Redkid22107 Posted yesterday at 08:14 AM Posted yesterday at 08:14 AM Currently trying to make a Air Grab attack but I don't see any progress on my side, anything I'm missing anything? State: ;--------------------------------------------------------------------------- ;236M [Statedef 1020] type = S movetype= A physics = S juggle = 0 ctrl = 0 velset = 0,0 anim = 1020 [State 0, VelAdd] type = VelAdd trigger1 = animelem= 5 x = 14 y = -24 [State 0, VelSet] type = VelSet trigger1 = animelem= 13 y = 0 [State 0, VelAdd] type = VelAdd trigger1 = animelem= 14 x = 6 [State 0, Gravity] type = Gravity trigger1 = Time > 32 [State 0, 1] type = HitDef trigger1 = Time = 0 attr = S, NT hitflag = AF priority = 1, Miss sparkno = -1 p2facing = 1 p1stateno = 1021 p2stateno = 1023 fall = 1 [State 1020, 4] type = ChangeState trigger1 = pos y > 0 && vel y > 0 value = 481 ctrl = 0 ;--------------------------------------------------------------------------- ;236M (Air) [Statedef 1021] type = S movetype= A physics = N anim = 1021 poweradd = 60 [State 0, Gravity] type = Gravity trigger1 = 1 [State 0, VelAdd] type = VelAdd trigger1 = animelem= 3 x = 8 y = 20 [State 10, Bind 1] type = TargetBind trigger1 = AnimElem = 1 pos = 79, -26 [State 10, Bind 2] type = TargetBind trigger1 = AnimElem = 2 pos = 19, -174 [State 10, Bind 3] type = TargetBind trigger1 = AnimElem = 3 pos = -23, -202 [State 10, Bind 4] type = TargetBind trigger1 = AnimElem = 4 pos = -65, -188 [State 10, Bind 5] type = TargetBind trigger1 = AnimElem = 5 pos = -69, -180 [State 10, Hurt] type = TargetLifeAdd trigger1 = pos y > 0 && vel y > 0 value = -1100 [State 10, Throw] type = TargetState trigger1 = pos y > 0 && vel y > 0 value = 1024 [State 1020, 4] type = ChangeState trigger1 = pos y > 0 && vel y > 0 value = 1022 ctrl = 0 ;-------------------------------------------------------------------------------------------------------------------------------------- ;236M - Land [Statedef 1022] type = S movetype= A physics = S anim = 1022 sprpriority = 1 velset = 0,0 [State 1021, PosSet] type = PosSet trigger1 = time = 0 y = 0 [State 1021, 3] type = ChangeState trigger1 = !time value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;236M (Player 2) [Statedef 1023] type = A movetype = H physics = S Anim = 1023 velset = 0,0 [State 20, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 1023 ;--------------------------------------------------------------------------- ;236M Aftermath [Statedef 1024] type = A movetype = H physics = S velset = 0,0 Anim = 1024 poweradd = 40 [State 0, Gravity] type = Gravity trigger1 = 1 [State 21, 2] ; Recover near ground (use ChangeState) type = ChangeState triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;HITFALL_RECOVER [State 21, 3] ; Recover in mid air (use SelfState) type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;HITFALL_AIRRECOVER [State 21, 4] ;Hit ground type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;Hit ground The Idea:
Question
Redkid22107
Currently trying to make a Air Grab attack but I don't see any progress on my side, anything I'm missing anything?
State:
;---------------------------------------------------------------------------
;236M
[Statedef 1020]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
velset = 0,0
anim = 1020
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem= 5
x = 14
y = -24
[State 0, VelSet]
type = VelSet
trigger1 = animelem= 13
y = 0
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem= 14
x = 6
[State 0, Gravity]
type = Gravity
trigger1 = Time > 32
[State 0, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = AF
priority = 1, Miss
sparkno = -1
p2facing = 1
p1stateno = 1021
p2stateno = 1023
fall = 1
[State 1020, 4]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
value = 481
ctrl = 0
;---------------------------------------------------------------------------
;236M (Air)
[Statedef 1021]
type = S
movetype= A
physics = N
anim = 1021
poweradd = 60
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 0, VelAdd]
type = VelAdd
trigger1 = animelem= 3
x = 8
y = 20
[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 79, -26
[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 19, -174
[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -23, -202
[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -65, -188
[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -69, -180
[State 10, Hurt]
type = TargetLifeAdd
trigger1 = pos y > 0 && vel y > 0
value = -1100
[State 10, Throw]
type = TargetState
trigger1 = pos y > 0 && vel y > 0
value = 1024
[State 1020, 4]
type = ChangeState
trigger1 = pos y > 0 && vel y > 0
value = 1022
ctrl = 0
;--------------------------------------------------------------------------------------------------------------------------------------
;236M - Land
[Statedef 1022]
type = S
movetype= A
physics = S
anim = 1022
sprpriority = 1
velset = 0,0
[State 1021, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1021, 3]
type = ChangeState
trigger1 = !time
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;236M (Player 2)
[Statedef 1023]
type = A
movetype = H
physics = S
Anim = 1023
velset = 0,0
[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1023
;---------------------------------------------------------------------------
;236M Aftermath
[Statedef 1024]
type = A
movetype = H
physics = S
velset = 0,0
Anim = 1024
poweradd = 40
[State 0, Gravity]
type = Gravity
trigger1 = 1
[State 21, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
[State 21, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
[State 21, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
The Idea:
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