Ok so I coded a special attack that hits the oppenent to the ground and then makes the oppenent bounce up just enough so that I can chain it with other attacks. but as soon as the opponent bounces back I try to hit him but i can´t, I've already checked if it was a collision box problem on p2's end but no the collision boxes are there, I even set the move to take no juggle point but still no luck, can anyone help ?
Question
David Rattlz
Ok so I coded a special attack that hits the oppenent to the ground and then makes the oppenent bounce up just enough so that I can chain it with other attacks. but as soon as the opponent bounces back I try to hit him but i can´t, I've already checked if it was a collision box problem on p2's end but no the collision boxes are there, I even set the move to take no juggle point but still no luck, can anyone help ?
Here's a video showing the problem:
https://www.youtube.com/watch?v=k_HH7Zq8Pxg
Here's the code:
; Shatter Spirit
[Statedef 9001]
type = S
movetype= A
physics = S
juggle = 0
velset = 2,0
ctrl = 0
anim = 9001
poweradd = 20
sprpriority = 2
[State 9001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,0
channel = -1
[State 9001, 1.1]
type = Explod
trigger1 = animelem = 1
trigger1 = numexplod(7000) = 0
ID = 7090
sprpriority = 4
persistent =1
postype = p1
pos = -64,-38
scale = 0.23, 0.23
bindtime = -1
removetime = -1
anim = 7000
ownpal = 1
removeongethit = 1
[State 9001, 1.2]
type = Explod
trigger1 = animelem = 2
trigger1 = numexplod(7010) = 0
ID = 7091
sprpriority = 4
persistent =1
postype = p1
facing = -1
pos = -37,-138
scale = 0.23, 0.23
bindtime = -1
removetime = -1
anim = 7010
ownpal = 1
removeongethit = 1
[State 9001, 1.3]
type = Explod
trigger1 = animelem = 3
trigger1 = numexplod(7010) = 0
ID = 7092
sprpriority = 4
postype = p1
pos = 63,-55
scale = 0.23, 0.23
bindtime = -1
removetime = -1
anim = 7010
ownpal = 1
removeongethit = 1
[State 9001, 1.4]
type = Explod
trigger1 = animelem = 4
trigger1 = numexplod(7010) = 0
ID = 7093
sprpriority = 4
persistent =1
postype = p1
facing = -1
pos = -37,-138
scale = 0.23, 0.23
bindtime = -1
removetime = -1
anim = 7010
ownpal = 1
removeongethit = 1
[State 9001, 1.5]
type = Explod
trigger1 = animelem = 5
trigger1 = numexplod(7000) = 0
ID = 7094
sprpriority = 4
persistent =1
postype = p1
pos = -64,-38
scale = 0.23, 0.23
bindtime = -1
removetime = -1
anim = 7000
ownpal = 1
removeongethit = 1
[State 9001, 1.6]
type = Explod
trigger1 = animelem = 6
trigger1 = numexplod(7000) = 0
ID = 7095
sprpriority = 4
persistent =1
postype = p1
facing = -1
pos = 15,-41
scale = 0.23, 0.23
bindtime = -1
removetime = -1
anim = 7000
ownpal = 1
removeongethit = 1
[State 9001, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 8
sparkno = S6250
guard.sparkno = S6301
sparkxy = -10, -76
hitsound = S3, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = 0, 8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,8
air.hittime = 0
fall = 1
fall.recover = 1
fall.damage = 20
envshake.time = 50
envshake.freq = 100
envshake.ampl = 4
fall.envshake.time = 40
fall.envshake.freq = 60
fall.envshake.ampl = 4
[State 9001, TargetVelAdd]
type = TargetVelAdd
trigger1 = movehit && animtime = 0
x = 0
y = -6.5
[State 9001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
6 answers to this question
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