DuckAzz Posted December 17, 2014 Share Posted December 17, 2014 So I was working on this hyper and when I tried it, the health of p2 was very strange when the p1 hit p2.... I think it's juggle or something because my hyper is an air type.... You can go here and check it out: ;Second state which comes after first state [statedef 7054] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [state 3000, Super B] type = AfterImage trigger1 = AnimElem = 1 time = 2 [state 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(1) >= 1 && Time < 80 time = 2 [state 1000] type = velset trigger1 = 1 x = 10 y = -0.5 [state 1000] type = playsnd trigger1 = animelem = 2 value = S105,0 [state 1000] type = playsnd trigger1 = animelem = 3 trigger2 = animelem = 9 trigger3 = animelem = 20 trigger4 = animelem = 27 value = S200,2 [state 200, 3] type = HitDef trigger1 = animelem = 4 trigger2 = animelem = 5 trigger3 = animelem = 6 trigger4 = animelem = 7 trigger5 = animelem = 10 trigger6 = animelem = 11 trigger7 = animelem = 12 trigger8 = animelem = 13 trigger9 = animelem = 21 trigger10 = animelem = 22 trigger11 = animelem = 28 attr = A, HA animtype = Heavy;Metal damage = 100,5 air.juggle = -1 guardflag = MAF getpower = 0 hitflag = MAF pausetime = 4,4 sparkno = 12 sparkxy = -20,-65 hitsound = S1566,8 guardsound = S150,0 ground.type = trip ground.slidetime = 25 ground.hittime = 25 ground.velocity = -5,-5 ground.cornerpush.veloff = 0 air.velocity = -5,-5 air.cornerpush.veloff = 0 air.animtype = Heavy;Metal air.fall = 1 air.hittime = 25 yaccel = .6 fall = 1 fall.recover = 1 envshake.time = 15 [state 200, 3] type = HitDef trigger1 = animelem = 29 attr = A, HA animtype = Hard;Core damage = 500,5 guardflag = MAF getpower = 0 air.juggle = -1 hitflag = MAF pausetime = 25,30 sparkno = 3 sparkxy = -15,-95 hitsound = S240,0 guardsound = S150,0 ground.type = high ground.slidetime = 25 ground.hittime = 25 ground.velocity = -5,-5 ground.cornerpush.veloff = 0 air.velocity = -5,-5 air.cornerpush.veloff = 0 air.animtype = Heavy;Metal air.fall = 1 air.hittime = 25 yaccel = .6 fall = 1 fall.recover = 1 envshake.time = 55 envshake.freq = 100 envshake.ampl = -20 envshake.phase = 160 [state 1000] type = changestate trigger1 = animelem = 30 value = 7055 ctrl = 0 Any help? Link to comment Share on other sites More sharing options...
0 llyyr Posted December 18, 2014 Share Posted December 18, 2014 By strange you mean? You need to tell us more about what/how exactly is "strange" otherwise I wouldn't know. Link to comment Share on other sites More sharing options...
0 DuckAzz Posted December 18, 2014 Author Share Posted December 18, 2014 When p1 hits p2 with first few attacks,next attacks do low damage (attacks don't respect damage which i set in hitdef). Link to comment Share on other sites More sharing options...
0 llyyr Posted December 18, 2014 Share Posted December 18, 2014 From which animation element it happens exactly? Link to comment Share on other sites More sharing options...
0 DuckAzz Posted December 18, 2014 Author Share Posted December 18, 2014 From animelem 3 in first hitdef... Last hitdef is very weak.... Link to comment Share on other sites More sharing options...
0 Websta Posted December 18, 2014 Share Posted December 18, 2014 If you're using a SuperPause sctrl. Make sure that you set the p2defmul to 1 Link to comment Share on other sites More sharing options...
0 llyyr Posted December 19, 2014 Share Posted December 19, 2014 This isn't helping. Post the full code so we can look at what you're doing wrong. Link to comment Share on other sites More sharing options...
0 Anastasia Posted December 19, 2014 Share Posted December 19, 2014 Can you provide a description of which character you are using and also a screenshot if its available Link to comment Share on other sites More sharing options...
