can someone look at my codings,iori is not hitting the opponent while the opponent is on the floor,the hitflag has mafd on it but it's not working,i still don't know what's missing,and someone please answer,i have nothing else to do but on how to do this.
Question
javon
coding
can someone look at my codings,iori is not hitting the opponent while the opponent is on the floor,the hitflag has mafd on it but it's not working,i still don't know what's missing,and someone please answer,i have nothing else to do but on how to do this.
[Statedef 2211]
type = s
movetype = a
physics = s
juggle = 0
anim = 2211
velset = 0,0
poweradd = 60
sprpriority = 2
ctrl = 0
[State -2, Explods]
type = Explod
triggerall = p2movetype = h
trigger1 = movehit
trigger1 = random < 100
anim = 4130
pos = 0,-50
postype = p2
bindtime = 1
random = 100,100
sprpriority = 9
ignorehitpause = 1
supermove = 1
[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Movehit
trigger1 = Random < 100
anim = 4135
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1
[State -2,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Movehit
trigger1 = Random < 100
anim = 4140
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1
[State -2, explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Movehit
trigger1 = Random < 100
anim = 4145
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
ignorehitpause = 1
[State 1000, HitDef]
type = HitDef
trigger1 = animelem = 2
attr = S,SA
hitflag = MAF
guardflag = M
animtype = hard
air.animtype = hard
priority = 3,Hit
damage = 15,0
pausetime = 2,2
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s13,0
guardsound = s8,11
ground.type = low
guard.slidetime = 17
ground.hittime = 17
air.hittime = 60
guard.ctrltime = 17
yaccel = .55
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
fall.recover = 0
air.fall = 1
getpower = 0,0
givepower = 15,15
yaccel = .55
[State 1000, HitDef1]
type = HitDef
trigger1 = time = 0
attr = s,sa
hitflag = mafd
air.animtype = hard
animtype = hard
priority = 7,Hit
damage = 15,0
pausetime = 2,2
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = S13,0
guardsound = S8,11
ground.type = low
guard.slidetime = 17
ground.hittime = 17
air.hittime = 60
guard.ctrltime = 17
yaccel = .55
ground.velocity = 0
guard.velocity = 0
air.velocity = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2facing = 1
air.fall = 1
fall.recover = 0
getpower = 0,0
givepower = 15,15
[State 1000, Width]
type = Width
trigger1 = time = 0
edge = 70,0
[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 9
[State 1000, TargetState]
type = TargetState
trigger1 = movehit
value = 2213
persistent = 0
[State 1000, TargetState]
type = TargetState
trigger1 = movehit
value = 2212
[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[statedef 2212]
type = s
movetype = a
physics = s
velset = 0,0
juggle = 0
poweradd = 50
anim = 2212
ctrl = 0
sprpriority = 0
[State 1000, grab sound]
type = PlaySnd
trigger1 = animelem = 1
value = s8,11
[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = s5,100
[State 1000, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelemtime(1) = 20
value = -130
[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) = 0
pos = 164/2,-35/2
[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) = 2
pos = 164/2,-0
[State 1000, TargetBind]
type = TargetBind
trigger1 = animelemtime(1) = 4
pos = 164/2,-15/2
[State 1000, EnvShake]
type = EnvShake
trigger1 = animelemtime(1) = 0
time = 4
freq = 75
ampl = -4
phase = 75
[State 1000, EnvShake]
type = EnvShake
trigger1 = animelemtime(1) = 20
time = 12
freq = 75
ampl = -6
phase = 75
[State 1000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 2520
ID = 2520
pos = 0,0
postype = p1
sprpriority = 45
bindtime = 1
under = 0
ontop = 0
supermove = 999
pausemove = 999
scale = 0.5,0.5
[State 1000, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[statedef 2213]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2
[State -2, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1
[State -2, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State -2, SelfState]
type = SelfState
trigger1 = Time > 500
trigger1 = P2StateNo != [4000,4100)
value = 5050
[State -2, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2213
[State 4020, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1
[State a]
type = palfx
trigger1 = animelem = 4
time = 65
mul = 256,128,256
sinadd = 80,0,80,65
add = 50,0,50
color = 50
ignorehitpause = 1
[State 4020, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = -5
y = -5
[State 4020, VelMul]
type = VelMul
trigger1 = AnimElem = 5, >= 0
x = 0.97
[State 4020, VelAdd]
type = VelAdd
Trigger1 = AnimElem = 5, >= 0
y = 0.6
[State 4020, SelfState]
type = SelfState
triggerall = AnimElem = 5, >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
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