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MoveType doesn't work if P2/helper hit me; he survive while combo continues (KI) (Read 544 times)

Started by DosKillerFighterTrue, May 24, 2025, 11:26:26 am
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MoveType doesn't work if P2/helper hit me; he survive while combo continues (KI)
#1  May 24, 2025, 11:26:26 am
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Hi, I'm experimenting with the Jago ki char author = "Niragla93"
" when I'm doing a long combo, for example, the helper or projectile or the p2 hits me when I'm at 0 health and I die instantly, just like it happens with ki or 2013 (when fighting Gargos in Shadow Lords, the minions interrupt your long combo). I was trying to figure this out on my own but failed.

I've tried many methods: use trigger1 = enemy, movetype = H, root, movetype = A, p2movetype, statemove, but nothing happens.

Code:
[Statedef 2005]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 1                     
velset = 0,0                   
ctrl = 0                     
anim = 2005
sprpriority = 2
hitcountpersist = 1

[State Test]
type = mapset
trigger1 = 1
map = "COMBO"
value = 1
ignorehitpause = 1

[State Test]
type = mapset
trigger1 = 1
map = "Narrador_Combos"
value = 1
ignorehitpause = 1



[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1 || animelem = 22
x = 27

[State 200,voz]
type = PlaySnd
trigger1 = AnimElem = 1 || animelem = 5
value = S200,random%7
volumescale = 999
ignorehitpause = 0
channel = 20

[State 200,voz]
type = PlaySnd
trigger1 = AnimElem = 10
value = S200,9
volumescale = 999
ignorehitpause = 0
channel = 20

[State 200, zumbido]
type = PlaySnd
trigger1 = AnimElem = 3 || animelem = 9
value = S202, 1 +random%3
volumescale = 200

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = p2bodydist x

[State 200, zumbido]
type = PlaySnd
trigger1 = AnimElem = 17
value = S202, 8
volumescale = 100

[State 1]
type = HitDef
trigger1 = ANIMELEM = 6
attr = S, NA
damage = 26,3;ok
animtype = Light
getpower = 30
givepower = 15, 8
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 2, 8
sparkno = 2
guard.sparkno = 2
sparkxy = -20,-20
hitsound = S203,4
guardsound = S204,1
guard.velocity = -4
ground.type = High
ground.slidetime = 12
ground.hittime = 60
guard.ctrltime = 30
ground.velocity = -1
air.type = Low
air.velocity = -1, -3
air.hittime = 10
down.velocity = -1, -3
ground.cornerpush.veloff = -1
forcestand = 1
hitonce = 1
envshake.time = 15
envshake.freq = 60
envshake.ampl = 1
kill = 0
fall.kill  = 0
guard.kill = 0

[State 1]
type = HitDef
trigger1 = ANIMELEM = 18
attr = S, NA
damage = 26,3;ok
animtype = medium
getpower = 30
givepower = 15, 8
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 2, 8
sparkno = 2
guard.sparkno = 2
sparkxy = -30, -80
hitsound = S203,6
guardsound = S204,1
guard.velocity = -4
ground.type = High
ground.slidetime = 12
ground.hittime = 60
guard.ctrltime = 30
ground.velocity = -1
air.type = Low
air.velocity = -1, -3
air.hittime = 10
down.velocity = -1, -3
ground.cornerpush.veloff = 0
forcestand = 1
hitonce = 1
envshake.time = 15
envshake.freq = 60
envshake.ampl = 2
kill = 0
fall.kill  = 0
guard.kill = 0

[State 1]
type = HitDef
trigger1 = ANIMELEM = 28
attr = S, NA
damage = 26,3;ok
animtype = hard
getpower = 30
givepower = 15, 8
guardflag = HA
hitflag = MAFD
priority = 1, Hit
pausetime = 2, 8
sparkno = 2
guard.sparkno = 2
sparkxy = -30,-20
hitsound = S203,9
guardsound = S204,1
guard.velocity = -3
ground.type = High
ground.slidetime = 12
ground.hittime = 30
guard.ctrltime = 30
ground.velocity = -1
air.type = Low
air.velocity = -1, -3
air.hittime = 10
down.velocity = -1, -3
ground.cornerpush.veloff = 0

forcestand = 1
hitonce = 1
envshake.time = 10
envshake.freq = 60
envshake.ampl = 3
kill = 0
fall.kill  = 0
guard.kill = 0

