Hey everyone,
I'm trying to improve an existing attack state that was coded a long time ago by Sugio and while functioning correctly, feels outdated. Its very impressively coded to control a projectile in 5 directions by the movement keys.
;------------------------------------------
[Statedef 1001]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
[State 1001, 3]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0
[State 1001, 3]
type = VarAdd
triggerall = Var(0) > -2
triggerall = Time%4 = 0
triggerall = Time > 12
triggerall = Time < 63
;trigger1 = Var(10) > 0
trigger1 = P2BodyDist X <= 75
trigger1 = P2BodyDist X >= 0
trigger1 = P2BodyDist Y <= -50
trigger1 = P2BodyDist Y >= -100
v = 0
value = -1
[State 1001, 3]
type = VarAdd
triggerall = Var(0) < 2
triggerall = Time%4 = 0
triggerall = Time > 12
triggerall = Time < 63
;trigger1 = Var(10) > 0
trigger1 = P2BodyDist X <= 25
trigger1 = P2BodyDist X >= 0
trigger1 = P2BodyDist Y >= 0
v = 0
value = 1
[State 1001, 7]
type = ChangeAnim
triggerall = Time > 12
triggerall = Time < 63
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Var(0) = 0
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Var(0) = 0
value = 1003
[State 1001, 7]
type = ChangeAnim
triggerall = Time > 12
triggerall = Time < 63
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Var(0) < 0
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Var(0) < 0
value = 1001
[State 1001, 7]
type = ChangeAnim
triggerall = Time > 12
triggerall = Time < 63
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Var(0) > 0
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Var(0) > 0
value = 1002
[State 1001, 1]
type = PlaySnd
triggerall = anim != 1005
triggerall = Time > 12
triggerall = Time < 63
triggerall = Time%8 = 0
trigger1 = command = "holda"
trigger2 = Var(10) > 0
value = 1000, 0
[State 1001, proj3]
type = Projectile
triggerall = p2dist y < -116
triggerall = p2dist x < 57
trigger1 = anim != 1005
trigger1 = command = "holda" || command = "holdx"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1011
projremovetime = 15+Var(2)
;offset = 28+random%2, -58
offset = 56+random%4, -116
;velocity = 5,0
velocity = 0,8*((p2dist y + 116)/(abs(p2dist x - 56) + abs(p2dist y + 116) + 0.0000001))
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1001, proj2]
type = Projectile
triggerall = p2dist y > -116
triggerall = p2dist x < 57
trigger1 = anim != 1005
trigger1 = command = "holda" || command = "holdx"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1012
projremovetime = 15+Var(2)
;offset = 28+random%2, -58
offset = 56+random%4, -114
;velocity = 5,0
velocity = 0,8*((p2dist y + 116)/(abs(p2dist x - 56) + abs(p2dist y + 116) + 0.0000001))
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1001, proj1]
type = Projectile
triggerall = p2dist x > 56
trigger1 = command = "holda" || command = "holdx"
trigger1 = anim != 1005
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1010
projremovetime = 15+Var(2)
;offset = 28+random%2, -58
offset = 56+random%4, -116
;velocity = 5,0
velocity = 8*((p2dist x - 56)/(abs(p2dist x - 56) + abs(p2dist y + 116) + 0.0000001)),8*((p2dist y + 116)/(abs(p2dist x - 56) + abs(p2dist y + 116) + 0.0000001))
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1001, 7]
type = ChangeAnim
trigger1 = Time = 63
trigger2 = command != "holda"
trigger2 = Time > 12
trigger2 = anim != 1005
trigger2 = Var(10) = 0
value = 1005
[State 1001, 7]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = p2dist x < 0;
value = 0
ctrl = 1
;------------------------------------------
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2
[State 1000, 3]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0
[State 1000, 3]
type = VarAdd
triggerall = Var(0) > -2
triggerall = Time%4 = 0
triggerall = Time > 12
triggerall = Time < 63
trigger1 = command = "holda"
trigger1 = command = "holdup"
trigger2 = Var(10) > 0
trigger2 = P2BodyDist X <= 75
trigger2 = P2BodyDist X >= 0
trigger2 = P2BodyDist Y <= -50
trigger2 = P2BodyDist Y >= -100
v = 0
value = -1
[State 1000, 3]
type = VarAdd
triggerall = Var(0) < 2
triggerall = Time%4 = 0
triggerall = Time > 12
triggerall = Time < 63
trigger1 = command = "holddown"
trigger1 = command = "holda"
trigger2 = Var(10) > 0
trigger2 = P2BodyDist X <= 25
trigger2 = P2BodyDist X >= 0
trigger2 = P2BodyDist Y >= 0
v = 0
value = 1
[State 1000, 7]
type = ChangeAnim
triggerall = Time > 12
triggerall = Time < 63
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Var(0) = 0
