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Explod as a Hitspark. (Read 192 times)

Started by WooshaQ, November 14, 2013, 07:11:03 pm
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Explod as a Hitspark.
#1  November 14, 2013, 07:11:03 pm
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Hi, could somebody please explain an efficient way of using explod as a hitspark? I tried to use a very simple code:

type = Explod
trigger1 = movehit

but I found that explod appears a little too late after move hits the opponent. While working on Rock by Vyn I found that he used somethink like this:

[State 200, hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 2
attr = S, NA
damage = 21,0
hitflag = MAF
guardflag = MA
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
pausetime=ceil(8*(ifelse(!var(20),1,.5))),ceil(9*(ifelse(!var(20),1,.5)))
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno =  -1 + 0*(var(34):=8100)
sparkxy = -10 + 0*(var(35):=70), var(36):=-83

hitsound = s1,0
guardsound = s2,0
ground.type = High
air.type = High
ground.slidetime = 10
ground.hittime = 10
air.hittime = 10
guard.ctrltime = 11
ground.velocity = -6*(ifelse(!var(20),1,.5))
guard.velocity = -5*(ifelse(!var(20),1,.5))
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(ifelse(!var(20),1,.5))
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 48*!var(20), 24*!var(20)
givepower = 24,24
persistent = 0
envshake.time = 9
envshake.ampl = 1
yaccel = .5

and for the state of the explod:

[Statedef 8010]
type=A
anim=9741;8010
velset=0,0
sprpriority=8

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =  1
flag = noshadow
ignorehitpause=1

[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = F8200+(random%8)
ID = 8016
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
;pausemove
scale = 1,1
sprpriority = 9
ontop = 1

[State 8010, end]
type=destroyself
trigger1= time>15

Can somebody explain the whole idea behid this, I've never found actual var within the character to take a look and examine. This way seems to be working much better than I've used...