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Bjay

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Posts posted by Bjay

  1. They're fun. Thanks for these characters. They have a spot on my roster.

    One bit of feedback on Bubblun.

    I think standing D where he rapidly shoots small bubbles is way too abusive. There's too much hitstun and blockstun. Maybe cooldown would help?

    I think I also found bit of a juggling issue with Bubblun, but it happened when I was fiddling around and I couldn't replicate it. If anything comes up I'll let you know.

  2. Try adding 'ignorehitpause=1' to the NotHitBy controller in state 1506.

    Tried it, but it didn't work unfortunately.

    Try adding a HitOverride or ReversalDef. But it requires you for Athena to go into a new stateno and fire a projectile that counts as the reflected projectile.

    State 1507 already has those though? Unless I'm confusing that with something else.

  3.  

    SP-Athena (by JFCT555) has a bug where if she's hit during her use of reflector with certain timing, a clone of her spawns.

     

     

    ;======================================================
    ; Psycho Reflector (1/5)
    ;=====d=================================================
    [Statedef 1500]
    type    = S
    movetype= A
    physics = S
    velset = 0,0
    anim = 1500
    poweradd = ifelse(Var(23)>0,0,72)
    ctrl = 0
    sprpriority = 2
    facep2 = 1
    [State 1500, 1]
    type = VarAdd
    triggerall = (prevstateno=200||prevstateno=220||prevstateno=250||prevstateno=260||prevstateno=440||prevstateno=1300||prevstateno=1310||prevstateno=1601)
    trigger1 = time = 0
    var(23) = -160
    ignorehitpause = 1
    persistent = 1
    [State 1500, 2]
    type = PalFX
    triggerall = (prevstateno=200||prevstateno=220||prevstateno=250||prevstateno=260||prevstateno=440||prevstateno=1300||prevstateno=1310||prevstateno=1601)
    trigger1 = (GameTime%2) = 0 && time < 8
    time = 1
    add = 256,256,256
    mul = 256,256,256
    sinadd = 256,256,256,1
    invertall = 0
    color = 256
    ignorehitpause = 1
    [state 1500, 3]
    type = RemoveExplod
    trigger1 = time = 0
    ID = 1303
    [state 1500, 4]
    type = RemoveExplod
    trigger1 = time = 0
    ID = 1313
    [State 1500, 5]
    type = Explod
    triggerall = time = 2
    trigger1 = NumExplod(1502) = 0
    anim = 1502
    id = 1502
    postype = p1
    pos = 32,-72
    ownpal = 1
    bindtime = -1
    ignorehitpause = 1
    sprpriority = 3
    removetime = 34
    supermove = 0
    removeongethit = 1
    shadow  = 128,128,128
    [State 1500, 6]
    type = ModifyExplod
    trigger1 = NumExplod(1502) = 1 && time = [2,12]
    ID = 1502
    scale = ((time-2)*0.1),((time-2)*0.1)
    [State 1500, 7]
    type = PlaySnd
    trigger1 = AnimElem = 3
    value = s1500,0
    channel = 1
    [State 1500, 8]
    type = PlaySnd
    trigger1 = AnimElem = 3
    value = s1500,1
    channel = 6
    [State 1500, 9]
    type = Helper
    trigger1 = Animelem = 6
    helpertype = Normal
    name = "Reversal Helper"
    id = 1505
    pos = 32,-72
    postype = P1
    facing = 1
    stateno = 1505
    keyctrl = 0 
    ownpal = 1
    sprpriority = 4
    [State 1500, 10]
    type = Stopsnd
    trigger1 = NumProjID(1507) = 1
    channel = 6
    [State 1500, 11]
    type = RemoveExplod
    triggerall = Animelemtime(6) >= 0
    trigger1 = Numhelper(1505) = 0
    ID = 1502
    [State 1500, 12]
    type = ChangeAnim
    triggerall = Animelemtime(6) >= 0
    trigger1 = Numhelper(1505) = 0
    value = 1501
    [State 1500, 13]
    type = ChangeState
    trigger1 = NumProjID(1507) = 1
    trigger2 = Animelemtime(6) >= 0
    trigger2 = !Numhelper(1505)
    value = 1501
    ctrl = 0
    [State 1500, 14]
    type = Explod
    trigger1 = Time = 36
    anim = 1503
    id = 1503
    postype = p1
    pos = 32,-72
    ownpal = 1
    bindtime = -1
    ignorehitpause = 1
    sprpriority = 5
    supermove = 0
    shadow  = 128,128,128
