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.