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Any code for Guard Push? and one more question (Read 175 times)

Started by ziaker, May 01, 2019, 07:02:14 pm
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Any code for Guard Push? and one more question
#1  May 01, 2019, 07:02:14 pm
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    • Brazil
I would like to use code similar to the Guard Push of Skullgirls OR Darkstalkers.

I would also like to know how to make the animation change in my clash hits so when both attacks collide, both of them switch animation as they are pushed by the vel?

Here the CLash HIt code:

Code:
;Clash
[Statedef 12000]
Type = S
Physics = N
;Anim = 12000
;Sprpriority = 0

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = Root, Movetype = I
Movetype = I
Ignorehitpause = 1

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = Root, Movetype = A
Movetype = A
Ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root, Anim
elem = Root, Animelemno(0)
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 =  1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
sparkno = -1
hitsound = S1,0
p1stateno = 12001
;p2stateno =
ignorehitpause = 1

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;facing = 0
pos = 0,0
ignorehitpause = 1
;persistent =

[State 0, Turn]
type = Turn
trigger1 = facing != Root, Facing
ignorehitpause = 1
;persistent =


[state 0 destroyself]
Type = Destroyself
trigger1 = Root, Stateno != [200,799]
ignorehitpause = 1
;-------------------------------------------------------------------------------
; Clash Helper reversed
[Statedef 12001]
Type = S
Physics = N
;Anim = 12000
;Sprpriority = 0

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = 1
Movetype = I
Ignorehitpause = 1

[State 0, Statetypeset]
Type = Statetypeset
trigger1 = Root, Movetype = A
Movetype = A
Ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = Root, Anim
elem = Root, Animelemno(0)
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 0, Pause]
type = Pause
trigger1 = !time
time = 8
;movetime = 1
;endcmdbuftime = 0
;pausebg = 1
ignorehitpause = 1
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = !time
time = 1
freq = 60
ampl = -4
phase = 90
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7000
ID = 7000
pos = 27,-37
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1.4,1.4
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;trans =
;persistent =
;supermove = 0
;pausemove = 0

;[State 0, ChangeState]
;type = ChangeState
;trigger1 = !time
;value = 151
;ctrl = 0
;anim = 151
;ignorehitpause = 1
;persistent =


[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
;facing = 0
pos = 0,0
ignorehitpause = 1
;persistent =

[State 0, Turn]
type = Turn
trigger1 = facing != Root, Facing
ignorehitpause = 1
;persistent =

[state 0, destroyself]
type = destroyself
trigger1 = time = 20
ignorehitpause = 1

;===============================================================================
[StateDef -2]
;===============================================================================

[State 0, Helper]
Type = Helper
trigger1 = !numhelper(12000)
trigger1 = StateNO = (200, 600)
trigger1 = !Movereversed
Name = " Clash "
ID = 12000
StateNO = 12000
Pos = 0, 0
Postype = P1
Facing = 1
KeyCtrl = 0
Ownpal = 0
Supermovetime = 0
Pausemovetime = 0
Ignorehitpause = 1

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = 1
;value = 0
;elem = 1
;ignorehitpause = 1
;persistent =

;[State 12000, ReversalDef]
;type = ReversalDef
;trigger1 = 1
;reversal.attr = S,NA,SCA,SA,HA,NP,SP,HP,NT,ST,HT
;pause,0
;sparkno = S1500
;hitsound = S1,0
;p1stateno = 151
;p2stateno =
;ignorehitpause = 1
;persistent =
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0



[state 0, velset]
type = velset
trigger1 = numhelper(12000)
trigger1 = Helper(12000), Stateno != 12000
trigger1 = helper(12000), Time = 1
X = -16
Ignorehitpause = 1