Hi,
After studied several Kensou characters,
I decided to use Pie, ShinRei, JFCT555's "ShinSie Kensou" Gravity Pulling projectile coding as base to edit for my new character:
However, unlike the VERY SMOOTH gravity effect of pushing characters towards the Projectile in both ground and air slowly like "ShinSie Kensou", the problems I encountered are 3:
(1) my character projectile Gravity effect is choppy (its like sudden chunky shifting of enemy), and
(2) many times, it will suddenly RANDOMLY push AWAY instead of towards... and
(3) usually only 1 enemy character is affected...
MY GOAL: I want to create a gravity hole projectile to pull ALL enemy targets into it in a team battle.
I am very confused... please help. Trialed and error for almost 4 days but no improvement.
The coding for the Gravity "Helper"
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
; Range_Style_2_L4_Gravity
[Statedef 2054, Range_Style_2_L4_Gravity]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 0
velset = 0,0
anim = 2097 ; No sprites; only hitbox for "Pushing"
ctrl = 0
sprpriority = 1
facep2 = 1
[State 2054, NotHitBy]
type = NotHitBy
;triggerall = (StateNo = 2054)
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = -1
ignorehitpause = 1
persistent = 1
[State 2054, Turn1]
type = Turn
triggerall = (StateNo = 2054)
triggerall = (NumEnemy > 0) && (ParentDist X >= 0)
trigger1 = (Facing = Enemy,Facing) && (P2BodyDist X <= 0) && (P2StateNo != [100,105]) ; (100 and 105 are states for short hopping front/back)
trigger2 = (Facing != Enemy,Facing) && (P2StateNo != [100,105])
ignorehitpause = 1
;persistent =
[State 2054, Turn2]
type = Turn
triggerall = (StateNo = 2054)
trigger1 = (NumEnemy > 0) && (ParentDist X <= 0)
ignorehitpause = 1
;persistent =
[State 2054, PlayerPush]
type = PlayerPush
triggerall = (StateNo = 2054)
trigger1 = 1 ; always TRUE
value = 1
;ignorehitpause =
;persistent =
[State 2054, VelSet]
type = VelSet
triggerall = (StateNo = 2054)
trigger1 = 1
x = 0.5
y = 0
;ignorehitpause =
;persistent =
[State 2054, PosAdd]
type = PosAdd
triggerall = (StateNo = 2054)
trigger1 = P2BodyDist x != [-5,5]
x = Ceil(P2Dist x) - EnemyNear,Const(size.ground.back) - 5
y = 0
;ignorehitpause =
;persistent =
[State 2054, DestroySelf]
type = DestroySelf
triggerall = (StateNo = 2054)
trigger1 = (Root, NumProjID(2050) = 0)
;ignorehitpause =
;persistent =
Anim Details of the "Gravity" Helper:
Spoiler, click to toggle visibilty
;
Range_Style_2_L4_Gravity
[Begin Action 2097]
Clsn2: 1
Clsn2[0] = -9, -300, 9, 60
-1,0, 0,0, 1