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StateTypeSet (SCTRL) (Read 5260 times)

Started by Just No Point, October 31, 2015, 12:00:56 am
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StateTypeSet (SCTRL)
#1  October 31, 2015, 12:00:56 am
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Changes the current state type and move type. Useful for states that go from the ground into the air, etc.

Required parameters:
none

Optional parameters:
statetype = state_type (string)
Set state_type to A for air, C for crouch, S for stand, or L for liedown. Defaults to no change.

movetype = move_type (string)
Set move_type to I for idle, A for attack, or H for gethit. Defaults to no change.

physics = physics (string)
Set physics to A for air, C for crouch, S for stand, or N for none. Defaults to no change.

Example:
Code:
;Fighter Factory 3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

Related Triggers:
StateType & P2StateType (Trigger)
MoveType(*,***) & P2MoveType (Triggers)
Last Edit: November 25, 2015, 02:55:28 am by Odb718
Re: StateTypeSet (SCTRL)
#2  October 31, 2015, 08:45:02 pm
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it is recommended to change the movetype to I once the hit frames are over, to avoid reversal type moves from the enemy triggering while the character is recovering
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Re: StateTypeSet (SCTRL)
New #3  June 08, 2017, 06:14:33 pm
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it is recommended to change the movetype to I once the hit frames are over, to avoid reversal type moves from the enemy triggering while the character is recovering

This is incorrect. You should use AttackDist once the hit frames are over. In most commercial fighters if you hit the opponent while they are recovering from their attack it still acts as a counter hit.

Using AttackDist will prevent the opponent from guarding when holding back.
Last Edit: June 17, 2017, 11:41:07 pm by Odb718