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Need help for hyper move


DuckAzz

Question

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?

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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

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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?

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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

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