Okay, I'm having a bit of trouble figuring out what exactly to do in terms of coding in the followup moves.
here's the code I have so far, I haven't figured out where you would code in a followup to have 8 different directions, or at least 5 for Forward, Up-Forward, Down-Forward, Up-Back, and Back
Question
KingOfStone2008
Okay, I'm having a bit of trouble figuring out what exactly to do in terms of coding in the followup moves.
here's the code I have so far, I haven't figured out where you would code in a followup to have 8 different directions, or at least 5 for Forward, Up-Forward, Down-Forward, Up-Back, and Back
;---------------------------------------------------------------------------
; Cannon (Start Light)
[Statedef 1000]
type = A
physics = A
movetype= A
ctrl = 0
poweradd = 70
juggle = 0
anim = 1000
velSet = 0, -4
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1001
[StateDef 1001]
type = A ; SCA
movetype = A ; AIHU
physics = N ; SCANU
anim = 1001 ;refers to the .Air file
velset = 4,0
[State 0, HitDef]
type = HitDef
trigger1 = !time
attr = A,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD ;HLAFD+-
guardflag = MA ;HLA
animtype = Hard ;Light, Medium, Hard, Back, Up, DiagUp
air.animtype = Hard
priority = 5,Hit
damage = 10,5
sparkno = 3
sparkxy = 0, -66
guard.sparkno = 40
hitsound = 5,4
guardsound = 6,0
ground.type = High ;Low, Trip, None
ground.hittime = 10
air.hittime = 20
pausetime = 20, 20
;guard.ctrltime =
;guard.dist = 320
;yaccel = 0.5
ground.velocity = -4, -6
air.velocity = -4, -6
fall = 1
fall.recover = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 1011
ctrl = 0
[StateDef 1011, Falling from Forward Cannon]
type = A ; SCA
movetype = A ; AIHU
physics = A ; SCANU
anim = 1011 ;refers to the .Air file
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y > -2
value = 1020
ctrl = 0
[StateDef 1020, Landing state from cannon]
type = S ; SCA
movetype = U ; AIHU
physics = S ; SCANU
anim = 1020 ;refers to the .Air file
ctrl = 0
velset = 4,0
[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
-THE Box Fighter
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