Attempting to set up a basic attack that would force opponent to change state
Posted: Wed Jun 15, 2022 9:22 pm
Hello,
This is a character coding related question, so I hope folks here can help out.
I am trying to implement a new attack on a character (in this case, for Marasama). What the attack is supposed to do, is to place down a large hitbox for a number of frames, with hit opponents entering a specific state inherited from - simple pretty simple, right?
The attack is based on a simple animation that switches through basically two frames: 40 frame long one (that I eventually plan to give regular blue hitboxes, making for a vulnerable period) and 10 frame long one that is a giant red, to hit, hitbox.
So, the following is the Control Definition, pretty simple - activate the statedef 6170 after pressing "a":
The following is the attack definition state:
So, it's supposed to start, hit on at least 1st frame, remove life for testing every so often, and end 440 frames by going back to default neutral (in the future, also to be able to be flinched out of and from losing too much health).
In my testing, the state is entered, then is immediately left (Mara's state goes to 0 immediately, while the animation does not reset).
The following is the target's inherited state: Basically stand, go into an animation if specified one is available, and then get out after 90 frames.
Any idea why it might be failing? I can visually confirm, with debug that hitboxes intersect.
Please move this topic if it's in the wrong section.
This is a character coding related question, so I hope folks here can help out.
I am trying to implement a new attack on a character (in this case, for Marasama). What the attack is supposed to do, is to place down a large hitbox for a number of frames, with hit opponents entering a specific state inherited from - simple pretty simple, right?
The attack is based on a simple animation that switches through basically two frames: 40 frame long one (that I eventually plan to give regular blue hitboxes, making for a vulnerable period) and 10 frame long one that is a giant red, to hit, hitbox.
Code: Select all
[Begin Action 5150]
0,0, 0,0, 40
Clsn1: 1
Clsn1[0] = -208, -188, 214, 33
0,0, 0,0, 10, , S
0,0, 0,0, 40
Clsn1: 1
Clsn1[0] = -208, -188, 214, 33
0,0, 0,0, 10, , S
0,0, 0,0, 40
Code: Select all
[State -1, Aura]
type = ChangeState
value = 6170
triggerall = command = "a"
trigger1 = ctrl
Code: Select all
; Aura State
[Statedef 6170]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 5150
sprpriority = -2
[State 6170, hit]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;UŒ‚‘®«: ‚±‚ê‚Í Standing, Normal Throwi—§‚¿’Êí“Š‚°j
hitflag = M- ;‘ŠŽè‚ª‚â‚ç‚êó‘Ô‚Å‚Í‚È‚¢’nã‚ÌŽž‚Å‚µ‚©’Í‚ÞŽ–‚ªo—ˆ‚Ü‚¹‚ñ
priority = 5, hit ;“Š‚°‚È‚Ì‚Å—Dæ“x‚ð’á‚A‚©‚Âmiss‚©dodge‚Ì‘®«‚Å‚È‚¯‚ê‚΂Ȃè‚Ü‚¹‚ñ
sparkno = 0 ;-1‚É‚•‚ê‚΃qƒbƒgƒXƒp[ƒN‚ª•\Ž¦‚µ‚È‚‚È‚è‚Ü‚•
p2facing = 1
pausetime = 0, 8
guardflag = ;ƒK[ƒh‰Â”\
fall = 0 ;1‚É‚•‚ê‚ΑŠŽè‚ªƒ_ƒEƒ“ó‘Ô
kill = 0
hitonce = 0
p2stateno = 6171
animtype = light
[State 6170, LifeAdd]
type = LifeAdd
trigger1 = (AnimElem = 1 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13 || AnimElem = 15)
value = -50
kill = 0
[State 1103]
type = TargetState
trigger1 = movehit>= 1
trigger1 = Numtarget
value = 6171
[State 6170, End]
type= ChangeState
trigger1= time = 440
value=0
ctrl=1
In my testing, the state is entered, then is immediately left (Mara's state goes to 0 immediately, while the animation does not reset).
The following is the target's inherited state: Basically stand, go into an animation if specified one is available, and then get out after 90 frames.
Code: Select all
[Statedef 6171]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 6171]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = SelfAnimExist(15200)
trigger1 = !SelfAnimExist(15600)
value = 15200
[State 6171]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = !SelfAnimExist(15200)
trigger1 = SelfAnimExist(15600)
value = 15600
[State 6171]
type = ChangeAnim2
trigger1 = time = 0
trigger1 = !SelfAnimExist(15200)
trigger1 = !SelfAnimExist(15600)
value = 6621
[State 1081, 4]
type = Selfstate
trigger1 = time = 90
value = 0
ctrl = 1
Please move this topic if it's in the wrong section.