> I'm currently editing a character from another creator, and I've made some adjustments to one of the attacks. However, even though the character's CLSN1 boxes are hitting the opponent's CLSN2 boxes, the hit isn't registering. Here is the coding for the attack...;EX butt bump active[Statedef 1021]type = Amovetype = Aphysics = Nanim = 1001[state 1021, wall bounce limiter]type = varaddtrigger1 = movehitv = 7value = -1persistent = 0ignorehitpause = 1[state 44, fx]type = explodtrigger1 = time = 0anim = F61postype = p1pos = 0,0scale = 1.5,1.5[state 1011, playsnd]type = playsndtrigger1 = time = 0value = 1000,0[state 1001, afterimage]type = afterimagetrigger1 = time = 0;length = 1time = 5timegap = 1[State X, Blink Yellow]type = PalFXtrigger1 = time%2time = 1add = 200,100,0 ;32,16,0sinadd = 64,32,5,3ignorehitpause[state 1021, 3]type = velsettrigger1 = animelem = 1;x = 80x = 40;y = -12y = -3persistent = 0;[state 1001, statetypeset];type = statetypeset;trigger1 = animtime = 12;trigger1 = !movecontact;movetype = I;[state 1021, brakes];type = velmul;trigger1 = animtime = 12;trigger1 = !movecontact;x = 0[State 1021, 2]type = HitDeftrigger1 = animelem = 3attr = A, SAanimtype = backdamage = 60,12guardflag = MAhitflag = MAFpausetime = 1,1guard.pausetime = 12,12sparkno = 3priority = 6, hit;sparkxy = -100,-180sparkxy = -40, -60hitsound = S1,3guardsound = S120, 0ground.type = Highground.slidetime = 16ground.hittime = 16ground.velocity = 2, 0air.velocity = 2, -2guard.velocity = -64 guard.hittime = 30 ;-6guard.slidetime = 30airguard.velocity = -24,-4airguard.hittime = 26guard.dist = 640[State 1021, combo hit]type = HitDeftrigger1 = animelem = 4attr = A, SAanimtype = hardgetpower = 0damage = 60,12guardflag = MAhitflag = MAFid = 1020pausetime = 14,14sparkno = 3priority = 6, hit;sparkxy = 100,-185sparkxy = -40, -60hitsound = S1,3guardsound = S120, 0ground.type = Highground.slidetime = 16ground.hittime = 16air.hittime = 16guard.slidetime = 30guard.velocity = -64guard.hittime = 30airguard.velocity = -24,-8ground.velocity = -65,-24air.velocity = -65,ifelse(var(7)>0,-18,-4)guard.dist = 640fall = 1fall.recover = 0envshake.ampl = 6envshake.time = 12[state 1021, targetstate]type = targetstatetriggerall = numtarget(1020)trigger1 = movehittrigger1 = hitpausetime=13trigger1 = var(7) > 0ignorehitpause = 1value = 670[state 1021, gravity]type = gravitytrigger1 = pos y < -1[state x, combo damage score]type = varaddtriggerall = numtarget(1020)trigger1 = movehit = 1v = 18value = -12persistent = 0ignorehitpause = 1[state 1003, bounce up]type = veladdtrigger1 = numtarget(1020)trigger1 = moveguardedy = -18persistent = 0[state 1003, bounce up]type = veladdtrigger1 = numtarget(1020)trigger1 = movehity = -6persistent = 0[state 1003, on hit mul]type = velmultrigger1 = numtarget(1020)trigger1 = movecontactx = ifelse(movehit,-0.08,-0.16)persistent = 0[state 1001, playerpush]type = playerpushtrigger1 = p2statetype = Lvalue = 0persistent = 1 [state 1001, playerpush]type = playerpushtrigger1 = p2statetype != Lvalue = 1persistent = 1[state 1021, recov anim]type = changeanimtrigger1 = numtarget(1020)trigger1 = movecontacttrigger1 = anim = 1001value = 1002ignorehitpause = 0persistent = 0[State 1021, end]type = ChangeStatetrigger1 = vel y > 0trigger1 = pos y > -vel Yvalue = 1022> Any help would be appreciated.
Creamy_Goodness said, April 07, 2023, 08:21:00 pmHowever, even though the character's CLSN1 boxes are hitting the opponent's CLSN2 boxes, the hit isn't registering.This is almost always the trigger in the hitdef starting after the attack happens. Double check that. Also use Debug, ctrl+d, to watch if your state is changing types. If it's going to idle somehow, that would give you the same problem.
> I just fixed the problem, although the answer was somewhat counter-intuitive. It turns out that all I had to do was change the trigger1 of the Gravity state controller from "pos y < -1" to "time > 1". The attack was still missing some of the time, but changing the VelSet Y value from -3 to -4 fixed that issue. I have no idea why that worked, but I'm just glad it did. I'm now marking this topic as "Solved".