This is a simple reversal I just coded but...it doesn't feel like one. Most reversals go into effect as soon as the opponent lays a punch/kick on you. When I perform this one the opponent is at least 1 1/2 step away from me, then it goes into effect. The Clsn1 box is no where near that far (this move is for Mr.X, the same scaling as Kung Fu Guy/Thomas).In other words, I want the reversal to go into effect at the precise moment the opponent lands their ATK.This is what I got[mcode][Statedef 4600]type = Smovetype= Hphysics = Sjuggle = 4poweradd = 30ctrl = 0velset = 0,0anim = 4600[State 4601, VelAdd]type = VelAddtrigger1 = animelem = 1x = 4[State 4600, ReversalDef]type = ReversalDeftrigger1 = animelem = 1reversal.attr = SA,NA,SApause,12pausetime = 9sparkno = S1500hitsound = S895,5p1stateno = 4601p2stateno = 4650[State 220, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;================[Statedef 4601]type = Smovetype= Aphysics = Sjuggle = 4poweradd = 30ctrl = 0velset = 0,0anim = 4601[State 4601, EnvColor]type = EnvColortrigger1 = animelem = 2value = 255,255,255time = 4under = 1[State 1234, PalFX]type = PalFXtrigger1 = time = 0time = 13add = 17,251,33mul = 45,219,120sinadd = 30,55,85,10invertall = 0[State 4601, VelAdd]type = VelAddtrigger1 = animelem = 2x = 8[State 630, 2]type = HitDeftrigger1 = Animelem = 2attr = A, NAdamage = 13,7guardflag = HApriority = 3pausetime = 7,7sparkno = 1sparkxy = -5,-35hitsound = 5,0guardsound = 6,0ground.type = Highground.slidetime = 6ground.hittime = 6ground.velocity = -3,-7air.velocity = -3,-5fall = 1[State 220, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;==============[Statedef 4650]type = Sphysics = Nmovetype = Ianim = 5000velset = 0,0sprpriority = 2ctrl = 0[State 4650, AS]type = assertspecialtrigger1 = time >=0flag = nowalk[State 4650, 3]type = selfstatetrigger1 = time = 20value = 0ctrl = 1[/mcode]I
There is no reason to use a reversaldef instead of a hitoverride, you'll save yourself a whole mess of trouble by recoding it.
The Maniac said, December 07, 2007, 01:19:52 amThere is no reason to use a reversaldef instead of a hitoverride, you'll save yourself a whole mess of trouble by recoding it.For what I need to do, why is hitoverride better?
#Shaun said, December 06, 2007, 11:36:05 pmpause,12What's that? Anyway, just try not using any hitpause, i.e. pausetime=0,whatever.
P.o.t.S. said, December 07, 2007, 02:42:21 pm#Shaun said, December 06, 2007, 11:36:05 pmpause,12What's that? Anyway, just try not using any hitpause, i.e. pausetime=0,whatever.The Maniac said, December 07, 2007, 02:12:48 pmBecause hitoverride isn't filled with bugs and acts the way you expect it to.Fair enough. So, will hitoverride solve my initial problem?
Definitely, but removing the pause and pausetime values may also yield the desired result.IIRC when you use pausetime the format is pausetime = A [, B] where A is the time you are paused and B is the time your opponent is paused, you left the latter one out.
The Maniac said, December 07, 2007, 04:57:56 pmDefinitely, but removing the pause and pausetime values may also yield the desired result.IIRC when you use pausetime the format is pausetime = A [, B] where A is the time you are paused and B is the time your opponent is paused, you left the latter one out.Ah haaa......it's always the little things that get me. Thanks for the help POST EDIT:[mcode][State 4600, 4]type = HitOverridetrigger1 = animelem = 1time = 10attr = SA,NA,HAslot = 0pausetime = 9,9sparkno = S1500hitsound = S895,5stateno = 4601p2stateno = 4650[/mcode]It works! Again, thanks for the help
Half of what you wrote in that Sctrl has no effect , only applies to ReversalDefs (pausetime, p2stateno...).