Hi,
I'm coding some air projectile move (air kunai type) but the result is buggy.
BOTH hitspark and blood spark seems to appear multiple times (3 times)
(The moves hit only once)
[State 1130, Hit Spark]
type = Helper
trigger1 = movecontact = 1
trigger1 = p2movetype = H
helperType = Normal
stateNo = ifelse(moveguarded,8001,8016);1er = block spark; 2ème = hit spark
ID = 8000
name = "Spark"
posType = P1
pos = 8,0 ;;;;;;;;;;;;;;;;;;;;;ceil(42 * const(size.xScale)), ceil(-63 * const(size.yScale))
facing = 1
ontop = 1
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
[State 1130, Blood]
type = Helper
;trigger1 = HitPauseTime = ifElse(var(20), 3, 7)
trigger1 = MoveHit = 1 && NumTarget
helperType = Normal
stateNo = 8051;;;;;;;;;selon la version du coup-50-51-52
ID = 8050;;;;;;;;;;ne pas changer
name = "Blood"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
facing = -1
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
Just in case, the code of the Kunai projectile itself.
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;kunai projectile (version L M H) (en principe)
[Statedef 1130]
type = A
movetype= A
physics = N
juggle = 0
poweradd= 0
ctrl = 0
;velset = 2.45,3.9
anim = 1130
sprpriority = 2
[State 3010, ParentVarSet: Projectile Flag On]
type = ParentVarSet
trigger1 = !Time
var(39) = 1
[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = var(10) = 0
trigger1 = Anim != 1130
value = 1130
[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = var(10) = 1
trigger1 = Anim != 1131
value = 1131
[State 1005, ChangeAnim]
type = ChangeAnim
trigger1 = var(10) = 2
trigger1 = Anim != 1132
value = 1132
[State 1005, Button Detect];;;recupère le var de choix de bouton pour la version du kunai
type = VarSet
trigger1= !Time && !PrevStateNo
var(10) = Root, var(10)
[State 1005, VelSet]
type = VelSet
trigger1 = var(10) = 0
x = 2.45;2.5
y = 3.9;5
[State 1005, VelSet]
type = VelSet
trigger1 = var(10) = 1
x = 3.225;4.7
y = 3.25;4.7
[State 1005, VelSet]
type = VelSet
trigger1 = var(10) = 2
x = 4.0;8
y = 2.6;4.5
[State 200, ƒK[ƒhƒ‚[ƒVƒ‡ƒ“”FŽ¯‹——£]
Type = AttackDist
;trigger1 = root = 0
Trigger1 = 1
Value = 105
[State 230, 1];
type = playsnd
trigger1 = movehit = 1
trigger1 = p2movetype = H
value = 2,2;1,13
persistent=0
ignorehitpause = 1
[State 230, 1]
type = playsnd
trigger1 = moveguarded=1||movereversed=1
value = 1100,3;30,1
persistent=0
ignorehitpause = 1
[State 1130, Hit Spark]
type = Helper
trigger1 = movecontact = 1
trigger1 = p2movetype = H
helperType = Normal
stateNo = ifelse(moveguarded,8001,8016);1er = block spark; 2ème = hit spark
;;;;;;;stateNo = ifelse(moveguarded,8001,8013);1er = block spark; 2ème = hit + blood spark
ID = 8000
name = "Spark"
posType = P1
pos = 8,0 ;;;;;;;;;;;;;;;;;;;;;ceil(42 * const(size.xScale)), ceil(-63 * const(size.yScale))
facing = 1
ontop = 1
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
[State 1130, Blood];ajout aux coups qui font du blood
type = Helper
;trigger1 = HitPauseTime = ifElse(var(20), 3, 7)
trigger1 = MoveHit = 1 && NumTarget
helperType = Normal
stateNo = 8051;;;;;;;;;selon la version du coup-50-51-52
ID = 8050;;;;;;;;;;ne pas changer
name = "Blood"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < var(35), ceil(P2Dist x), var(35))), var(36)
facing = -1
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1
[State 210, 2]
type = HitDef
trigger1 = 1
attr = A, SP
animtype = hard;;;;;;Medium
getPower = ifElse(!(Root, var(13)), 144, 72) * !(Root, var(20)), 36 * !(Root, var(20))
givePower = 36, 36
damage = ceil(ifElse((root,fvar(11)) * ifElse((root,var(10)) = 2, 43, ifElse((root,var(10)), 43, 43)) < 7, 4, (root,fvar(11)) * ifElse((root,var(10)) = 2, 43, ifElse((root,var(10)), 43, 43)))), 7
guardflag = M
hitflag = MAF
pausetime = 2,14;2,11
guard.pausetime = 2,14;2,11
sparkno = -1
guard.sparkno = -1
hitsound = -1
guardsound = 3,0;s5,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
guard.velocity = -3
ground.velocity = -6
ground.cornerpush.veloff = 0
air.velocity = -3,-8
yaccel = 0.5
air.hittime = 120
airguard.ctrltime = 120
air.fall = 1
fall = 0
fall.recovertime = 99999 ;20
sprpriority = 2
priority = 1,miss
[State 230, 1]
type = hitby
trigger1 = 1
value = SCA,AP,AA
ignorehitpause = 1
[State 1010, 2];si le kunai recoit un coup
type = HitOverride
trigger1 = 1
attr = SCA,AP,AA
stateno = 1139;447
time = -1
ignorehitpause = 1
[State 230, 1]
type = changestate
trigger1 = movecontact = 1
trigger2 = movereversed
value = 1139;447
[State 230, 1]
type = changestate
trigger1 = pos Y >0
value = 1135