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Var(0) = 0
value = 1003
[State 1000, 7]
type = ChangeAnim
triggerall = Time > 12
triggerall = Time < 63
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Var(0) < 0
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Var(0) < 0
value = 1001
[State 1000, 7]
type = ChangeAnim
triggerall = Time > 12
triggerall = Time < 63
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Var(0) > 0
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Var(0) > 0
value = 1002
[State 1000, 1]
type = PlaySnd
triggerall = anim != 1005
triggerall = Time > 12
triggerall = Time < 63
triggerall = Time%8 = 0
trigger1 = command = "holda"
trigger2 = Var(10) > 0
value = 1000, 0
[State 1000, 10]
type = Projectile
triggerall = Var(0) = -2
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1011
;projhitanim = 1015
projremovetime = 15+Var(2)
;offset = 18+random%2, -66
offset = 36+random%4, -132
velocity = 5,-5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,-2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = -1
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1013
projremovetime = 15+Var(2)
;offset = 20+random%2, -66
offset = 40+random%4, -132
velocity = 6.1,-3.5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,-1
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = 0
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1010
projremovetime = 15+Var(2)
;offset = 28+random%2, -58
offset = 56+random%4, -116
velocity = 7.1,0
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = 1
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1014
projremovetime = 15+Var(2)
;offset = 20+random%2, -50
offset = 40+random%4, -100
velocity = 6.1,3.5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,1
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = 2
trigger1 = anim != 1005
trigger1 = command = "holda"
trigger1 = Time > 12
trigger1 = Time < 63
trigger2 = anim != 1005
trigger2 = Var(10) > 0
trigger2 = Time > 12
trigger2 = Time < 63
projanim = 1012
projremovetime = 15+Var(2)
;offset = 22+random%2, -48
offset = 44+random%4, -96
velocity = 5,5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 7]
type = ChangeAnim
trigger1 = Time = 63
trigger2 = command != "holda"
trigger2 = Time > 12
trigger2 = anim != 1005
trigger2 = Var(10) = 0
value = 1005
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------
[Statedef 1050]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2
[State 1000, 3]
type = VarSet
trigger1 = Time = 0
v = 0
value = 0
[State 1000, 3]
type = VarAdd
triggerall = Var(0) > -2
triggerall = Time > 20
triggerall = Time < 121
triggerall = Time%4 = 0
trigger1 = command = "holdx"
trigger1 = command = "holdup"
trigger2 = Var(10) > 0
trigger2 = P2BodyDist X <= 50
trigger2 = P2BodyDist X >= 0
trigger2 = P2BodyDist Y <= -50
trigger2 = P2BodyDist Y >= -100
v = 0
value = -1
[State 1000, 3]
type = VarAdd
triggerall = Var(0) < 2
triggerall = Time > 20
triggerall = Time < 121
triggerall = Time%4 = 0
trigger1 = command = "holdx"
trigger1 = command = "holddown"
trigger2 = Var(10) > 0
trigger2 = P2BodyDist X <= 25
trigger2 = P2BodyDist X >= 0
trigger2 = P2BodyDist Y <= 0
v = 0
value = 1
[State 1000, 7]
type = ChangeAnim
triggerall = Time > 20
triggerall = Time < 121
trigger1 = command = "holdx"
trigger1 = Var(0) = 0
trigger1 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Var(0) = 0
trigger2 = anim != 1006
value = 1003
[State 1000, 7]
type = ChangeAnim
triggerall = Time > 20
triggerall = Time < 121
trigger1 = command = "holdx"
trigger1 = Var(0) < 0
trigger1 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Var(0) < 0
trigger2 = anim != 1006
value = 1001
[State 1000, 7]
type = ChangeAnim
triggerall = Time > 20
triggerall = Time < 121
trigger1 = command = "holdx"
trigger1 = Var(0) > 0
trigger1 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Var(0) > 0
trigger2 = anim != 1006
value = 1002
[State 1000, 1]
type = PlaySnd
triggerall = anim != 1006
triggerall = Time > 20
triggerall = Time < 121
triggerall = Time%8 = 0
trigger1 = command = "holdx"
trigger2 = Var(10) > 0
value = 1000, 0
[State 1000, 10]
type = Projectile
triggerall = Var(0) = -2
trigger1 = anim != 1006
trigger1 = command = "holdx"
trigger1 = Time > 20
trigger1 = Time < 121
trigger2 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Time > 20
trigger2 = Time < 121
projanim = 1011
;projhitanim = 1015
projremovetime = 15+Var(2)
;offset = 18+random%2, -66
offset = 36+random%4, -132
velocity = 5,-5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,-2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = -1
