SuperPause
From M.U.G.E.N Wiki
State Controller: SuperPause
Freezes the gameplay and darkens the screen. While each player is frozen, no time passes for them. Use for a dramatic pause during the start of hyper attacks.
- Required parameters:
- none
- Optional parameters:
SuperPause accepts all optional parameters that the Pause controller does. In addition, SuperPause also takes the following parameters:
- time = pause_time (int)
- Specifies the number of ticks that the pause should last. Default is 30 ticks (half a second at default speed).
- anim = anim_no (int)
- Specifies the animation number (from fightfx.air) to play during the SuperPause. The default is 30, which is a charging effect. If anim is -1, no animation will be played. If you prepend "S" to anim_no, the animation used will be from the player's AIR file. For example, anim = S10.
- sound = snd_grp, snd_no (int, int)
- Specifies a sound to play (from common.snd) during SuperPause. The default is -1, which means no sound is played. If you prepend "S" to snd_grp, then the sound used will be from the player's own SND file. For example, sound = S10,0.
- pos = x_pos, y_pos (float)
- Specifies the offset (from the player axis) at which the super anim is to be displayed. Defaults to 0,0.
- darken = bvalue (boolean)
- If this is 1, the screen will darken during the SuperPause. Set this to 0 to disable this effect. The default value is 1.
- p2defmul = def_mul (float)
- This is the amount in which to temporarily multiply the defence of any targets the player has. This is used to make chaining into supers less damaging. Setting this at 1 will make no changes to the targets' defence. 0 is a special value that will set the defence to the number set in Super.TargetDefenceMul in the [Rules] section of mugen.cfg. The default value is 0. Valid values are all positive numbers, including zero.
- poweradd = value (int)
- This is the amount to add to the player's power. Defaults to 0.
- unhittable = bvalue (boolean)
- If set to 1, the player cannot be hit during the SuperPause. Set to 0 to disable this. Defaults to 1.
- Notes:
- If the Pause controller was previously executed, and the action is still paused, executing a SuperPause will preempt the Pause controller's effects. During the SuperPause, the time left until the Pause controller's effects expires will not count down.
- Example:
- none
