I'm trying to program some new moves into Basara-kun's version of Thomas (Kung Fu), starting with a shoryuken. I managed to add in the sprite and animation just fine. However, programming is where I hit a snag.
After performing the animation, Thomas barely goes up into the air, thrusts forward instead of up, and after about a half-second, he stays stuck in the air in the falling sprite I put in the uppercut animation.
Animation: UPPERCUTT (anim: 1000)
Frame 1: sprite 1000,0 (time: 8)
Frame 2: sprite 40,1 (time: -1)
Example: https://imgur.com/YQBTija
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;SHORYUKEN
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
facep2 = 1
[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(4) < 0
value = ,NA,NP,SA,SP
time = 1
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
movetype = I
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
channel = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 3
statetype = A
physics = N
ignorehitpause = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 4.5
y = -5.5
ignorehitpause = 1
persistent = 0
[State 0, VelMul]
type = VelMul
trigger1 = statetype = A
x = 0.77
[State 0, VelMul]
type = VelAdd
trigger1 = statetype = A
y = 0.1
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 90, 0
animtype = up
guardflag = MA
hitflag = MAF
pausetime = 12, 15
sparkno = 3
sparkxy = -10, -90
hitsound = -1
guardsound = S6, 0
ground.type = hard
ground.slidetime = 10
ground.hittime = 30
guard.hittime = 10
ground.velocity = -2,-6.8
airguard.velocity = -4,-2
air.type = low
air.velocity = -2,-6.8
air.hittime = 30
fall = 1
fall.recover = 0
getpower = 0
id = 1000
nochainid = 1000,610
[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = A
trigger1 = pos y + vel y >= 0
value = 0
ctrl = 0