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Character goes down with Minus Y Values


DLF

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[State 420, 1]

type = HitDef

trigger1 = Time = 6

attr = S, NA

damage = 60,30

animtype = Heavy

guardflag = MA

hitflag = MAF

priority = 6, Hit

pausetime = 12, 12

sparkxy = -10, -22

hitsound = S5,1

guardsound = 6,0

ground.type = High

ground.slidetime = 20

ground.hittime = 22

ground.velocity = -1, -10.5

airguard.velocity = -1.8,-.8

air.type = High

air.velocity = 0,-9

air.hittime = 22

fall = 0

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Probably borrow some other code like mine.

Here's my code from super better luigi:

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA            ;Attribute: Standing, Normal Attack
damage = 23, 0            ;Damage that move inflicts, guard damage
animtype = Heavy            ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA            ;Flags on how move is to be guarded against
hitflag = MAF            ;Flags of conditions that move can hit
priority = 3, Hit            ;Attack priority: 0 (least) to 7 (most), 4 default                   ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 10            ;Time attacker pauses, time opponent shakes
sparkno = s6010                ;Spark anim no (Def: set above)
sparkxy = -10, -65        ;X-offset for the "hit spark" rel. to p2,                   ;Y-offset for the spark rel. to p1
hitsound = s3, 0            ;Sound to play on hit
guardsound = s6, 1
guard.sparkno = s6005            ;Sound to play on guard
ground.type = High        ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30        ;Time that the opponent slides back
ground.hittime  = 40        ;Time opponent is in hit state
ground.velocity = 0,-12        ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High            ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 0, -11.6        ;X-velocity at which opponent is pushed,                    ;Y-velocity at which opponent is pushed
envshake.time=10
envshake.ampl=5
 

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