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Character teleporting backward after throw?  (Read 922 times)

Started by la;MISS~FairY-!, October 20, 2009, 09:43:12 pm
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Character teleporting backward after throw?
#1  October 20, 2009, 09:43:12 pm
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Ok, the gist of my problem is I'm attempting to fix a version of Goro. Currently after his beat the shit out of you throw Goro is teleported backward about 3 pixels and then properly goes into his standing animation. Initially I thought this was probably due to misaligned sprites but after going over his SSF about 10 something times I can honestly say I don't think it is. (all the sprites for the animations used in the throw are aligned properly) So I can only assume it was some sort of coding fuckup. Unfortunately since I've never seen this problem I'm completely lost as to how I'd resolve it, here's the code for the throw (as best as I can tell this is all of it) so if someone could tell me what to fix I'd be really grateful.

Just to be clear, after Goro releases the player he's supposed to stay exactly where he is and go back to his standing animation, NOT teleport backward. (I'm guessing this was done to give some sort of "pushback" Type effect, shudders)

Anyway, thanks a bunch in advance!

;--------------------
[Statedef 1400]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1400
;sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = animelem = 2
pausetime = 0,0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = CM          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
damage = 0
hitsound = S1,0
sparkno = -1          ;No spark
sprpriority = -1      ;Draw in front of p2
p2facing = -1       ;Force p2 to face KFM
p1stateno = 1401       ;On success, KFM changes to state 810
p2stateno = 1402       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall.recover = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 800, 2]
type = ChangeState
Trigger1 = Animtime = 0
value = 0
ctrl = 1

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


[Statedef 1401]
type    = S
movetype= A
physics = N
anim = 1401

[State 50001, varset]
type = Varset
trigger1 = Time = 0
v = 46
value = 0

[State 50000, 1]
type = HitDef
;envshake.time = 40
;envshake.freq = 10
;envshake.ampl = 15
Trigger1 = animelem = 6
Trigger2 = animelem = 10
Trigger3 = animelem = 14
Trigger4 = animelem = 18
Trigger5 = animelem = 22
Trigger6 = animelem = 26
Trigger7 = animelem = 30
Trigger8 = animelem = 34
Trigger9 = animelem = 38
Trigger10 = animelem = 42
Trigger11 = animelem = 46
Trigger12 = animelem = 50
attr = S, NA
damage = 50
hitflag = HAF
hitsound = F5,21
sparkno = 1
sparkxy = -25,-105
p2stateno = 1000000; Falso state, para arreglar el puto bug
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

;** Movemos al enemigo a diferentes posiciones
[State 50001, Bind 2-4]
type = TargetBind
trigger1 = time = 0
trigger1 = animelem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = animelem = 1, = 5
trigger5 = animelem = 1, = 10
trigger6 = animelem = 1, = 15
trigger7 = animelem = 1, = 20
trigger8 = animelem = 1, = 25
trigger9 = animelem = 1, = 30
trigger10 = animelem = 1, = 35
trigger11 = animelem = 1, = 40
trigger12 = animelem = 1, = 45
trigger13 = animelem = 1, = 50
pos = 5, 0

[State 820, 1]
type = Sprpriority
Trigger1 = Time = 0
value = 5

[State 50001, varset]
type = Varset
trigger1 = command = "a"
trigger1 = Time = [155, 167]
v = 46
value = 1

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 50
trigger1 = Var(46) = 1
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = HAF
damage = 330
hitsound = S1,0
sparkno = -1          ;No spark
p2facing = -1       ;Force p2 to face KFM
p1stateno = 25       ;On success, KFM changes to state 810
p2stateno = 26       ;If hit, p2 changes to state 820 in KFM's cns
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 50000, 1]
type = HitDef
trigger1 = AnimElem = 50
trigger1 = Var(46) = 0
attr = S, NA
damage = 80
hitflag = HAF
hitsound = F5,21
sparkno = 1
sparkxy = -25,-105
p2facing = 1
animtype  = Back
air.velocity = -3.5,-4.5
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)

[State 810, State End]
type = ChangeState
trigger1 = Animtime =  0
value = 0
ctrl = 1
;-------------

[Statedef 1402]
type    = A
movetype= H
physics = N
velset = 0,0
;sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1402

[State 0]
type = posadd
trigger1 = time = 3
trigger2 = time = 10
trigger3 = time = 17
trigger4 = time = 24
trigger5 = time = 30
x = -3

[State 0]
type = posadd
trigger1 = time = 7
trigger2 = time = 14
trigger3 = time = 23
trigger4 = time = 30
x = 3
Re: Character teleporting backward after throw?
#2  October 20, 2009, 11:06:41 pm
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What version is it? Sander's or someone elses.  Sounds like a Posadd issue or possibly an screen edge issue if it's not the Sff or Air, but it's tough to tell without the character itself to see what the problem is.  Did you check the Air to see if the animation has a pos adjustment?
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Re: Character teleporting backward after throw?
#3  October 21, 2009, 02:23:41 am
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What version is it? Sander's or someone elses.  Sounds like a Posadd issue or possibly an screen edge issue if it's not the Sff or Air, but it's tough to tell without the character itself to see what the problem is.  Did you check the Air to see if the animation has a pos adjustment?
It's from the mortal kombat full game, - I'm not sure who the author is. =S

I can post the AIR info if that would help?

Re: Character teleporting backward after throw?
#4  October 21, 2009, 08:09:31 am
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p1stateno = 25       ;On success, KFM changes to state 810
p2stateno = 26       ;If hit, p2 changes to state 820 in KFM's cns
What happens in state 25? By the sounds of things p1 is having a posadd applied at the end, or the animation IS screwed. To check the animation. Load .sff in FF, turn on onion skin and leave it on the standing sprite, then move the official frame to the one that's looking odd, see if they line up. If not it's an alignment issue.


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