For some reason I cannot detect movehit in the state below. Putting movehit trigger does not seem to work, any idea why? I want to add some kind of effect when p2 is hit, any idea why?
[Statedef 1300]
type = S
movetype = A
physics = N
anim = 1300
ctrl = 0
velset = 0,0
juggle = 0
poweradd = 30
facep2 = 1
sprpriority = 2
[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 0
[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0
[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0
[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(56) = 0
[State -2, Attack_Down]
type = VarSet
trigger1 = time = 0
fvar(25) = fvar(0)
[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3)
trigger1 = Time = 0
value = SC, AT
time = 2
[State 1100, Position]
type = PosSet
trigger1 = Time = 0
y = 0
[State -2, Explod]
type = Explod
trigger1 = anim = 1300 && animelem = 8
trigger2 = anim = 1300 && animelem = 22
anim = 6470
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
scale = const(size.xscale), const(size.yscale)
[State -2, Explod]
type = Explod
trigger1 = anim = 1301 && animelem = 9
anim = 6471
pos = 0,0
postype = p1
sprpriority = 3
bindtime = -1
ownpal = 1
removeongethit = 1
scale = const(size.xscale), const(size.yscale)
[State -2, Explod]
type = Explod
trigger1 = anim = 1300 && animelem = 10
trigger2 = anim = 1300 && animelem = 15
trigger3 = anim = 1300 && animelem = 24
trigger4 = anim = 1300 && animelem = 29
trigger5 = anim = 1301 && animelem = 6
trigger6 = anim = 1301 && animelem = 10
anim = 7800
postype = p1
pos = 0,0
facing = -1
sprpriority = 3
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State -2, Explod]
type = Explod
trigger1 = anim = 1300 && animelem = 21
anim = 7800
postype = p1
pos = ceil(15*const(size.xscale)),0
facing = -1
sprpriority = 3
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State -2, Explod]
type = Explod
trigger1 = anim = 1300 && animelem = 21
anim = 7800
postype = p1
pos = ceil(14*const(size.xscale)),0
facing = -1
sprpriority = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State -2, Explod]
type = Explod
trigger1 = anim = 1310 && animelem = 10
trigger2 = anim = 1300 && animelem = 24
trigger3 = anim = 1301 && animelem = 6
trigger4 = anim = 1301 && animelem = 10
anim = 7800
postype = p1
pos = ceil(-3*const(size.xscale)),0
facing = -1
sprpriority = 0
ownpal = 1
scale = const(size.xscale),const(size.yscale)
[State 220, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1300
triggerall = animelemtime(18) = 0
trigger1 = command = "holddown"
value = 1301
ignorehitpause = 0
[State -2, posadd]
type = posadd
triggerall = anim = 1300
trigger1 = animelem = 3
x = 2*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1300
trigger1 = animelem = 4
trigger2 = animelem = 18
x = 10*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1300
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 19
trigger4 = animelem = 20
x = 4*const(size.xscale)
[State 1000, ‰ą‚đ–‚炷]
type = PlaySnd
triggerall = anim = 1300
trigger1 = animelem = 8
trigger2 = animelem = 22
value = 0, 2
channel = 0
[State 1000, ‰ą‚đ–‚炷]
type = PlaySnd
triggerall = anim = 1300
trigger1 = animelem = 9
trigger2 = animelem = 23
value = 1, 0
[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = anim = 1300
trigger1 = animelem = 9
attr = S, SA
animtype = Medium
air.animtype = back
damage = ceil(60*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 40,80
givepower = 60,0
hitflag = MAF
guardflag = M
pausetime = 2,6-(enemynear,statetype=A)*4
guard.pausetime = 2,6-(enemynear,statetype=A)*4
sparkno = 8210+(random%8)
guard.sparkno = S8410
sparkxy = -15, ceil(-70*const(size.yscale))
hitsound = S2,4
guardsound = S3,1
ground.type = Low
ground.slidetime = 11
ground.hittime = Ifelse(p2statetype=C,14,13)
guard.hittime = 12
guard.slidetime = 11
guard.ctrltime = 12
air.hittime = 13
ground.velocity = -5.5*const(size.xscale)
