- Give the Hitdef of the attack an ID and add this under the HitDef (For this case, I have ID = 1500)
[State 1500, P2 Custom State]
type = TargetState
triggerall = AnimElemTime(4) > 0
trigger1= MoveHit =1 && NumTarget(1500)
trigger1= Target(1500),MoveType=H
ID = 1500
value = 1530
ignorehitpause=0
[State 1500, Juggle Reset]
type = VarSet
trigger1 = MoveHit=1
var(15) = 0
ignoreHitPause=1
[State 1500, Juggle Reset Stock Subtract]
type = VarAdd
trigger1 = MoveHit=1 && NumTarget
var(11) = -1 ;This can be any variable so as long as it's free to use
- Add these after the attack (Change the VelSets to your liking)
;======================<HIT BY ???>===========================
;Being Launched
[Statedef 1530]
type = A
movetype = H
physics = N
velset = -1.5,8
[State 1530, Width]
type = Width
trigger1 = 1
edge = 25,-25
player = 25,0
[State 1530, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5030
[State 1530, Bounce]
type = ChangeState
trigger1 = pos y > -vel y
value = 1531
;Ground Bounce Neo
[Statedef 1531]
type = A
movetype = H
physics = N
velset = 0,0
[State 1531, On Ground]
type = PosSet
trigger1 = !Time
y = 0
[State 1531, Muteki]
type = NotHitBy
trigger1 = AnimElemTime(2)<0
value = SCA
[State 1531, SFX]
type = PlaySnd
trigger1 = Time=1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)
[State 1531, EnvShake]
type = EnvShake
trigger1 = !Time
time = 14
ampl = 5
[State 1531, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 6160
[State 1531, Velset]
type = VelSet
trigger1 = AnimElemTime(2)=0
x = -0.8
y = -6.5
[State 1531, Gravity]
type = VelAdd
trigger1 = 1
y = 0.42
;------------------
[State 1531, AngleAdd];special thanks to Zzyzzyxx
type = AngleAdd
trigger1 = Time > 2
value = ifelse((facing != enemynear, facing), 22, 22)
[State 1531, AngleDraw]
type = AngleDraw
trigger1 = Time > 2
[State 1531, AngleSet]
type = AngleSet
trigger1 = (pos y-16)>-vel y;pos y > -vel y
value = 0
ignorehitpause = 1
;------------------
[State 1531, End]
type = SelfState
trigger1 = (pos y-16)>-vel y
value = 5100
- In the System.def, add this trigger "Ground Impact Dust" state (This is for the Ground Bounce FX)
trigger2 = NumTarget(1500)
trigger2 = (Target(1500), StateNo = 1531) && !NumHelper(1500) && EnemyNear,AnimElemTime(1)=1
- You will also need this anim in your character
; P2 Custom Ground Bounce
[Begin Action 6160]
Clsn2Default: 1
Clsn2[0] = -30, -100, 30, -15
5040,0, 0,0, 2
5031,30, 0,-60, -1