Hi all,
I am coding for event where a MULTI-HITTING helper-type projectile interacts with an enemy projectile.
PROBLEM: Multi-hit HELPER_Projectile "Goes thru enemy projectiles" and does not disappear or reduce hits...
GOAL: Multi-hit HELPER_Projectile to interact properly with enemy projectiles.
My code as below:
[Statedef 2200, Char_Stance]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 0
facep2 = 1
[State 2200, HELPER_Projectile]
type = Helper
trigger1 = (AnimElemTime(11) = 0)
name = "HELPER_Projectile" ; multihitting
id = 2200
stateno = 2203
pos = 60,-55
postype = p1
facing = 1
keyctrl = 1
ownpal = 1
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
ignorehitpause = 0
persistent = 1
[State 2200, END_Char_Stance]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
;========================================================================
[Statedef 2203, HELPER_Projectile_Part1]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 1,0
anim = 2210 ; HELPER_Projectile initiating anim
sprpriority = 2 ; front of Character
;facep2 = 0
[State 2203, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1
[State 2203, Var(25)Set] ;<= for tracking number of HITS total by this HELPER_Projectile
type = VarSet
trigger1 = (AnimElemTime(1) = 0)
v = 25
value = 0
;ignorehitpause =
;persistent =
[State 2203, END_HELPER_Projectile_Part1]
type = ChangeState
trigger1 = (AnimTime = 0)
value = 2204
ctrl = 1
; ------------------------------------------------------------------------------------------
[Statedef 2204, HELPER_Projectile_Part2]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
ctrl = 0
velset = 2,0
anim = 2211 ; HELPER_Projectile
sprpriority = 2 ; front of Character
;facep2 = 0
[State 2204, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1
[State 2204, END1_HELPER_Projectile_Part2]
type = HitOverride
trigger1 = (Root,NumHelper(2200) != 0)
attr = SCA,NP,SP,HP
slot = 0
stateno = Cond(var(25) < 10, 2204, 2205) ; <= NOTE: To MugenGuild Experts, I do not know what else to code
time = -1
forceair = 0
ignorehitpause = 1
persistent = 1
[State 2204, Var(25)Add] ; tracking total hits
type = VarAdd
trigger1 = (MoveContact = 1)
v = 25
value = 1
ignorehitpause = 1
persistent = 1
[State 2204, HitDef]
type = HitDef
trigger1 = (AnimElemTime(1) >= 0) && (var(25) <= 10) && (Time % 6 = 0) ; 90 ticks total in hit stun
attr = A,SP
hitflag = MAFP
guardflag = MA
;affectteam = E
animtype = Heavy
air.animtype = Back
fall.animtype = Back
priority = 4,Hit
damage = 1,3
pausetime = 0,10
guard.pausetime = 0,10
sparkno = s2005
;guard.sparkno =
;sparkxy = (Enemy,Pos X),(Enemy,Pos Y)
hitsound = S1,0
guardsound = S2,0
ground.type = High
air.type = Low
ground.slidetime = 20
guard.slidetime = 10
ground.hittime = 20
guard.hittime = 10
air.hittime = 20
guard.ctrltime = 10
guard.dist = 100
yaccel = 0.5
ground.velocity = -5,0
guard.velocity = -5
air.velocity = -5,2
airguard.velocity = -5,2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
airguard.ctrltime = 10
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
;p1facing =
;p1getp2facing = 0
;p2facing =
;p1stateno =
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity =
;fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 30
;fall.damage = 0
air.fall = 1
;down.velocity =
;down.hittime =
;down.bounce = 0
;id =
;chainID = -1
;nochainID =
hitonce = 0 ; to attack enemy projectile + hit enemy character(s)
;kill = 1
;guard.kill = 1
;fall.kill = 1
;numhits = 1
getpower = 0,0
givepower = 0,0
;palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
ignorehitpause = 0
persistent = 1 ; for 1 hit only
[State 2204, END2_HELPER_Projectile_Part2]
type = ChangeState
trigger1 = (var(25) = 10)
value = 2205
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
[State 2204, END3_HELPER_Projectile_Part2]
type = DestroySelf
trigger1 = (FrontEdgeDist <= -50) || (BackEdgeDist <= -50)
ignorehitpause = 1
;persistent =
; ------------------------------------------------------------------------------------------
[Statedef 2205, HELPER_Projectile_Part3]
type = A
movetype = A
physics = N
juggle = 0
poweradd = 0
velset = 1,0
anim = 2212 ; Range_Style_5x_Special_Effect
ctrl = 0
sprpriority = 2 ; front of Character
;facep2 = 0
[State 2205, AssertSpecial]
type = AssertSpecial
trigger1 = (Time >= 0)
flag = NoShadow
;ignorehitpause =
persistent = 1
[State 2205, END_HELPER_Projectile_Part3]
type = DestroySelf
trigger1 = (AnimTime = 0)
Pls help.