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Making opponent fall (SOLVED) (Read 963 times)

Started by Momotaro, November 27, 2020, 11:36:31 pm
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Making opponent fall (SOLVED)
New #1  November 27, 2020, 11:36:31 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I try coding this specific air attack
And I don't know why, whatever setting I try, the oppoenent always recover and fall on his feets.

I certainly forgot something stupid, but I checked and checed again...
Any idea what would be the reason?
Thanks.

(I precise I usually never had problem with this kind of state, but the fact POTS type character shave so many lines of code makes my eyes a bit lost...)

Code:
[State 258, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
ID = 200
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 95 < 7, 7, fvar(11) * 95)), 0
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givePower = 30, 30
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -9
hitsound = S2, 5
guardsound = s130, 0
animType = Hard
;air.animType = Back
;fall.animType = Back
ground.type = low;High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airGuard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3,-6
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
air.fall = 1
fall.recover = 0;1
;fall.recoverTime = 120

palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
Last Edit: November 28, 2020, 10:45:50 pm by Nedflandeurse
Re: Making opponent fall (even in air)
New #2  November 28, 2020, 10:41:35 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I tweaked some stuffs trying to understand why this produces this effect.

-I would like this hitdef to make P2 fall in any situation (with P2 in air or not)

Right now, this hitdef make P2 fall if p2 is on ground.
But if it hits airborne P2, the opponent will automatically "safe fall" just like usual jump attacks.

SOLVED : the problem was here
Code:
ID = 200

This stuff from POTS/infinite/DW... was  preventing any air attack to make P2 fall
Last Edit: November 28, 2020, 10:45:59 pm by Nedflandeurse