how would i code a upper cut were sprite leaves the floor then falls after last frame?
what im going for: tried to wing it but failed he just goes up forever
[Statedef 253, Blade 4]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = s ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 253 ;Change animation (Def: no change)
poweradd = 10 ;Power to add (Def: 0)
sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 0
y = -5
;ignorehitpause =
;persistent =
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElem = 12
value = 41
;elem = 1
;ignorehitpause =
;persistent =
[State 253, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 23, 0 ;Damage that move inflicts, guard damage
animtype = Light ;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 = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -40, -304 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 10 ;Time opponent is in hit state
ground.velocity = 0,-2.5 ;Velocity at which opponent is pushed
airguard.velocity = -7.6,-3.2 ;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 = -5.6,-12 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15 ;Time before opponent regains control in air
[State 253, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 253, 3]
type = ChangeState
trigger1 = AnimTime = 12
value = 4
ctrl = 1
Question
YungBlaze
how would i code a upper cut were sprite leaves the floor then falls after last frame?
what im going for: tried to wing it but failed he just goes up forever
5 answers to this question
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