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Projectile disappearing when I get hit (Read 1545 times)

Started by BoyBoyz, August 31, 2011, 06:11:21 pm
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Projectile disappearing when I get hit
#1  August 31, 2011, 06:11:21 pm
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The title says it all. Basically my projectile has 2 phases: first a hitdef, then then second projectile comes out at a later animelem and 'stuns' the enemy. When I get hit or block a move/projectile from the enemy, my fireball disappears suddenly without entering phase 2 stun. Why does this happen? Ignorehitpauses are in already. Is it because I need some bind or changestate?

This is the full helper 1002:

[State 1000, Helper]
type = Helper
trigger1 = animelem = 10
name = "FS Helper2"
stateno = 1002
ID = 1002
helpertype = normal
pos = 0, -140
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[Statedef 1002]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1002
sprpriority = 5

[State 2001, 無敵]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
stateno = stateno
ignorehitpause = 1

[State 1000, 軸位置移動]
type = VelSet
trigger1 = time = 0
x = 0
y = ifelse(var(34) = 1, 12, 4)

[State 1000, 軸位置移動]
type = VelSet
trigger1 = MoveContact
x = 0
y = 0

[State 2110, 相手と重なった時の処理]
type = PlayerPush
trigger1 = 1
value = 0

[State 1000, Proj]
type = Projectile
trigger1 = var(59) = 0
trigger1 = animelem = 21
trigger2 = var(59) = 1
trigger2 = random >= 201 && random <= 999
projanim = 1302
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
;projscale = 0.5, 0.5
postype = p2
offset = 0, -30
projpriority = 100
projsprpriority = 10
velocity = 0, ifelse(var(34) = 1, 12, 4)
attr = S, SP
numhits = 0
damage=0,0
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 0,0;ifelse(p2statetype = S, 100, 0)
guard.pausetime = 4, 10
sparkno = -1;S1088
guard.sparkno = -1;S1088
sparkxy = 20, 10
hitsound = S1099,0
guardsound = S6, 0
ground.type = High
ground.slidetime = 26
ground.hittime = 26
air.hittime = 18
guard.ctrltime = 14
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,30
airguard.velocity = 0,0
fall = 0
fall.recover = 0
air.fall = 1
ProjID = 1100
getpower = 20,10
givepower = 20,10
forcestand = 0
forcenofall = 0
kill = 0
ignorehitpause = 1
removeongethit = 0
persistent = 1
p2stateno = 1888

[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, SP
damage=60, 30
priority = 100
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,12;ifelse(p2statetype = S, 100, 0)
guard.pausetime = 4, 10
sparkno = -1;S1088
guard.sparkno = -1;S1088
sparkxy = 20, 10
;hitsound = S1099,0
guardsound = S6, 0
ground.type = High
ground.slidetime = 26
ground.hittime = 26
air.hittime = 18
guard.ctrltime = 14
ground.velocity = 0,0
guard.velocity = 0
air.velocity = 0,2
airguard.velocity = 0,0
fall = 0
fall.recover = 0
air.fall = 0
ID = 1002
getpower = 20,10
givepower = 20,10
forcestand = 0
forcenofall = 1
kill = 0
ignorehitpause = 1
;p2stateno = 1888

[State 1000, ステート変更]
type = ChangeAnim
trigger1 = MoveContact
value = 1088
persistent = 0
ignorehitpause = 1

[State 0, guard spark]
type = Explod
triggerall = !numexplod(1100)
trigger1 = moveguarded = 1
anim = 1088
ID = 1100
pos = 10, -50
postype = p2
facing = 1
bindtime = 1
removetime = 20
scale = 0.4,0.4
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
pausemovetime = -1
supermovetime = -1
persistent = 1

[State 1001, このヘルパーを消す]
type = DestroySelf
triggerall = Root,Anim != [120,155]
trigger1 = Root,MoveType = H

[State 1001, このヘルパーを消す]
type = DestroySelf
trigger1 = FrontEdgeDist > 320
trigger2 = FrontEdgeDist < -320
trigger3 = AnimTime = 0
trigger4 = moveguarded = 1

2OS

Re: Projectile disappearing when I get hit
#2  August 31, 2011, 11:58:40 pm
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[State 1001, このヘルパーを消す]
type = DestroySelf
triggerall = Root,Anim != [120,155]
trigger1 = Root,MoveType = H

This is the coding equivalent to your title. It translates to ""if I am not in a guard animation and I am in a hit state, disappear"".


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Re: Projectile disappearing when I get hit
#3  September 01, 2011, 05:49:22 am
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Thank you!!