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what is the statedef of characters's fall down onto the ground ? (Read 1493 times)

Started by kooloo, August 30, 2007, 10:38:36 am
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what is the statedef of characters's fall down onto the ground ?
#1  August 30, 2007, 10:38:36 am
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when a character is attacked by down+high kick or blown by opponent's skill onto the air, what are the state numbers of the character?

5200 ? or ?
Re: what is the statedef of characters's fall down onto the ground ?
#2  August 30, 2007, 10:41:13 am
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You'll have to explain yourself better. ???
Or try enabling the debug text and checking the state the char is in at that time.
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Re: what is the statedef of characters's fall down onto the ground ?
#3  August 30, 2007, 10:46:38 am
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I think he wants help with the coding when the char. thaes a hard punch and falls down or takes an MvC uppercut

anywan the state numbers are diffrent from character to character a good way to find out is to go into debug mode, and hit ctrl+D to activate debug mode, do the attacks you mentioned and the state numbers will appear in the bottom left corner of the screen (or is it bottom right?)
To hell with the circumstances, I create oppertunities. -Bruce Lee
Re: what is the statedef of characters's fall down onto the ground ?
#4  August 30, 2007, 03:47:30 pm
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now this is the statedef of a character when he is knocked up..

;-------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 4050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050+(ifelse(anim = 5031,6,0))+ifelse((GetHitVar(yvel)>-11 && GetHitVar(yvel)<0) && GetHitVar(groundtype)= 2,4,0)

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
;trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
ignorehitpause = 1

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

;[State 5050, 4] ;Recover near ground
;type = SelfState
;triggerall = Vel Y > 0
;triggerall = Pos Y >= -20
;triggerall = alive
;triggerall = CanRecover
;trigger1 = Command = "recovery"
;value = 5200 ;HITFALL_RECOVER

;----------------------------------------------

how can i make this character blown up higher ?

coz this character tends to fly much lower comparing to other character after blown up by kyo's D,DF,F, b

Re: what is the statedef of characters's fall down onto the ground ?
#5  August 31, 2007, 03:00:19 am
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To hell with the circumstances, I create oppertunities. -Bruce Lee
Re: what is the statedef of characters's fall down onto the ground ?
#6  August 31, 2007, 07:51:16 am
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the problem does not lie with the opponent's skills' hitdef..

coz i've tried kyo's D,DF,F,b, Terry's Power Charge and a few more characters that have skills that can blow opponent into air... none worked for this character..
Re: what is the statedef of characters's fall down onto the ground ?
#7  August 31, 2007, 08:20:28 am
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you have to increase the velocities of the attack and change it to Up instead of high low etc..

post the launcher hitdef...please
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Re: what is the statedef of characters's fall down onto the ground ?
#8  September 02, 2007, 10:00:54 am
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[State 1650, 4]
type = HitDef
trigger1 = !Time && (var(13) = 0 || var(37) = 1)
attr = S, SA
animtype = Hard
guardflag = M
damage = 30,10
sparkno = s6002
guard.sparkno = s6007
sparkxy = -10,ifelse(P2statetype = A,-94,ifelse(P2statetype = C,-30,-92))
getpower = 61,61
pausetime = var(45),var(46)
guard.pausetime = var(45),var(47)
hitsound = s250,2
guardsound = s1000,3
ground.type=Low
ground.slidetime = 18
ground.hittime  = var(35)
ground.velocity = fvar(13),fvar(14)
air.velocity = fvar(13),fvar(14)
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = var(31)
guard.velocity = ifelse(var(41)=0,fvar(3)*fvar(15),ifelse(var(41)=1,fvar(4)*fvar(15),fvar(4)*fvar(15)))
yaccel = fvar(12)
fall = 1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0