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javon

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Posts posted by javon

  1. coding

    can someone look at my codings,iori is not hitting the opponent while the opponent is on the floor,the hitflag has mafd on it but it's not working,i still don't know what's missing,and someone please answer,i have nothing else to do but on how to do this.

    [Statedef 2211]

    type = s

    movetype = a

    physics = s

    juggle = 0

    anim = 2211

    velset = 0,0

    poweradd = 60

    sprpriority = 2

    ctrl = 0

     

    [State -2, Explods]

    type = Explod

    triggerall = p2movetype = h

    trigger1 = movehit

    trigger1 = random < 100

    anim = 4130

    pos = 0,-50

    postype = p2

    bindtime = 1

    random = 100,100

    sprpriority = 9

    ignorehitpause = 1

    supermove = 1

     

    [State -2,explods]

    type = Explod

    triggerall = p2movetype = H

    trigger1 = Movehit

    trigger1 = Random < 100

    anim = 4135

    pos = 0,-50

    postype = p2

    sprpriority = 9

    bindtime = 1

    random = 100,100

    ownpal = 1

    supermove = 1

    ignorehitpause = 1

     

    [State -2,explods]

    type = Explod

    triggerall = p2movetype = H

    trigger1 = Movehit

    trigger1 = Random < 100

    anim = 4140

    pos = 0,-50

    postype = p2

    sprpriority = 9

    bindtime = 1

    random = 100,100

    ownpal = 1

    supermove = 1

    ignorehitpause = 1

     

    [State -2, explods]

    type = Explod

    triggerall = p2movetype = H

    trigger1 = Movehit

    trigger1 = Random < 100

    anim = 4145

    pos = 0,-50

    postype = p2

    sprpriority = 9

    bindtime = 1

    random = 100,100

    ownpal = 1

    supermove = 1

    ignorehitpause = 1

     

    [State 1000, HitDef]

    type = HitDef

    trigger1 = animelem = 2

    attr = S,SA

    hitflag = MAF

    guardflag = M

    animtype = hard

    air.animtype = hard

    priority = 3,Hit

    damage = 15,0

    pausetime = 2,2

    guard.pausetime = 0,0

    sparkno = -1

    guard.sparkno = -1

    sparkxy = 0,0

    hitsound = s13,0

    guardsound = s8,11

    ground.type = low

    guard.slidetime = 17

    ground.hittime = 17

    air.hittime = 60

    guard.ctrltime = 17

    yaccel = .55

    ground.velocity = 0

    guard.velocity = 0

    air.velocity = 0

    ground.cornerpush.veloff = 0

    air.cornerpush.veloff = 0

    p2facing = 1

    fall.recover = 0

    air.fall = 1

    getpower = 0,0

    givepower = 15,15

    yaccel = .55

     

    [State 1000, HitDef1]

    type = HitDef

    trigger1 = time = 0

    attr = s,sa

    hitflag = mafd

    air.animtype = hard

    animtype = hard

    priority = 7,Hit

    damage = 15,0

    pausetime = 2,2

    guard.pausetime = 0,0

    sparkno = -1

    guard.sparkno = -1

    sparkxy = 0,0

    hitsound = S13,0

    guardsound = S8,11

    ground.type = low

    guard.slidetime = 17

    ground.hittime = 17

    air.hittime = 60

    guard.ctrltime = 17

    yaccel = .55

    ground.velocity = 0

    guard.velocity = 0

    air.velocity = 0

    ground.cornerpush.veloff = 0

    air.cornerpush.veloff = 0

    p2facing = 1

    air.fall = 1

    fall.recover = 0

    getpower = 0,0

    givepower = 15,15

     

    [State 1000, Width]

    type = Width

    trigger1 = time = 0

    edge = 70,0

     

    [State 1000, VelSet]

    type = VelSet

    trigger1 = animelem = 1

    x = 9

     

    [State 1000, TargetState]

    type = TargetState

    trigger1 = movehit

    value = 2213

    persistent = 0

     

    [State 1000, TargetState]

    type = TargetState

    trigger1 = movehit

    value = 2212

     

    [State 1000, ChangeState]

    type = ChangeState

    trigger1 = animtime = 0

    value = 0

    ctrl = 1

     

    [statedef 2212]

    type = s

    movetype = a

    physics = s

    velset = 0,0

    juggle = 0

    poweradd = 50

    anim = 2212

    ctrl = 0

    sprpriority = 0

     

    [State 1000, grab sound]

    type = PlaySnd

    trigger1 = animelem = 1

    value = s8,11

     

    [State 1000, PlaySnd]

    type = PlaySnd

    trigger1 = animelem = 1

    value = s5,100

     

    [State 1000, TargetLifeAdd]

    type = TargetLifeAdd

    trigger1 = animelemtime(1) = 20

    value = -130

     

    [State 1000, TargetBind]

    type = TargetBind

    trigger1 = animelemtime(1) = 0

    pos = 164/2,-35/2

     

    [State 1000, TargetBind]

    type = TargetBind

    trigger1 = animelemtime(1) = 2

    pos = 164/2,-0

     

    [State 1000, TargetBind]

    type = TargetBind

    trigger1 = animelemtime(1) = 4

    pos = 164/2,-15/2

     

    [State 1000, EnvShake]

    type = EnvShake

    trigger1 = animelemtime(1) = 0

    time = 4

    freq = 75

    ampl = -4

    phase = 75

     

    [State 1000, EnvShake]

    type = EnvShake

    trigger1 = animelemtime(1) = 20

    time = 12

    freq = 75

    ampl = -6

    phase = 75

     

    [State 1000, Explod]

    type = Explod

    trigger1 = animelem = 1

    anim = 2520

    ID = 2520

    pos = 0,0

    postype = p1

    sprpriority = 45

    bindtime = 1

    under = 0

    ontop = 0

    supermove = 999

    pausemove = 999

    scale = 0.5,0.5

     

    [State 1000, end]

    type = ChangeState

    trigger1 = animtime = 0

    value = 0

    ctrl = 1

     

    [statedef 2213]

    type = A

    movetype = H

    physics = N

    velset = 0,0

    sprpriority = 2

     

    [State -2, DestroySelf]

    type = DestroySelf

    trigger1 = IsHelper

    ignorehitpause = 1

     

    [State -2, NotHitBy]

    type = NotHitBy

    trigger1 = 1

    value = SCA

     

    [State -2, SelfState]

    type = SelfState

    trigger1 = Time > 500

    trigger1 = P2StateNo != [4000,4100)

    value = 5050

     

    [State -2, ChangeAnim2]

    type = ChangeAnim2

    Trigger1 = Time = 0

    value = 2213

     

    [State 4020, ScreenBound]

    type = ScreenBound

    trigger1 = 1

    value = 1

    movecamera = 1

     

    [State a]

    type = palfx

    trigger1 = animelem = 4

    time = 65

    mul = 256,128,256

    sinadd = 80,0,80,65

    add = 50,0,50

    color = 50

    ignorehitpause = 1

     

    [State 4020, VelSet]

    type = VelSet

    trigger1 = AnimElem = 5

    x = -5

    y = -5

     

    [State 4020, VelMul]

    type = VelMul

    trigger1 = AnimElem = 5, >= 0

    x = 0.97

     

    [State 4020, VelAdd]

    type = VelAdd

    Trigger1 = AnimElem = 5, >= 0

    y = 0.6

     

    [State 4020, SelfState]

    type = SelfState

    triggerall = AnimElem = 5, >= 0

    trigger1 = Vel Y > 0

    trigger1 = Pos Y >= 0

    value = 5100

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