Well problem is that I can't limit the guardhits in my attack which is like m.bison's psycho crusher.
When I perform that attack first time everything works well (with hits and guardhits) but later when I need to perform that attack again p1 doesn't hit p2 at all.
Here's the code:
[Statedef 1021] type = A movetype= A physics = N juggle = 4 ctrl = 0 velset = 0,0 sprpriority = 2
[state 1000] type = width trigger1 = 1 value = 0,0
[State 3000, Super C] type = AfterImageTime trigger1 = AnimElemTime(2) >= 1 && Time < 60 time = 2
[state 1000] type = playerpush trigger1 = 1 value = 0
[state 1000] type = velset trigger1 = 1 y = 0 x = 12
Question
DuckAzz
Well problem is that I can't limit the guardhits in my attack which is like m.bison's psycho crusher.
When I perform that attack first time everything works well (with hits and guardhits) but later when I need to perform that attack again p1 doesn't hit p2 at all.
Here's the code:
[Statedef 1021]
type = A
movetype= A
physics = N
juggle = 4
ctrl = 0
velset = 0,0
sprpriority = 2
[state 1000]
type = width
trigger1 = 1
value = 0,0
[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2
[state 1000]
type = playerpush
trigger1 = 1
value = 0
[state 1000]
type = velset
trigger1 = 1
y = 0
x = 12
[State 3050, hitvar]
type=varset
trigger1 = anim!=1015
;trigger2= anim = 1015 && animtime = 0
;trigger2 = anim = 1015 && hitcount <= 5
;trigger2 = anim =1015 && animelemtime(15)<0
var(14)=0
[State 3050, hitvar]
type=varset
trigger1=anim=1015&&(movehit=1||moveguarded=1||movereversed=1)
var(14)=1
[State 3050, hit]
type=hitdef
trigger1=anim=1015 && animelemtime(15)>=0
trigger1= timemod = 2,0 && var(14)<5
;trigger1 = hitcount <= 4
attr = A, SA
damage = 25,1
animtype = heavy;fucking metal
guardflag = M
hitflag = MAF
getpower = 0
priority = 4, Hit
pausetime = 3, 0
sparkno = 2
sparkxy = -8, -35
hitsound = 5, 3
guardsound = 6, 0
guard.sparkno = 40
ground.type = High
guard.velocity = -5
airguard.velocity = 0,-1
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2.5,-1.0
air.type = high
air.velocity = -2.5,-1.0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
air.hittime = 25
Air.fall = 1
fall.recover = 0
fall = 1
ID = 1021
[state 1000]
type = changestate
trigger1 = time = 40
value = 1022
ctrl = 0
Where I'm mistaking ?
2 answers to this question
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