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[Solved] Haguu Jaku Ex (Read 195 times)

Started by Toshio Tenma, September 05, 2011, 02:33:28 pm
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[Solved] Haguu Jaku Ex
#1  September 05, 2011, 02:33:28 pm
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Hello!
During the end of Oja Ranbu, Doremi does a special grab motion called "Haguu Jaku".
Although the super looks right at a certain point of view, the damage may occur in the very start.
So if the player have low life, then the victim will be knocked before she finishes the throw.
I have tried to make the victim suffer the damage when the move is almost finished, but the damage don't occurred.
Here is the code:
Code:
;----------------------------------------------
;Oja Ranbu - Haguu Jaku Ex Success
[Statedef 2204]
type    = S
movetype= A
physics = S
poweradd= 0
juggle  = 1
ctrl = 0
velset = 0,0
anim = 2203
sprpriority = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 8221
anim = 8221

[State 0, Explod]
type = Explod
trigger1 = animelem=1
id = 1307
anim = 1307
postype = P1
pos = 0,0
vel = 0,0
removetime = -2
sprpriority = 1
shadow = 0
ontop = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem=13
id =1307
anim = 1307

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = s210,1
volume = 0
channel = -1

[State 810, PlayerPush]
type=PlayerPush
trigger1=1
value=0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time=0
value = -80
ID = -1
kill = 1
absolute = 0
ignorehitpause = 0
;persistent =

[State 1331, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
How I can fix it?
-Toshio Tenma
Last Edit: September 06, 2011, 03:23:29 am by Toshio
Re: Haguu Jaku Ex
#2  September 05, 2011, 03:29:18 pm
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Use the appropriate trigger to make the targetlifeadd trigger when you need it to trigger. You say you don't want it to trigger at the beginning of the move, but you have there a trigger of "time = 0."
Re: Haguu Jaku Ex
#3  September 05, 2011, 08:31:35 pm
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Use the appropriate trigger to make the targetlifeadd trigger when you need it to trigger. You say you don't want it to trigger at the beginning of the move, but you have there a trigger of "time = 0."
I tried animelem=8, but the damage don't occurred. Hmm, what else could be wrong?
-Toshio Tenma
Re: Haguu Jaku Ex
#4  September 05, 2011, 10:28:01 pm
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Depends when you lose the target. You only have a target while they're still in a gethit state. Are they dropping out of the gethit state early? Are you using targetdrop anywhere? Do you have ANYTHING else that may be stealing the target? If targetlifeadd isn't working, then you have no target. If you wish to test that

state -2
explod
trigger1 = numtarget
anim= 0
removetime = 1

While the standing sprite is visible, you have a target. You can also use displaytoclipboard but the above makes it insanely obvious.


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Re: Haguu Jaku Ex
#5  September 06, 2011, 03:23:12 am
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I got it!! The issue was with the p2 custom state, I had to put a "H" for hit.
So the move work corretly now^^
-Toshio Tenma