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stop infinite special move (Read 887 times)

Started by mkfreak89, January 24, 2021, 04:19:14 am
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stop infinite special move
#1  January 24, 2021, 04:19:14 am
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One of my chars uses a special move which I can perform continuously after each time which sort of makes it function like a combo and does not really give him a break after performing it once, I would like not to be in able to hit the opponent again or at least to hit him only twice with the same special but I can't seem to figure it out as for now, is there anyone who knows how I can solve this small problem I have ?

This is the code any help is appreciated.


;=====================================
;SHOULDER RAM
;=====================================
[StateDef 1400]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 4600

[State 1100, aAccell]
type = NotHitBy
trigger1 = Time < 9
value = SCA

[State 1100, aAccell]
type = VelAdd
trigger1 = Time >= 5
x = 5

[State 1100, bber] ;OOOOOHOOHOOHH
type = PlaySnd
trigger1 = Time = 1
value = 321, 0
volumescale = 200

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 49
length = 14
palcolor = 256
palbright = 10,10,10
palcontrast = 177,144,158
palpostbright = 10,10,10
paladd = 200,-20,0
palmul = .65,.65,.65
timegap = 2
framegap = 1
trans = add ;"none","add1","sub"

[State -2, 34]
type = Playsnd
trigger1 = animelem = 1 || animelem = 5 || animelem = 9 || animelem = 13
value = f5,320 + random%2
volumescale = 210

[State 1050, 4]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
attr = S, NA
damage    = 80,20
animtype  = back
air.animtype  = Back
hitflag = MAFD
guardflag = HL
priority = 7
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = -55,-95
hitsound = 5,21 ;5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 28
ground.hittime  = 12
guard.velocity = -25
ground.velocity = -5,-6.5
air.velocity = -5,-5
yaccel = 0.5
guard.slidetime = 20              ;Values for guarded attack (def: ground.slidetime)
guard.ctrltime = 20              ;Time to regain control after guard (def: guard.slidetime)
guard.dist = 90
air.hittime = 17 
ground.cornerpush.veloff = -25
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.freq = 80
envshake.time = 10
envshake.ampl = 8

[State 1100, BounceOff]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
;=========================================
;SHOULDER RAM FINISH
;=========================================
[StateDef 1101]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 4,0
anim = 4601

[State 1101, 10]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: stop infinite special move
#2  January 24, 2021, 05:09:51 am
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For something like that, I would increase the ticks of the frames in the end animation state and lower the vertical hit velocity from -6.5 to maybe -2.5. With those in, the target will hit the ground while the attacker goes into the end state.
Beware the Dark Wolf once more!