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 = Nothitbytriggerall = Numpartnertriggerall = stateno != 4914trigger1 = var(51) = 8 ;<-- meaning he's partner call him on stage and he's performing an assist move.trigger1 = var(51) = 12value = SCA, AT..it seems not to work! anybody can help me? thanks
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
Rajaa said, April 20, 2013, 07:25:01 amI 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. =pLoLz.. XDi haven't notice that! shame on me' ahaha.. thanks anyways maximilianjenus said, April 20, 2013, 06:07:33 amyoou need to add :trigger 1= var(51) = 16you know what, among all the stupid persons around the globe you're the most genius dude..
Code: value = SCA, ATThis will make every attack miss you (SCA) and in addition to that, every throw (,AT) will also miss.The correct one would be to usevalue = ,ATonly.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.
Seravy said, April 22, 2013, 06:50:26 pmCode: value = SCA, ATThis will make every attack miss you (SCA) and in addition to that, every throw (,AT) will also miss.The correct one would be to usevalue = ,ATonly.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?
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 typeLike this[Statedef 5555]Type=UMovetype=H[State 5555]Type=ChangestateTrigger1=Statetype=Svalue=5000ignorehitpause=1[State 5555]Type=ChangestateTrigger1=Statetype=Cvalue=5010ignorehitpause=1[State 5555]Type=ChangestateTrigger1=Statetype=Avalue=5020ignorehitpause=1[State 5555]Type=ChangestateTrigger1=Statetype=Lvalue=5070ignorehitpause=1(check the numbers to make sure I wrote the correct state numbers for all the standard hit states.)
Seravy said, April 23, 2013, 04:02:55 pmMake 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 typeLike this[Statedef 5555]Type=UMovetype=H[State 5555]Type=ChangestateTrigger1=Statetype=Svalue=5000ignorehitpause=1[State 5555]Type=ChangestateTrigger1=Statetype=Cvalue=5010ignorehitpause=1[State 5555]Type=ChangestateTrigger1=Statetype=Avalue=5020ignorehitpause=1[State 5555]Type=ChangestateTrigger1=Statetype=Lvalue=5070ignorehitpause=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..