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Air Grab Problem (Send Help...)


Question

Posted

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:escvN1Y.png

1 answer to this question

Recommended Posts

  • 0
Posted

Easiest way to do this would be to override statedef 52 with this.

Also you wanna put the lifeadd and targetstate state controllers into the landing states instead of right before landing, and instead of pos y <= 0 use time = 0.

Also a quick side note, if your playing on 100% life an average character will be one shot by 1100 damage just saying.

 

Here is a basic syntax idea for stateno 52

 

[State 0]

Type = changestate

Trigger1 = prevstateno = 1021

Trigger1 = time = 0

Value = 1022

 

Apologies if this isn't useful anymore.

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