Jump to content
  • 0

Character goes down with Minus Y Values


Question

Posted

Character goes down with Minus Y Values

I am making an crouching strong attack and I cant launch a character upwards.

I cant deal with it and i need help

Art by BigDeadAlive

Add me at Super Mario Run not that I play: 5718-3273-0856

13 answers to this question

Recommended Posts

  • 0
Posted

[State 420, 1]

type = HitDef

trigger1 = Time = 6

attr = S, NA

damage = 60,30

animtype = Heavy

guardflag = MA

hitflag = MAF

priority = 6, Hit

pausetime = 12, 12

sparkxy = -10, -22

hitsound = S5,1

guardsound = 6,0

ground.type = High

ground.slidetime = 20

ground.hittime = 22

ground.velocity = -1, -10.5

airguard.velocity = -1.8,-.8

air.type = High

air.velocity = 0,-9

air.hittime = 22

fall = 0

Art by BigDeadAlive

Add me at Super Mario Run not that I play: 5718-3273-0856

  • 0
Posted

ok thanks

did i mention this happens only in mirror match

Art by BigDeadAlive

Add me at Super Mario Run not that I play: 5718-3273-0856

  • 0
Posted

ill send it when i have access to my pc

Art by BigDeadAlive

Add me at Super Mario Run not that I play: 5718-3273-0856

  • 0
Posted

when the attack lands at the opponent he goes down instead. this keeps happening on mirror match. also the code is from SM835's Mario Edit.

Art by BigDeadAlive

Add me at Super Mario Run not that I play: 5718-3273-0856

  • 0
Posted

Probably borrow some other code like mine.

Here's my code from super better luigi:

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA            ;Attribute: Standing, Normal Attack
damage = 23, 0            ;Damage that move inflicts, guard damage
animtype = Heavy            ;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 = 10, 10            ;Time attacker pauses, time opponent shakes
sparkno = s6010                ;Spark anim no (Def: set above)
sparkxy = -10, -65        ;X-offset for the "hit spark" rel. to p2,                   ;Y-offset for the spark rel. to p1
hitsound = s3, 0            ;Sound to play on hit
guardsound = s6, 1
guard.sparkno = s6005            ;Sound to play on guard
ground.type = High        ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30        ;Time that the opponent slides back
ground.hittime  = 40        ;Time opponent is in hit state
ground.velocity = 0,-12        ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8    ;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 = 0, -11.6        ;X-velocity at which opponent is pushed,                    ;Y-velocity at which opponent is pushed
envshake.time=10
envshake.ampl=5
 

  • 0
Posted

Doesnt work against him

Art by BigDeadAlive

Add me at Super Mario Run not that I play: 5718-3273-0856

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...