hi again !
i think this time we wont take very long to solve this problem. here the description :
i coded a super in which my char gets a posadd to the opponent. like this:
[State xxx, posadd]
type = posadd
trigger1 = animelem 30
x = p2bodydist x
y = p2bodydist y
so he should reach the opponent no matter where he is at this moment. right ?
ok he does a slashing combo there and after that, i want him to return to the ground on the opposite site from where i started. i guess like this
[State xxx, posadd]
type = posadd
trigger1 = animelem = 66
x = 100
y = ??????
the y value is my problem. i want my char to return to the ground no matter if he is in the air or not. if i type ground it wont work, right ? and i f write 0 it wont change the y value, correct ? now do i have to use posadd for the x value and posset for the y value ? or how do i solve this one ? pls help out guys. Oh yeah, i forgot to tell you that it is a teleport with which he returns to the ground. otherwise i could have used the ifelse method in the changestate at the end.
this is the statedef in which the super should start. i want the state to end when the player reaches the opponent.
thats at the end of the animtime.
Spoiler, click to toggle visibilty
[mcode]
[Statedef 903]
type = S
movetype = A
physics = S
velset = 0,0
juggle = 7
poweradd = -1000
anim = 906
[State 903, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 200
anim = -1
sound = 5, 15
move = 0
darken = 0
p2defmul = 0
unhittable = 1
[State 903, Explod]
type = Explod
trigger1 = time = 0
anim = 905
ID = 3
pos = 0,0
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermovetime = 100000000000000000
pausemovetime = 100000000000000000
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
persistent = 0
[State 903, posadd]
type = posadd
trigger1 = animelem = 29
x = p2bodydist x
y = p2bodydist y
[State 903, End]
type = changestate
trigger1 = animtime = 0
value = 904
ctrl = 0
[/mcode]
and this one is the state in which the hits are defined and the player returns to the ground.
Spoiler, click to toggle visibilty
[mcode]
[StateDef 904]
type = A
movetype = A
physics = A
velset = 0,0
juggle = 6
ctrl = 0
anim = 908
[State 904, Explod]
type = Explod
trigger1 = time = 0
anim = 907
pos = 0,0
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -2
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 11111111
pausemovetime = 1111111
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
persistent = 0
[State 904, HitDef]
type = HitDef
trigger1 = animelem = 1 || animelem = 32 || animelem = 33
trigger2 = animelem = 2 || animelem = 34 || animelem = 35
trigger3 = animelem = 3 || animelem = 36 || animelem = 37
trigger4 = animelem = 4 || animelem = 38 || animelem = 39
trigger5 = animelem = 5 || animelem = 40 || animelem = 41
trigger6 = animelem = 6 || animelem = 42 || animelem = 31
trigger7 = animelem = 7 || animelem = 43
trigger8 = animelem = 8 || animelem = 44
trigger9 = animelem = 9 || animelem = 45
trigger10 = animelem = 10 || animelem = 46
trigger11 = animelem = 11 || animelem = 47
trigger12 = animelem = 12 || animelem = 48
trigger13 = animelem = 13 || animelem = 49
trigger14 = animelem = 14 || animelem = 50
trigger15 = animelem = 15 || animelem = 51
trigger16 = animelem = 16 || animelem = 52
trigger17 = animelem = 17 || animelem = 53
trigger18 = animelem = 18 || animelem = 54
trigger19 = animelem = 19 || animelem = 55
trigger20 = animelem = 20 || animelem = 56
trigger21 = animelem = 21 || animelem = 57
trigger22 = animelem = 22 || animelem = 58
trigger23 = animelem = 23 || animelem = 59
trigger24 = animelem = 24 || animelem = 60
trigger25 = animelem = 25 || animelem = 61
trigger26 = animelem = 26 || animelem = 62
trigger27 = animelem = 27 || animelem = 63
trigger28 = animelem = 28
trigger29 = animelem = 29
trigger30 = animelem = 30
attr = A,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 0,0
animtype = hard ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,Hit ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,0
sparkno = 0
sparkxy = 0,0
hitsound = 0,0
ground.type = High ;Low,Trip,None
ground.slide = 0
guard.hit = 1
air.hittime = 20
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = 1
kill = 1
numhits = 2
[State 904, HitDef2]
type = HitDef
trigger1 = animelem = 64 || animelem = 65
attr = A,HA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 0,0
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 7,Hit ;Hit,Miss,Dodge
damage = 0,0
sparkno = 0
sparkxy = 0,0
hitsound = 0,0
ground.slide = 0
ground.hit = 0
guard.hit = 1
air.hittime = 20
ground.velocity = 0,0
sprpriority = 1
p1getp2facing = 0
fall = 1
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 30
air.fall = 1
numhits = 2
persistent = 0
[State 904, posadd]
type = posadd
trigger1 = animelem = 66
x = 100
y = 300
[State 904, RemoveExplod]
type = RemoveExplod
trigger1 = !animtime
id = 3
[State 904, End]
type = changestate
trigger1 = !animtime
trigger1 = anim = 908
value = 0
ctrl = 1
[/mcode]
Spoiler, click to toggle visibilty
[mcode]
[State 903, Chidori Sword Speed Combo]
type = changestate
value = 903
triggerall = command = "speed"
trigger1 = statetype = S
trigger1 = ctrl
[/mcode]
btw..."speed" was defined this way:
[mcode]
[Command]
name = "speed"
command = D, B, a
time = 15
[/mcode]
he does nothing but a slash though. i have a normal slash attack on command a. thats why. but the super doesnt work with the desired command. i cant find errors alone. can anyone help ?