- Give the Hitdef of the attack an ID and add this under the HitDef (For this case, I have ID = 1530)
[State 1500, TargetState];slams target into ground
type = TargetState
trigger1 = MoveHit && NumTarget(1530)
trigger1 = !(Target(1530), Time)
trigger1 = (Target(1530), StateNo = 5000) || (Target(1530), StateNo = 5010)
value = 1530 ;StateNo of the "Being Slammed" state
ID = 1530
ignoreHitPause = 1
- Add these after the attack
;==============<SLAMMED BY ???>================
;Being Slammed
[StateDef 1530]
type = A
moveType = H
physics = N
velset = 0,0
[State 1530, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = ifElse(SelfAnimExist(5980) && enemyNear, AuthorName != "Warusaki3", 5980, 5002)
[State 1530, End]
type = SelfState
trigger1 = HitShakeOver && pos y < 0
value = 5030
[State 1530, End]
type = ChangeState
trigger1 = HitShakeOver && pos y >= 0
value = 1531
;Hitting the Ground
[StateDef 1531]
type = L
moveType = H
physics = N
velSet = 0,0
[State 1531, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5100
[State 1531, Pos]
type = PosSet
trigger1 = 1
y = 0
[State 1531, EnvShake]
type = EnvShake
trigger1 = !Time
time = 14
ampl = -4
[State 1531, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,1
[State 1531, End]
type = ChangeState
trigger1 = !AnimTime
value = 1532
;Bouncing Off Ground
[StateDef 1532]
type = L
moveType = H
physics = N
[State 1532, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5160
[State 1532, PosSet]
type = PosSet
trigger1 = !Time
y = 0
[State 1532, VelSet]
type = VelSet
trigger1 = !Time
y = -2.4
[State 1532, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.6
[State 1532, End]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= 12
value = 5110
- In the System.def, add this trigger "Ground Impact Dust" state (This is for the Ground Bounce FX)
trigger1 = NumTarget(1530)
trigger1 = (Target(1530), StateNo = 1531) && !NumHelper(8110)