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coding


javon

Question

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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