DuckAzz Posted December 17, 2014 Posted December 17, 2014 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?
0 lyr Posted December 18, 2014 Posted December 18, 2014 By strange you mean? You need to tell us more about what/how exactly is "strange" otherwise I wouldn't know.
0 DuckAzz Posted December 18, 2014 Author Posted December 18, 2014 When p1 hits p2 with first few attacks,next attacks do low damage (attacks don't respect damage which i set in hitdef).
0 lyr Posted December 18, 2014 Posted December 18, 2014 From which animation element it happens exactly?
0 DuckAzz Posted December 18, 2014 Author Posted December 18, 2014 From animelem 3 in first hitdef... Last hitdef is very weak....
0 Websta Posted December 18, 2014 Posted December 18, 2014 If you're using a SuperPause sctrl. Make sure that you set the p2defmul to 1 My Twitter
0 lyr Posted December 19, 2014 Posted December 19, 2014 This isn't helping. Post the full code so we can look at what you're doing wrong.
0 Anastasia Posted December 19, 2014 Posted December 19, 2014 Can you provide a description of which character you are using and also a screenshot if its available Gladiolus Amicitia x Anastasia (My one true pairing. Final Fantasy XV & Dynasty Warriors 8: Empires)
0 DuckAzz Posted December 19, 2014 Author Posted December 19, 2014 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
0 DuckAzz Posted December 19, 2014 Author Posted December 19, 2014 No matter,daniel told me what I need to do.....Problem solved!
0 Anastasia Posted December 20, 2014 Posted December 20, 2014 Who was the character that had this code or you using it for your own creation? Gladiolus Amicitia x Anastasia (My one true pairing. Final Fantasy XV & Dynasty Warriors 8: Empires)
0 Ryon Posted December 21, 2014 Posted December 21, 2014 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? - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 DuckAzz Posted December 22, 2014 Author Posted December 22, 2014 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
Question
DuckAzz
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:
Any help?
12 answers to this question
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