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Cancelling guard state (Read 596 times)

Started by xcd222, February 04, 2018, 08:30:51 am
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Cancelling guard state
#1  February 04, 2018, 08:30:51 am
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How do I make this projectile cancel the guard state of an enemy when it comes into contact? This move is supposed to be unguardable, however when the enemy still tried to guard it to no avail, making movement much harder if the enemy wants to move away. How do I fix this? I also tried assertsepcial and the 3 NoGuard options but still the guarding animation still exists.

[State 20430, Projectile]      ; Invisible projectile is used since if a helper projectile is reversed, it would not appear right
type = Projectile
trigger1 = Root, Var(5) != [23000, 23100]
trigger1 = AnimElem = 13
projID = 20430
projanim = 21051
projremovetime = 20
projedgebound = 70
attr = A, SA
hitflag = MAFD
animtype = Up         ; Confirmed
damage = 517, 35      ; Confirmed
;guardflag = MA
pausetime = 0, 9
sparkno = S7012
sparkxy = 0, Ceil(enemyNear, Pos Y + enemyNear, Const(size.mid.pos.y))   ; Will have to check
hitsound = S5, 3      ; Will have to check
guardsound = S6, 0      ; Will have to check
ground.type = High      ; Confirmed
air.type = Low         ; Confirmed
ground.slidetime = 0      ; Irrelevant when ground.velocity y < 0
ground.hittime  = 0      ; Irrelevant when ground.velocity y < 0
guard.dist = 0;320      ; This makes sure the opponent can guard within the screen
yaccel = 0.68         ; Old: yaccel = 1.2
ground.velocity = 0, -32   ;
air.velocity = 0, -32      ; In game, can juggle for 25+ hits
air.juggle = 15         ; Not in original. Used to prevent juggling
fall = 1
fall.yvelocity = -10
palfx.time = 9999
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,6
Palfx.color = 0
palfx.invertall = 1
fall.recover = 0
Re: Cancelling guard state
#2  February 04, 2018, 09:37:01 am
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Guardflag = blank

if you take it out like you did it wont work

So just leave it as
Guardflag =
Re: Cancelling guard state
#3  February 04, 2018, 11:46:38 am
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What I want here is for the enemy, not to perform guard while the projectile exists since guarding it is pointless. While pressing "away" it must make the character move backwards instead of guarding to make it easier for the enemy to avoid the unblockable projectile. Removing the guardflag simple makes the move unblockable, but the character who will contact it will still perform a guard to no avail.
Re: Cancelling guard state
#4  February 04, 2018, 12:06:48 pm
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I'd think guarddist should work. Is the state the char that throws the projectile in an attack state? Perhaps the opponent is blocking due to that.
Re: Cancelling guard state
#5  February 04, 2018, 01:29:19 pm
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It was left blank by XSlaught. I tried making the movetype into "I", still the receiver of the projectile is still attempting to guard it.
Re: Cancelling guard state
#6  February 04, 2018, 01:34:27 pm
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Actually, I changed the movetype of the projectile instead to "I" instead of "A", and the projectile is still working as intended and the receiver doesn't anymore guard. Thanks for the help Just No Point!