For some reason, a rapid attack I am coding has a specific bug that only affects some characters. (Physically larger/various; Snorlax, Blaziken, Spec Ops characters, etc) The character performs the rapid but the opponent is pulled horizontally (with character still performing move)
Overall the code does work, just can't seem to figure out exactly what the problem is. I have managed to pinpoint it to this part of the code;
[State 1220, TargetBind]
type = TargetBind
trigger1 = MOVEHIT
time = 1
id = -1
pos = 40,0
If I change the pos (example; pos = 0,0) it performs the same big as above (pulls horizontal)
The attacks code is below here;
; EX Rapid
; CNS difficulty: easy
[Statedef 1220]
type = S
movetype= A
physics = S
juggle = 0
poweradd= -400
velset = 5,0
anim = 1220
ctrl = 0
sprpriority = 2
[State 1220, PosAdd]
type = PosAdd
trigger1 = time = 1
x = 15
[State 1220, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright = 30, 30, 0
PalContrast = 70, 70, 20
PalAdd = -10,-10,-10
PalMul = .85,.85,.50
TimeGap = 1
FrameGap = 2
Trans = Add
time = 2
[State 1220, Afterimage]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2
[State 1130, ]
type = PalFX
trigger1 = time%2 = 0
time = 1
add = 180,120,0
[State 1202, nhb]
type = nothitby
trigger1 = 1
value = SCA
time = 2
ignorehitpause = 1
[State 1220, Shake Screen]
type = EnvShake
trigger1 = AnimElem = 6
time = 8
ampl = 3
freq = 170
[State 1210, PosAdd]
type = PosAdd
trigger1 = animelem = 15
x = 8
[State 1220, TargetBind]
type = TargetBind
trigger1 = MOVEHIT
time = 1
id = -1
pos = 40,0
[State 1220, 1]
type = HitDef
trigger1 = AnimElem = 3,>=0
trigger1 = AnimElem = 15,<0
attr = S, SA
damage = 2,2
animtype = Hard
guardflag = MA
hitflag = MAFPD
priority = 1, Hit
pausetime = 0, 15
sparkno= 2
guard.sparkno=s8100
sparkxy = -32, -80
hitsound = s6, 11
guardsound = 6, 0
ground.type = high
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-3
air.hittime = 12
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 10
envshake.freq = 120
envshake.ampl = -4
fall = 1
kill = 0
[State 1100, 1]
type = HitDef
trigger1 = AnimElem = 17
attr = S, SA ;Attributes: Standing, Normal Throw
hitflag = MAFP ;Affect only ground people who are not being hit
damage = 50
animtype = Heavy
guardflag = MA
hitflag = MLF
priority = 7, Hit
pausetime = 2, 8
sparkno = 0
sparkxy = -10, -76
hitsound = s6, 1
guardsound = 6, 0
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -8,-7
guard.velocity = -7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.velocity = -1,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025 ;Make p2 go to state 1025 on hit
p2facing = 1
kill = 1
[State 1220, end]
type = changestate
trigger1 = animtime = 0
value = 1205
Any help would be greatly appreciated.
Thanks
-A.S.P