Jump to content

Question

3 answers to this question

Recommended Posts

  • 0
Posted

Set a var's value to the desired duration when you activate the buff and have it decrement until it reaches 0, which then turns off the buff.

FXhJiHL.png XslF5vn.png malcsRF.png

Project LG said:

God knows you shit out characters like a friggin' gumball machine.

  • 0
Posted

So I know I definitely did something wrong here, this is what I went with and all it did was heal the opponent instead, here is the state I went with:

 

[Statedef 1050]

type = S

movetype= A

physics = S

velset = 0,0

ctrl = 0

anim = 1050

poweradd = -1000

sprpriority = 2

 

[State 0, AttackMulSet]

type = AttackMulSet

trigger1 = (Var(0) > 300)

trigger2 = (var(300) > 0)

value = 2

 

[State 90000, VarSet]

type = VarSet

trigger1 = (!Time)

v = 0

value = 300

 

[State -3, VarAdd]

type = VarAdd

trigger1 = (Var(0) > 0)

v = 0

value = -1

ignorehitpause = 1

 

[State 240, 3]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

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...