0 DuckAzz Posted December 19, 2014 Author Share Posted December 19, 2014 Here's the full code: [statedef 7053] type = S movetype = A physics = S velset = 0,0 anim = 6169 ctrl = 0 [state 3000, Super B] type = AfterImage trigger1 = AnimElem = 1 time = 2 [state 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(1) >= 1 && Time < 80 time = 2 [state 1000] type = envcolor trigger1 = animelem = 1 time = 28 value = 0,0,0 ignorehitpause = 1 persistent = 0 under = 1 [state 1000] type = superpause trigger1 = animelem = 1 time = 28 poweradd = -4000 anim = -1 ignorehitpause = 1 p2defmul = 1 [state 1000] type = explod trigger1 = animelem = 1 anim = 6107 postype = p1 pos = 4,-75 under = 1 removeongethit = 1 ignorehitpause = 1 supermovetime = 9999 pausemovetime = 9999 [state 1000] type = explod trigger1 = animelem = 1 anim = 6108 postype = p1 pos = 4,-75 ontop = 1 removeongethit = 1 ignorehitpause = 1 supermovetime = 9999 pausemovetime = 9999 [state 1000] type = playsnd trigger1 = animelem = 1 value = S1566,21 [state 1000] type = changestate trigger1 = animelem = 2 value = 7054 ctrl = 0 ;======================================================================== ;One state more [statedef 7054] type = A movetype = A physics = N velset = 0,0 ctrl = 0 [state 3000, Super B] type = AfterImage trigger1 = AnimElem = 1 time = 2 [state 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(1) >= 1 && Time < 80 time = 2 [state 1000] type = velset trigger1 = 1 x = 10 y = -0.5 [state 1000] type = playsnd trigger1 = animelem = 2 value = S105,0 [state 1000] type = playsnd trigger1 = animelem = 3 trigger2 = animelem = 9 trigger3 = animelem = 20 trigger4 = animelem = 27 value = S200,2 [state 200, 3] type = HitDef trigger1 = animelem = 4 trigger2 = animelem = 5 trigger3 = animelem = 6 trigger4 = animelem = 7 trigger5 = animelem = 10 trigger6 = animelem = 11 trigger7 = animelem = 12 trigger8 = animelem = 13 trigger9 = animelem = 21 trigger10 = animelem = 22 trigger11 = animelem = 28 attr = A, HA animtype = Heavy;Metal damage = 100,5 air.juggle = -1 guardflag = MAF getpower = 0 hitflag = MAF pausetime = 4,4 sparkno = 12 sparkxy = -20,-65 hitsound = S1566,8 guardsound = S150,0 ground.type = trip ground.slidetime = 25 ground.hittime = 25 ground.velocity = -5,-5 ground.cornerpush.veloff = 0 air.velocity = -5,-5 air.cornerpush.veloff = 0 air.animtype = Heavy;Metal air.fall = 1 air.hittime = 25 yaccel = .6 fall = 1 fall.recover = 1 envshake.time = 15 [state 200, 3] type = HitDef trigger1 = animelem = 29 attr = A, HA animtype = Hard;Core damage = 500,5 guardflag = MAF getpower = 0 air.juggle = -1 hitflag = MAF pausetime = 25,30 sparkno = 3 sparkxy = -15,-95 hitsound = S240,0 guardsound = S150,0 ground.type = high ground.slidetime = 25 ground.hittime = 25 ground.velocity = -5,-5 ground.cornerpush.veloff = 0 air.velocity = -5,-5 air.cornerpush.veloff = 0 air.animtype = Heavy;Metal air.fall = 1 air.hittime = 25 yaccel = .6 fall = 1 fall.recover = 1 envshake.time = 55 envshake.freq = 100 envshake.ampl = -20 envshake.phase = 160 [state 1000] type = changestate trigger1 = animelem = 30 value = 7055 ctrl = 0 ;======================================================================== ;Finish [statedef 7055] type = A movetype = A physics = N velset = 4,-9 ctrl = 0 [state 1000] type = veladd trigger1 = 1 y = .42 [state 1100, 5] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 52 ctrl = 1 Link to comment Share on other sites More sharing options...
0 DuckAzz Posted December 19, 2014 Author Share Posted December 19, 2014 No matter,daniel told me what I need to do.....Problem solved! Link to comment Share on other sites More sharing options...
0 Anastasia Posted December 20, 2014 Share Posted December 20, 2014 Who was the character that had this code or you using it for your own creation? Link to comment Share on other sites More sharing options...
0 Ryon Posted December 21, 2014 Share Posted December 21, 2014 airjuggle = -1 seems like a bit error to me since it only takes juggle points AWAY, positive numbers get taken away and - numbers like that would freak it out i believe. BUT please tell us what was the issue? Link to comment Share on other sites More sharing options...
0 DuckAzz Posted December 22, 2014 Author Share Posted December 22, 2014 Who was the character that had this code or you using it for your own creation? Extreme Sula btw... airjuggle = -1 seems like a bit error to me since it only takes juggle points AWAY, positive numbers get taken away and - numbers like that would freak it out i believe. BUT please tell us what was the issue? I had to change groundtype from trip to high because daniel told me that trip has something very strange inside that groundtype Link to comment Share on other sites More sharing options...
Question
DuckAzz
So I was working on this hyper and when I tried it, the health of p2 was very strange when the p1 hit p2....
I think it's juggle or something because my hyper is an air type....
You can go here and check it out:
Any help?
Link to comment
Share on other sites
12 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now