    [State 1500, 15]
    type = Varset
    trigger1 = prevstateno = 1601 || prevstateno = 1300 || prevstateno = 1310
    trigger2 = prevstateno = 300 || prevstateno = 350 || prevstateno = 440
    v = 3
    value = ifelse((prevstateno = 300 || prevstateno = 350 || prevstateno = 440),4,3)
    [State 1500, 16]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1
    ;------------------------------------------------------
    ; Psycho Reflector (2/5)
    ;------------------------------------------------------
    [Statedef 1501]
    type    = S
    movetype= I
    physics = S
    velset = 0,0
    anim = ifelse((prevstateno = 1550),1553,1501)
    ctrl = 0
    sprpriority = 2
    [State 1501, 1]
    type = RemoveExplod
    trigger1 = time = 0
    ID = ifelse((prevstateno = 1550),1561,1502)
    [State 1501, 2]
    type = Explod
    trigger1 = Animelem = 1
    anim = ifelse((prevstateno = 1550),1562,1503)
    id = 1503
    postype = p1
    pos = ifelse((prevstateno = 1550),60,32),ifelse((prevstateno = 1550),-73,-72)
    ownpal = 1
    bindtime = -1
    ignorehitpause = 1
    sprpriority = 5
    supermove = 0
    shadow  = 128,128,128
    [State 1501, 3]
    type = Varset
    trigger1 = p2movetype = H
    v = 3
    value = 4
    [State 1501, 4]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1
    ;------------------------------------------------------
    ; Psycho Reflector (3/5)
    ;------------------------------------------------------
    [Statedef 1505]
    type    = S
    movetype = A
    physics = N
    velset = 0,0
    anim = ifelse((root,stateno = 1550),1554,1504)
    ctrl = 0
    sprpriority = 2
    [state 1505, 1]
    type = parentvarset
    Trigger1 = time = 0
    var(36) = 0
    ignorehitpause = 1
    [state 1505, 2]
    type = Projectile
    triggerall = root,stateno = 1500
    trigger1 = time%1 = 0 && NumProjID(1504) = 0 && parent,var(36) = 0
    ProjAnim = 1504
    ProjID = 1504
    ProjHitAnim = -1
    projedgebound = 64
    projstagebound = 64
    projshadow = 128,128,128
    projpriority = 9
    Projremovetime = 1
    offset = 0,1
    velocity = 0, 0
    accel = 0, 0
    guardflag = MA
    attr = S, SP
    animtype = Hard
    damage = ceil(130*(ifelse((root,var(23)>=0),0.75,1)-(root,var(42)*0.15))), 10
    getpower = ifelse(Var(23)>0,0,112),ifelse(Var(23)>0,0,112)
    givepower = 16, 16
    pausetime = 12,12
    sparkno = s6002
    sparkxy = 20,0
    guard.sparkno = s6014
    hitsound = s1,2
    guardsound = s2,1
    ground.type = Low
    ground.slidetime = 18
    ground.hittime = 18
    ground.velocity = -4,-7
    ground.cornerpush.veloff = 0
    guard.velocity = -12
    air.velocity = -4,-9
    airguard.velocity = -5,-4
    air.juggle = ifelse((root,var(3) = 7||root,var(3) = [1,3]),0,ifelse((root,var(3)=6),16,11))
    air.fall = 1
    air.recover = 0
    air.animtype = back
    fall.recover = 0
    yaccel = 0.5
    ownpal = 1
    fall = 1
    [state 1505, 3]
    type = Projectile
    triggerall = root,stateno = 1550 && time >= 2
    trigger1 = time%8 = 0 && NumProjID(1554) = 0 && parent,var(36) = 0
    ProjAnim = 1554
    ProjID = 1554
    ProjHitAnim = -1
    projedgebound = 64
    projstagebound = 64
    projshadow = 128,128,128
    projpriority = 9
    Projremovetime = 2
    offset = 0,1
    velocity = 0, 0
    accel = 0, 0
    guardflag = MA
    attr = S, SP
    animtype = Hard
    damage = ceil(45*(ifelse((root,var(23)>=0),0.75,1)-(root,var(42)*0.15))), 7
    getpower = ifelse(Var(23)>0,0,112),ifelse(Var(23)>0,0,112)
    givepower = 16, 16
    pausetime = 12,12
    sparkno = s6002
    sparkxy = 20,0
    guard.sparkno = s6014
    hitsound = s1,4
    guardsound = s2,1
    ground.type = Low
    ground.slidetime = 18
    ground.hittime = 18
    ground.velocity = -4,-7
    ground.cornerpush.veloff = 0
    guard.velocity = -12
    air.velocity = -4,-9
    airguard.velocity = -5,-4
    air.juggle = ifelse((root,var(3) = 7||root,var(3) = [1,3]),2,ifelse((root,var(3)=6||root,var(3)=4),16,5))
