Board: M.U.G.E.N Development Help





Rajaa is Offline
Contact Rajaa:
Change the statetype to A
A little explanation I wrote some itme ago :
http://mugenguild.com/forumx/index.php?topic=16797.msg558672#msg558672
Hope this helps.
;BALL
[StateDef 9990]
type = S
movetype= A
physics = S
juggle = 1
velset = 0
ctrl = 1
anim = 9990
poweradd = 20
sprpriority = 2
[State 7050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -20
airguard.velocity = -7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = S
movetype = I
physics = A
[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "ball"
ID = 9990
stateno = 9991
pos = 35,-42
postype = p1
facing = 0
keyctrl = 0
ownpal = 1
supermovetime = 1
[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[StateDef 9991]
type = S
movetype= A
physics = S
juggle = 1
velset = 35
ctrl = 1
anim = 9991
poweradd = 20
sprpriority = 2
[State 9991, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
trigger30 = AnimElem = 30
trigger31 = AnimElem = 31
trigger32 = AnimElem = 32
trigger33 = AnimElem = 33
trigger34 = AnimElem = 34
trigger35 = AnimElem =35
attr = S, HP
damage = 10,5
animtype = heavy
guardflag = HMLA
hitflag = HMLAFD
priority = 3, Hit
pausetime = 2,2
sparkno = S8816
sparkno = S8830
sparkxy = -40, 0
hitsound = S810,0
guardsound = S1, 2
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -30
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-3
air.hittime = 12
Palfx.time = 40
palFX.add = 100, 100, 180
Palfx.sinadd = -80, -80, -80, 10
Palfx.color = 0
palfx.invertall = 1
[State 9991, 1]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HP
damage = 40 ,20
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 50, 20
sparkno = S9012
sparkxy = -20, 0
hitsound = S3000,6
guardsound = S810,0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -20
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -20,-3
air.hittime = 12
fall = 1
Palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
palfx.color = 0
palfx.invertall = 1
[State 9991, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = -1
ID = -1
pos = -20,-50
[State 9990, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
anim = 9990
sound = S9000,0
pos = 0,0
move
darken = 1
p2defmul = 0
poweradd = 20
unhittable = 1
[State 9990, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9992
ID = 9992
pos = 0,0;
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
[State 9990, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9993
ID = 9993
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 9990, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9994
ID = 9994
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 9990, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 10
[State 9990, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,2
[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 2
value = -3000
[State 9991, DestroySelf]
type = DestroySelf
trigger1 = time = 45
in the hitdef :
[mcode]
damage = X,Y
[/mcode]
X is the damage if not guarded, Y is the damage if guarded.
[statedef 9550]
type = S
movetype = A
physics = S
velset = 0
sprpriority = 2
ctrl = 0
anim = 9550
[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
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 = -1.4,-3
air.hittime = 12
[State 9550, NotHitBy]
type = NotHitBy
trigger1 = Anim = 9550
value = SCA,NA,SA,HA,NP,SP,HP
time = 20
ignorehitpause = 1
[State 9550, ChangeState]
type = ChangeState
trigger1 = anim = 9550 && movehit
value = 9551
[State 9550, ChangeState]
type = ChangeState
trigger1 = anim = 9550 && !movehit
value = 0
ctrl = 1
[StateDef 9551]
type = S
movetype= A
physics = S
juggle = 1
velset = 50,0
ctrl = 0
anim = 9551
poweradd = 20
sprpriority = 2
[State 9551, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger35 = AnimElem = 21
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
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 = -1.4,-3
air.hittime = 12
[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State , Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal ;player
name = "slash"
ID = 095500
stateno = 9552
pos = 100,-10
postype = p1 ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999
[StateDef 9552]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 9552
poweradd = 20
sprpriority = 2
[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
attr = S, NA
damage = 10
animtype = Medium
guardflag = HMLA
hitflag = HMAFDP
priority = 3, Hit
pausetime = 5, 10
sparkno = S8835
sparkxy = -10, -50
hitsound = S2,12
guardsound = S40,1
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 50
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 10, 10
sparkno = S9992
sparkno = S9993
sparkxy = -10, -50
hitsound = S9000,2
guardsound = S6000,11
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -20, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = --20,-3
air.hittime = 12
fall = 1
[State 0, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = 300
ID = 095500
pos = 10,-50
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30