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Re: Anti-Heal

 March 18, 2014, 10:07:42 pm View in topic context
 Posted by SpaceMouse  in Anti-Heal (Started by SpaceMouse March 18, 2014, 08:06:23 pm
 Board: M.U.G.E.N Development Help

    

Anti-Heal

 March 18, 2014, 08:06:23 pm View in topic context
 Posted by SpaceMouse  in Anti-Heal (Started by SpaceMouse March 18, 2014, 08:06:23 pm
 Board: M.U.G.E.N Development Help

Hello all:

I've been trying to add an anti-heal to a character I'm making. Basically, as long as this helper is out (which I'm also having designated with an explod effect on the character) it should punish the enemy for healing. Here's the code I have for it so far:

Code:
;the anti-heal helper
[Statedef 8030]
type    = S
movetype= I
physics = N
juggle  = 0
velset = 0,0
poweradd = 0
sprpriority = 2
anim = 8002

[State 8030, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 8030, 2]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 8030, 1]    ; set the variable the first time.
type = Varset
trigger1 = !fvar(30)
fv = 30
value = enemy, life

[State 4051, 0]
type = HitDef
trigger1 = fvar(30) < enemy, life ; the enemy life is > than what we saw last tick.
trigger1 = time%2 = 1 ; when not updating life
attr = S, HA
animtype  = Medium
damage    = abs(3*(enemy,life - var(30))),abs(3*(enemy,life - var(30))) ; deal three times the damage
guardflag =
givepower = -5000 ; drain their super bar too (temporary effect)
pausetime = 0,5
sparkno = S6410
sparkxy = 20,0
hitsound   = S14,0
guardsound = S15,0
ground.type = high
ground.slidetime = 22
ground.hittime  = 11
ground.velocity = -1
air.velocity = -1,-1
airfall = 1
persist = 1

[State 8030, 1]    ; update the variable. the variable should always be the enemy life.
type = Varset
trigger1 = fvar(30)        ; the variable exists.
trigger1 = fvar(30) > enemy, life ; the enemy life is < than what we saw last tick.
trigger1 = time%2 = 0 ; update every other tick.
fv = 30
value = enemy, life

the problem is it doesn't seem to be triggering, ever. i tried adding that time%2 bit, but that still isn't triggering it. the animation for that helper is set to an extremely large collision box, which when testing it in debug mode definitely overlaps... it just seems to never be triggering. i added that bit with the super bar drain to make it even more obvious the effect was happening, but it still isn't ever triggering that hitdef. Any advice?