    air.fall = 1
    air.recover = 0
    air.animtype = back
    fall.recover = 0
    yaccel = 0.5
    ownpal = 1
    fall = 1
    [State 1505, 4]
    type = Helper
    trigger1 = !Time
    helpertype = normal
    name = "Reflector"
    ID = 1506
    stateno = 1506
    ownpal = 1
    [State 1505, 5]
    type = Destroyself
    trigger1 = root,stateno = 1500 && time >= 23
    trigger2 = root,stateno = 1550 && hitcount > 2 || root,stateno = 1550 && time >= 41
    trigger3 = root,stateno = 1501 || root, anim = 1501 || root, anim = 1553
    trigger4 = root,movetype = H
    trigger5 = parent,var(36) = 1
    ignorehitpause = 1
    persistent = 1
    ;------------------------------------------------------
    ; Psycho Reflector (4/5)
    ;------------------------------------------------------
    [Statedef 1506]
    type    = A
    movetype= A
    physics = N
    poweradd= 0
    velset = 0,0
    anim = ifelse((root,stateno = 1550),1555,1506)
    sprpriority = 5
    [State 1506, 1]
    type = BindToParent
    trigger1 = !Time
    time = -1
    pos = 0,0
    ignorehitpause =1
    [State 1506, 2]
    type = HitDef
    trigger1 = time >= 0
    attr = S, HP;
    hitflag = P
    priority = 7, Hit
    p1stateno = 1507
    sound = -1
    [State 1506, 3]
    type = NotHitBy
    trigger1 = 1
    value = SCA
    time = -1
    [State 1506, 4]
    type = DestroySelf
    trigger1 = movecontact
    trigger2 = !AnimTime ||root,MoveType = H ||root,ctrl
    trigger3 = !AnimTime ||root,MoveType = H
    trigger4 = root, stateno = 1501 || root, anim = 1501
    ignorehitpause = 1
    ;------------------------------------------------------
    ; Psycho Reflector (5/5)
    ;------------------------------------------------------
    [Statedef 1507]
    type    = S
    physics = N
    velset = 0,0
    anim = 10000
    ctrl = 0
    sprpriority = 2
    [State 1507, 1]
    type = PlaySnd
    trigger1 = AnimElem = 1
    value = s1500,2
    [State 10005, AEGIS]
    type = HitOverRide
    trigger1 = 1
    attr = SCA, AP
    stateno = 1507
    ignorehitpause = 0
    [State 10021, Hitby]
    type = HitBy
    trigger1 = 1
    value = SCA, AP
    ignorehitpause = 1
    [State 10021 REFLECTOR]
    type = reversaldef
    trigger1 = 1
    reversal.attr = SCA,AP
    pausetime = 0,0
    sparkno = -1
    sparkxy = 0,0
    p2stateno = 1580
    p2getp1state = 1
    p1stateno = 1507
    [State 1507, 2]
    type = Projectile
    trigger1 = AnimElem = 1
    ProjAnim = 1001
    ProjID = 1507
    ProjHitAnim = 1002
    projedgebound = 64
    projstagebound = 64
    projshadow = 128,128,128
    projpriority = 9
    projsprpriority = 9
    offset = 0,0
    velocity = 10, 0
    accel = 0, 0
    guardflag = MA
    attr = S, SP
    damage = 110, 10
    animtype = diagup
    getpower = ifelse(Var(23)>0,0,100),ifelse(Var(23)>0,0,100)
    givepower = 16,16
    pausetime = 6,12
    sparkno = s6002
    sparkxy = 20,0
    guard.sparkno = s6014
    hitsound = s1,4
    guardsound = s2,1
    ground.type = high
    ground.slidetime = 17
    ground.hittime = 18
    ground.velocity = -2,-11.2
    guard.velocity = -8
    air.velocity = -2,-11.2
    airguard.velocity = -5,-4
    air.juggle = ifelse((prevstateno = 300),15,0)
    air.fall = 1
    air.recover = 0
    fall.recover = 0
    yaccel = 0.51
    fall = 1
    afterImage.length = 24
    afterimage.palcolor = 256
    afterImage.PalBright = 12,12,12
    afterImage.PalContrast = 128,128,128
    afterImage.PalAdd = 0,0,0
    afterImage.TimeGap  = 1
    afterImage.FrameGap = 1
    afterImage.Trans = Add
    afterImage.Time = -1
    [State 1507, 3]
    type = Destroyself
    trigger1 = time > 1
    ;HELPER PROJECTILE KILLER >:
    [Statedef 1580]
    physics = N
    ctrl = 0
    [State 1580]
    type = DestroySelf
    trigger1 = IsHelper
    ignorehitpause = 1
    [State 1580]
    type = SelfState
    trigger1 = !IsHelper
    value = 0
    ctrl = 1[/code][/spoiler]

     

     

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