Hi. I was messing around with a new character who uses a helper as a partner. The helper itself uses his own states as an independent character(Walk, Idle, attack, etc) But when p2 hits my helper sometimes it goes to the custom hit state i made using hitoverride but sometimes the helper transform into a clone of me. Is there any other way to make the helper go to a custom hit state without having this identity issue
?
The helper is in statedef -2 because it has to be around the whole time.
Here's how a state of the helper and the custom hit state looks like:
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;---------------------------------------------------------------------------
; Helper Walk
[Statedef 100020]
type = A
movetype = I
physics = N
anim = 100020
sprpriority = 0
[State 100001, Null]
type = Null
trigger1 = (!Time)
trigger1 = (Var(1) := 0) && (Var(0) := 1)
trigger2 = (Var(1) = -10) || (Var(1) = 10)
trigger2 = (Var(2) := IfElse(Var(1) = -10,0,1))
[State 100001, VarAdd]
type = VarAdd
trigger1 = 1
var(1) = IfElse(Var(2) = 0,1,-1)
[State 100001, VelAdd]
type = VelAdd
trigger1 = 1
y = IfElse(Var(2) = 1,0.05,-0.05)
[State 20, 1]
type = VelSet
trigger1 = 1
x = 0.75
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 100000
[State 0, State]
type = ChangeState
triggerall = roundstate = 4
trigger1= win > 0
value = 100180
[State 0, HitOverride]
type = HitOverride
trigger1 = stateno
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
StateNo = 105000
time = 1
ignorehitpause = 1
And here's the Custom hit state
;---------------------------------------------------------------------------
; Helper Get Hit State
[Statedef 105000]
movetype = H
velset = 0,0
anim = 105000
[State 250, StateType]
type = StateTypeSet
trigger1 = 1
statetype = A
movetype = H
physics =A
[State 200, State]
type = ChangeState
trigger1 = pos Y >= -5
trigger1 = vel Y > 0
value = 105040
;---------------------------------------------------------------------------
; Helper Get Hit State (Liedown)
[Statedef 105040]
movetype = I
velset = 0,0
anim = 105040
[State 0, PalFX]
type = PalFX
trigger1 = HitShakeOver = 0
trigger2 = MoveType != H
trigger2 = GameTime % 4 = 0
ignorehitpause = 1
time = 2
add = 250,250,250
[State 0, SelfState]
type = SelfState
trigger1 = time = 15
value = 100000
It works but if the helper gets too much hits it becomes a clone. Hope someone can help me.
Also before i forgot. It's there a way to put an amount of life to the helper and when that reaches 0, destroy itself? Thanks in advanced