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Making drill kick floaty? (Read 154 times)

Started by Burning_Typhoon, January 07, 2013, 06:13:48 am
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Making drill kick floaty?
#1  January 07, 2013, 06:13:48 am
  • ***
I figured I'd give drill kick to pots' morrigan, since I wanted to use the attack, but, she didn't have it, (soul eraser might come next).  The attack itself works fine, except one thing that I can't seem to figure out..  She needs to float in the air a little bit, so she can't rapidly spam the attack without much consequence.  I'm not sure what to do, though.
Re: Making drill kick floaty?
#2  January 07, 2013, 07:43:02 am
  • **
To float in the air, you should change the gravity:

Code:
[State X, VelSet] ;Float completly in the air during all state
type = VelSet
trigger1 = 1
x = 0
y = 0

Set 0 to completly float, and change value comparing his default gravity value (y) to make floating higher or lower.

For exemple, this is a quick air atack that you execute in the air, stops character and then goes down:

Code:
;---------------------------------------------------------------------------
; First step - Stay in the air
[Statedef 1300]
type    = A
movetype= A
physics = A
accel = 0,0
ctrl = 0
anim = 1300

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;---------------------------------------------------------------------------
; Second step - Go down
[Statedef 1301]
type    = A
movetype= A
physics = A
juggle  = 6
ctrl = 0
anim = 1301
velset = 4,0

[State 640, 3]
type = HitDef
...

[State 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 4
y = 2
Re: Making drill kick floaty?
#3  January 08, 2013, 10:41:08 am
  • ***
    • USA
Not sure if this could give you any ideas but I have a move for Samus that floats and I use

Code:
;-----------taken from [shinat]'s storm------------------------------------------
;-[ Floating ]-
[State -2, a]
type = VarSet
trigger1 = Pos Y < 0
trigger1 = Vel Y >= 2.5
trigger1 = command = "Float"
var(11) = 1

[State -2, b]
type = VarSet
trigger1 = command = "Drop"
trigger2 = StateType != A
trigger3 = Movetype = H
var(11) = 0

[State -2, c]
type = VelSet
trigger1 = var(11)
trigger1 = MoveType != H
trigger1 = Vel Y >= 2.5
y = 2.5

[State -2, d]
type = CtrlSet
trigger1 = PrevStateNo = [600,699]
trigger1 = var(11)
;trigger1 = !var(12)
value = 0
persistent = 0

[State 50, VelAdd]
type = VelAdd
triggerall = Vel X < 8.6
;triggerall = var(12)
triggerall = command = "holdfwd"
triggerall = command != "holdback"
trigger1 = StateNo = 50
trigger2 = StateNo = [600,699]
trigger3 = StateNo = [7000,7003]
x = 1.55;const(velocity.walk.fwd.x)

[State 50, VelAdd]
type = VelAdd
triggerall = Vel X > -8.6
;triggerall = var(12)
triggerall = command != "holdfwd"
triggerall = command = "holdback"
trigger1 = StateNo = 50
trigger2 = StateNo = [600,699]
trigger3 = StateNo = [7000,7003]
x = -1.55;const(velocity.walk.fwd.x)*-1


[State 50, VelSet]
type = VelSet
triggerall = command != "holdfwd"
triggerall = command = "holdback"
trigger1 = StateNo = 50
trigger1 = Vel X < -8.6
trigger2 = StateNo = [7000,7003]
x = -8.6 

[State 50, VelSet]
type = VelSet
triggerall = Vel X > 8.6
triggerall = command = "holdfwd"
triggerall = command != "holdback"
trigger1 = StateNo = 50
trigger2 = StateNo = [7000,7003]
x = 8.6 
;---------------------------------------------------------------------------