[State ]
type = Helper
trigger1 = movehit
ID = 29
stateno = 30
pos = 0,600
postype = p2
persistent = 0
ignorehitpause = 1

[State ]
type = Helper
trigger1 = animelem = 27
trigger1 = movehit
ID = 29
stateno = 27
pos = 0,600
postype = p2
persistent = 0
ignorehitpause = 1

;[State 181, 1]
;type = NotHitBy
;trigger1 = 1
;triggerall =! map (Finish)
;trigger2 = p2life < 0
;value = SCA
;time = 1

[State -2, Self-hurt if hitting]
type = TargetLifeAdd
triggerall =! map(Finish)       ; is not in the "finish him" state
trigger1 = life <= 0
trigger1 = enemy, movetype = H
trigger1 = NumTarget > 0
value = -1
kill = 1
absolute = 1


[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

And if you don't understand my idea, I can show you the video, which would be better.
(I didn't find many examples online)


I tried my best to explain well what I want to do.

Thanks in advance.

Sorry if there's a Spanish word, I'm using Google Translate.
Re: MoveType doesn't work if P2/helper hit me; he survive while combo continues (KI)
#2  May 24, 2025, 11:30:05 pm
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You haven't made clear the problem. You've only stated what happens. There's no question for us to answer, so I'm going to guess what you want.

It seems like you want P2 to die if P1 gets hit in the Ultra Combo. This would be done with a SelfState switching when P2 has 0 life and P1 isn't in it's state. I THINK this should work. Possibly. It's been a long time since trying something like this. Put this in your character, in the State P2 is in when they're getting hit. If it switches states, you need to paste this into all of the custom states P2 goes into. If there's a custom state P2 goes into for the last hit, you can change the 5000 to that value and it should work.

[State 718]
type = SelfState
triggerAll = !gethitvar(isbound)
trigger1 = Alive = 0
value = 5000
vVv Gouken718 vVv
Re: MoveType doesn't work if P2/helper hit me; he survive while combo continues (KI)
#3  May 25, 2025, 01:22:42 pm
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    • Argentina
You haven't made clear the problem. You've only stated what happens. There's no question for us to answer, so I'm going to guess what you want.

It seems like you want P2 to die if P1 gets hit in the Ultra Combo. This would be done with a SelfState switching when P2 has 0 life and P1 isn't in it's state. I THINK this should work. Possibly. It's been a long time since trying something like this. Put this in your character, in the State P2 is in when they're getting hit. If it switches states, you need to paste this into all of the custom states P2 goes into. If there's a custom state P2 goes into for the last hit, you can change the 5000 to that value and it should work.

[State 718]
type = SelfState
triggerAll = !gethitvar(isbound)
trigger1 = Alive = 0
value = 5000

Thanks for understanding what I was trying to say. If you didn't understand, I was going to add an example like Peach dying to a helper like Bob-omb just as Jago is doing a long combo. I forgot to add that in the video.

I tried the solution you gave me, and unfortunately it didn't work. P2 doesn't die, even if she has 0 health. I've already added the code to all of Peach's custom states, but it still doesn't work.

Also, I'd like to avoid having to manually paste that same code into every custom character I download. Since I created the combo system without ender, thanks to TargetLifeAdd, the opponent would die instantly without finishing the combo and without having to paste the code manually.
 
Code:
[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall =! map (Finish) ; para que el ultra se active solo si hemos ganado el primer round
trigger1 = animelem = 21
trigger2 = p2life < 0
value =  -1
kill = 1
absolute = 1