guard.velocity = -5.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase =
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1300
[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
trigger1 = anim = 1300
trigger1 = animelem = 23
attr = S, SA
animtype = hard
air.animtype = back
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 2,4-(enemynear,statetype=A)*2
guard.pausetime = 2,4-(enemynear,statetype=A)*2
sparkno = 8210+(random%8)
guard.sparkno = S8410
sparkxy = -15, ceil(-70*const(size.yscale))
hitsound = S2,4
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime = Ifelse(p2statetype=C,19,17)
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -5.5*const(size.xscale)
guard.velocity = -5.5*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-8.5*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = .60*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase =
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1301
[State -2, posadd]
type = posadd
triggerall = anim = 1301
trigger1 = animelem = 5
x = 8*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1301
trigger1 = animelem = 6
x = 7*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1301
trigger1 = animelem = 7
trigger2 = animelem = 8
x = 1*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1301
trigger1 = animelem = 10
x = 2*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1301
trigger1 = animelem = 14
x = -3*const(size.xscale)
[State -2, posadd]
type = posadd
triggerall = anim = 1301
trigger1 = animelem = 15
x = -5*const(size.xscale)
[State 1000, ‰ą‚đ–‚炷]
type = PlaySnd
trigger1 = anim = 1301
trigger1 = animelem = 8
value = 0, 2
channel = 0
[State 1000, ‰ą‚đ–‚炷]
type = PlaySnd
trigger1 = anim = 1301
trigger1 = animelem = 9
value = 1, 2
[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(35) != 1302
trigger1 = anim = 1301
trigger1 = animelemtime(9) >= 0
trigger1 = animelemtime(10) < 0
attr = C, SA
animtype = hard
air.animtype = hard
damage = ceil(50*fvar(25)*fvar(26)*fvar(28)*fvar(29)),ceil(3*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 20,10
givepower = 0,0
hitflag = MAF
guardflag = L
pausetime = 7,10
guard.pausetime = 7,10
sparkno = 8210+(random%8)
guard.sparkno = S8410
sparkxy = -15, ceil(-10*const(size.yscale))
hitsound = S2,5
guardsound = S3,1
ground.type = trip
ground.slidetime = 13
ground.hittime = Ifelse(p2statetype=C,19,17)
guard.hittime = 17
guard.slidetime = 13
guard.ctrltime = 17
air.hittime = 17
ground.velocity = -5.0*const(size.xscale),-7.0*const(size.yscale)
guard.velocity = -8.0*const(size.xscale)
air.velocity = -5.0*const(size.xscale),-7.0*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
air.recover = 0
yaccel = 1.0*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase =
P2facing = 1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 1302
[State 200, hitspark x]
type = null ;VarSet
trigger1 = 1
var(42) = floor(ifelse(30+(abs(enemynear,Pos X-Pos X)/2)<110,30+(abs(enemynear,Pos X-Pos X)/2),110))
[State 200, hitspark y]
type = null ;VarSet
trigger1 = anim = 1300
var(43) = -70
[State 200, hitspark y]
type = null ;VarSet
trigger1 = anim = 1301
var(43) = -10
[State 200, sparkno]
type = null ;VarSet
trigger1 = anim = 1300
var(44) = 19999 ; = 8180
[State 200, sparkno]
type = null ;VarSet
trigger1 = anim = 1301
var(44) = 19999 ; = 8170
[State -2, ctrlset]
type = ctrlset
trigger1 = anim = 1300
trigger1 = animelemtime(34) >= 1
trigger2 = anim = 1301
trigger2 = animelemtime(21) >= 1
value = 1
[State 920]
type = StateTypeSet
trigger1 = anim = 1300
trigger1 = AnimElemTime(24) >= 0
trigger2 = anim = 1301
trigger2 = AnimElemTime(10) >= 0
movetype = I
[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = anim = 1301
StateType = C
[State -2, ChangeState]
type = ChangeState
trigger1 = anim = 1300
trigger1 = animtime = 0
value = 0
ctrl = 1
[State -2, ChangeState]
type = ChangeState
trigger1 = anim = 1301
trigger1 = animtime = 0
value = 11
ctrl = 1