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NotHitBy THROW not working :( (Read 1729 times)

Started by UnoShe, April 20, 2013, 04:18:05 am
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NotHitBy THROW not working :(
#1  April 20, 2013, 04:18:05 am
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i want the character not able to be grab and thrown if he is performing an assist move(for the Partner Assist).. here's my code:

Code:
[State -2, no_throw]
type = Nothitby
triggerall = Numpartner
triggerall = stateno != 4914
trigger1 = var(51) = 8          ;<-- meaning he's partner call him on stage and he's performing an assist move.
trigger1 = var(51) = 12
value = SCA, AT

..it seems not to work!  :( anybody can help me? thanks


Re: NotHitBy THROW not working :(
#2  April 20, 2013, 06:07:33 am
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yoou need to add :

trigger 1= var(51) = 16
Re: NotHitBy THROW not working :(
#3  April 20, 2013, 07:25:01 am
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I don't know, Var(51) can already equal two values at one time, so I'm not sure if it can handle three values; you might be pushing it. =p
Re: NotHitBy THROW not working :(
#4  April 22, 2013, 02:27:52 am
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Re: NotHitBy THROW not working :(
#5  April 22, 2013, 06:50:26 pm
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Code:
value = SCA, AT
This will make every attack miss you (SCA) and in addition to that, every throw (,AT) will also miss.
The correct one would be to use
value = ,AT
only.

However, not every attack that causes a custom state (grab) has a T type hitdef, and not every attack with a T type hitdef causes a custom state. So you shouldn't base this on the hitdef attribute, it will cause both false positives and misses.

What you want to use to avoid custom states is Hitoverride, When a hitoverride is active, any custom stated attack will miss and targetstate will have no effect on you.
Re: NotHitBy THROW not working :(
#6  April 23, 2013, 10:57:50 am
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Code:
value = SCA, AT
This will make every attack miss you (SCA) and in addition to that, every throw (,AT) will also miss.
The correct one would be to use
value = ,AT
only.

However, not every attack that causes a custom state (grab) has a T type hitdef, and not every attack with a T type hitdef causes a custom state. So you shouldn't base this on the hitdef attribute, it will cause both false positives and misses.

What you want to use to avoid custom states is Hitoverride, When a hitoverride is active, any custom stated attack will miss and targetstate will have no effect on you.

thanks sir.. but hitoverride requires a stateno the char  to go into if hit by the specified hit attr.. then what should i put on it?
Re: NotHitBy THROW not working :(
#7  April 23, 2013, 04:02:55 pm
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Make a hit state that does whatever you wish to happen when getting hit.
If you want to get hit normally, add changestates to state 5000,5010,5020,5070 based on the current state type
Like this

[Statedef 5555]
Type=U
Movetype=H

[State 5555]
Type=Changestate
Trigger1=Statetype=S
value=5000
ignorehitpause=1

[State 5555]
Type=Changestate
Trigger1=Statetype=C
value=5010
ignorehitpause=1

[State 5555]
Type=Changestate
Trigger1=Statetype=A
value=5020
ignorehitpause=1

[State 5555]
Type=Changestate
Trigger1=Statetype=L
value=5070
ignorehitpause=1

(check the numbers to make sure I wrote the correct state numbers for all the standard hit states.)
Re: NotHitBy THROW not working :(
#8  April 24, 2013, 06:57:56 am
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Make a hit state that does whatever you wish to happen when getting hit.
If you want to get hit normally, add changestates to state 5000,5010,5020,5070 based on the current state type
Like this

[Statedef 5555]
Type=U
Movetype=H

[State 5555]
Type=Changestate
Trigger1=Statetype=S
value=5000
ignorehitpause=1

[State 5555]
Type=Changestate
Trigger1=Statetype=C
value=5010
ignorehitpause=1

[State 5555]
Type=Changestate
Trigger1=Statetype=A
value=5020
ignorehitpause=1

[State 5555]
Type=Changestate
Trigger1=Statetype=L
value=5070
ignorehitpause=1

(check the numbers to make sure I wrote the correct state numbers for all the standard hit states.)


thank you for helping sir :) i'll try it..