So I'm working on a new character right now... and I'm having trouble coding the throw.https://streamable.com/rnk1p4For some reason the opponent goes to their hit ground state instead of state 820. Here's the code for it:Quote;---------------------------------------------------------------------------;Slam Throw - Attempt[Statedef 800]type = Smovetype= Aphysics = Sjuggle = 0velset = 0,0ctrl = 0anim = 800sprpriority = 2[State 800, 1]type = HitDefTrigger1 = Time = 0attr = S, NT ;Attributes: Standing, Normal Throwhitflag = M- ;Affect only ground people who are not being hitpriority = 1, Miss ;Throw has low priority, must be miss or dodge type.sparkno = -1 ;No sparkp1sprpriority = -1 ;Draw p1's sprite in front of p2 ;p2's sprite priority is set to 0 by defaultp1facing = 1p2facing = 1 ;Force p2 to face KFMp1stateno = 810 ;On success, KFM changes to state 810p2stateno = 820 ;If hit, p2 changes to state 820 in KFM's cnsguard.dist = 0 ;This prevents p2 from going into a guard state if closefall = 1 ;Force p2 into falling down[State 800, 2]type = PlaySndtrigger1 = AnimElem = 4value = s9108104,0[State 800, 2]type = ChangeStateTrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------------------------------------------------------------;Slam Throw - Throwing the opponent[Statedef 810]type = Smovetype= Aphysics = Nanim = 810poweradd = 0[State 810, Grab Sound]type = PlaySndtrigger1 = AnimElem = 1value = 1, 0[State 810, PlaySND]type = PlaySndtrigger1 = AnimElem = 5trigger2 = AnimElem = 9trigger3 = AnimElem = 13value = s2, 8[State 810, Bind 1]type = TargetBindtrigger1 = AnimElem = 1pos = 25, 0[State 810, Bind 1]type = TargetBindtrigger1 = AnimElem = 2trigger2 = AnimElem = 10pos = 25, 64[State 810, Bind 2]type = TargetBindtrigger1 = AnimElem = 3trigger2 = AnimElem = 11pos = -18, -73[State 810, Bind 3]type = TargetBindtrigger1 = AnimElem = 4trigger2 = AnimElem = 12pos = -64, -61[State 810, Bind 4]type = TargetBindtrigger1 = AnimElem = 5trigger2 = AnimElem = 13pos = -53, -2[State 810, Bind 5]type = TargetBindtrigger1 = AnimElem = 6pos = -25, 64[State 810, Bind 6]type = TargetBindtrigger1 = AnimElem = 7pos = 18, -73[State 810, Bind 7]type = TargetBindtrigger1 = AnimElem = 8pos = 64, -61[State 810, Bind 8]type = TargetBindtrigger1 = AnimElem = 9pos = 53, -2[State 810, Hurt]type = TargetLifeAddtrigger1 = AnimElem = 5trigger2 = AnimElem = 9value = -25kill = 0[State 810, Hurt2]type = TargetLifeAddtrigger1 = AnimElem = 13value = -25kill = 1[State 810, Throw]type = TargetStatetrigger1 = AnimElem = 13value = 821[State 810, EnvShake]type = EnvShaketrigger1 = AnimElem = 5trigger2 = AnimElem = 9trigger3 = AnimElem = 13time = 5freq = 3ampl = 180[State 810, Overlay]type = Explodtrigger1 = AnimElem = 1anim = 811ID = 811pos = 0,0postype = p1 ;p2,front,back,left,rightvel = 0,0bindtime = -1removetime = -2sprpriority = 5scale = 1,1ontop = 1removeongethit = 1[State 800, Slam Effect 1]type = Explodtrigger1 = AnimElem = 5trigger2 = AnimElem = 13anim = F62pos = -53,0postype = p1 ;p2,front,back,left,rightvel = 0,0bindtime = -1removetime = -2sprpriority = -3scale = 1,1ontop = 1removeongethit = 1[State 800, Slam Effect 2]type = Explodtrigger1 = AnimElem = 9anim = F62pos = 53,0postype = p1 ;p2,front,back,left,rightvel = 0,0bindtime = -1removetime = -2sprpriority = -3scale = 1,1ontop = 1removeongethit = 1[State 810, State End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------------------------------------------------------------;Thrown by Slam; (a custom gethit state)[Statedef 820]type = Amovetype= Hphysics = Nvelset = 0,0[State 820, 1]type = ChangeAnim2Trigger1 = Time = 0value = 820;In case attacker loses binding on player for any reason, this controller;guarantees that the player will never get stuck in this thrown state.[State 820, 2]type = SelfStatetrigger1 = !gethitvar(isbound)value = 5050;---------------------------------------------------------------------------;Thrown by Slam - thrown into the air; (a custom gethit state)[Statedef 821]type = Amovetype= Hphysics = Nvelset = 4.2,0poweradd = 40[State 821, 1] ;Gravitytype = VelAddTrigger1 = 1y = ifelse((Pos Y>=0),0,.4)[State 821, 4] ;Hit groundtype = SelfStatetrigger1 =Vel Y >=0trigger1 =Pos Y >=-20value = 5110;00 ;Hit groundAny idea on how to make it so the opponent does stay in state 820?
The bug has been fixed. I just had to remove SelfState from 820. Thanks to Felix Mario for pointing it out via Discord.