for the color editing using .spt file
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Sankarea on Fri Oct 26, 2012 2:28 pm

oh nice,ethereal,i was looking for that code^^

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Pain(God) on Fri Oct 26, 2012 10:11 pm

Black can you pose Hod toturial, Kira if you dint mind.. some time i forgot and repetly check your treat.. Stressed!

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Sat Oct 27, 2012 2:29 am

thx la croix, it helped alot.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by CometStrife on Sat Jan 19, 2013 9:16 pm

Ethereal wrote:IF(int[155],!=0); - Script index will only execute if you use EX-Gauge.

Is it IF(@int[155] ,!=, 0); or IF(@int[155] ,!= 0); ???

I got confused thinking it was a new command

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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Mon Jan 21, 2013 1:19 am

man, which app do i must use to edit Any ANI script?
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by Guest on Wed Jan 23, 2013 8:45 pm

I just use IXV hex editor.

www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm

It has a pretty neat grid system. :)

Aesreal wrote:
Ethereal wrote:IF(int[155],!=0); - Script index will only execute if you use EX-Gauge.

Is it IF(@int[155] ,!=, 0); or IF(@int[155] ,!= 0); ???

I got confused thinking it was a new command

Actually rather than starting at the normal IF(@int[151]... you can use that rather than inserting it in the middle of an IF(@int[151]... index.
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Re: [Tutorial] Script.ani Conditions and Value Reference (Advanced)

Post by CometStrife on Fri Mar 08, 2013 9:00 am

Questions
1.
Ethereal wrote:ChangeAnime(?,?,?); - Use this value if you want to use animation that only refers to the normal action sequence. e.g. folder 01 to folder 23. The first ? refers to the folder of the animation. e.g. 1 = Standing. The second ? refers to the bottom and rotation animation. e.g. if you change it, the posiiton of your body_d.x may change. The third ? refers to the position rotation of X-Y, values 1 to 9.

Could you explain Position Rotation? I don't understand the 2nd and 3rd questions marks

2.
Ethereal wrote:RunSubScript(?,?); - Used to run a script even on a different folder. The first ? refers to the script index. The second refers to the folder. E.g. RunSubScript(0,132); Will run Script staring from script index 0 and commencing sword attack 2 which is usually 132.

Would this "script running" thingy differ from the script it is launched at? Or would it come back to its base script after running the different script?

Eg. if say i use attack 1. i added a RunSubScript command to attack 4.

Would the game play attack 1, attack 4, attack 1? Or would it go to attack 1, jump straight to attack 4 and play it as if attack 4 is used??

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