Redkid22107 Posted April 18, 2025 Posted April 18, 2025 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:
0 Phantom9015 Posted August 14, 2025 Posted August 14, 2025 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.
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:
1 answer to this question
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