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Combo chain broken (Read 164 times)

Started by jjmugen, July 12, 2013, 07:29:47 am
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Combo chain broken
#1  July 12, 2013, 07:29:47 am
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Hi, guys.

I'm working on a char which projectiles can "combo". With one projectile, enemy elevates a bit, and you
can execute one more projectile before he falls ground, and this way permanently until enemy executes
air recover.

Problema is my projectile do this, but every hit doesn't appear as a combo hit.

Code:
;---------------------------------------------------------------------------
[Statedef 1000] ;Throwing
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 15
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "proj1"
ID = 1050
stateno = 1050
pos = 30,-160
keyctrl = 0
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1000, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[StateDef 1050] ;Projectile
type = S
movetype= A
physics = S
juggle  = 4
velset = 20,0
accel = 0,0
sprpriority = 3
ctrl = 0
anim = 1050

[State 1001, HitDef]
type = HitDef
trigger1 = !MoveContact
trigger2 = TimeMod = 3,0
attr = S, SP
animtype  = Hard
damage = 28,3
getpower = 40
hitflag = MAFP
guardflag = MA
pausetime = 12,12
sparkno = 210
sparkxy = 0,-40
hitsound   = 61,1
guardsound = 25,0
ground.type = High
ground.slidetime = 2
ground.hittime  = 200
ground.velocity = -8,-20
air.velocity = -8,-20
guard.velocity = -40
airguard.velocity = -40
air.hittime = 200
fall = 1

[State 1001, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1
loop = 0

[State 1001, PosAdd]
type = PosAdd
trigger1 = 1
x = 36

[State 1001, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0
trigger2 = movecontact

Could anyone help me, please?

Thanks