trigger1 = anim != 1006
trigger1 = command = "holdx"
trigger1 = Time > 20
trigger1 = Time < 121
trigger2 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Time > 20
trigger2 = Time < 121
projanim = 1013
projremovetime = 15+Var(2)
;offset = 20+random%2, -66
offset = 40+random%4, -132
velocity = 6.1,-3.5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,-1
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = 0
trigger1 = anim != 1006
trigger1 = command = "holdx"
trigger1 = Time > 20
trigger1 = Time < 121
trigger2 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Time > 20
trigger2 = Time < 121
projanim = 1010
projremovetime = 15+Var(2)
;offset = 28+random%2, -58
offset = 56+random%4, -116
velocity = 7.1,0
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = 1
trigger1 = anim != 1006
trigger1 = command = "holdx"
trigger1 = Time > 20
trigger1 = Time < 121
trigger2 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Time > 20
trigger2 = Time < 121
projanim = 1014
projremovetime = 15+Var(2)
;offset = 20+random%2, -50
offset = 40+random%4, -100
velocity = 6.1,3.5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,1
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 10]
type = Projectile
triggerall = Var(0) = 2
trigger1 = anim != 1006
trigger1 = command = "holdx"
trigger1 = Time > 20
trigger1 = Time < 121
trigger2 = anim != 1006
trigger2 = Var(10) > 0
trigger2 = Time > 20
trigger2 = Time < 121
projanim = 1012
projremovetime = 15+Var(2)
;offset = 22+random%2, -48
offset = 44+random%4, -96
velocity = 5,5
getpower = 0
givepower = 0
attr = S, SP
damage = 2,1
animtype = Light
pausetime = 0,0
sparkno = S1015
guard.sparkno = S4010
sparkxy = 0, 0
hitsound = S1100,1
guardsound = S100,1
hitflag = MAF
guardflag = MA
ground.type = Low
ground.slidetime = 0
ground.hittime = 0
ground.velocity = -2
air.velocity = -2,2
palfx.time = 2
palfx.mul = 80, 80, 200
[State 1000, 7]
type = ChangeAnim
trigger1 = Time = 121
trigger2 = command != "holdx"
trigger2 = Time > 20
trigger2 = anim != 1006
trigger2 = Var(10) = 0
value = 1006
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------
[Statedef 1100]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
;anim = 1100
ctrl = 0
sprpriority = 2
[State 1100, anim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 1100
value = 1100
[State 1100, superarmor]
type = HitOverRide
trigger1 = Alive = 1
trigger1 = animtime != 0
;trigger1 = Statetype = S
time = 1
attr = SCA,NA,NP,SA,SP
slot = 0
stateno = 1101
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000, 0
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 14
trigger2 = AnimElem = 16
trigger3 = AnimElem = 18
value = 1100, 0
[State 1100, 10]
type = Projectile
trigger1 = AnimElem = 14
trigger2 = AnimElem = 16
trigger3 = AnimElem = 18
projanim = 1110
projhitanim = 1115
projID = 1000
offset = 80, -98
;offset = 40, -49
velocity = 3,0
getpower = 0
givepower = 0
attr = S, SP
damage = 20,1
animtype = Medium
pausetime = 0,7
sparkno = S4000
guard.sparkno = S4010
sparkxy = 10, 0
hitsound = S1100,1
guardflag = MA
guardsound = S1100,1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -5,-2
air.velocity = -5,-2
palfx.time = 10
palfx.mul = 80, 80, 200
[State 1100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------
[Statedef 1150]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
;anim = 1150
ctrl = 0
sprpriority = 2
[State 1150, anim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = anim != 1150
value = 1150
[State 1150, superarmor]
type = HitOverRide
trigger1 = Alive = 1
trigger1 = animtime != 0
;trigger1 = Statetype = S
time = 1
attr = SCA,NA,NP,SA,SP
slot = 0
stateno = 1151
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 0
[State 1100, 1]
type = PlaySnd
trigger1 = AnimElem = 18
trigger2 = AnimElem = 20
trigger3 = AnimElem = 22
trigger4 = AnimElem = 24
value = 1100, 0
[State 1150, 10]
type = Projectile
trigger1 = AnimElem = 18
trigger2 = AnimElem = 20
trigger3 = AnimElem = 22
projanim = 1111
projhitanim = 1115
projID = 1000
offset = 80, -98
;offset = 40, -49
velocity = 5,0
getpower = 0
givepower = 0
attr = S, SP
damage = 30,1
animtype = Medium
pausetime = 0,7
sparkno = S4000
guard.sparkno = S4010
sparkxy = 10, 0
hitsound = S1100,1
guardflag = MA
guardsound = S1100,1
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -5,-2
air.velocity = -5,-2
palfx.time = 10
palfx.mul = 80, 80, 200
[State 1150, 10]
type = Projectile
trigger1 = AnimElem = 24
projanim = 1111
projhitanim = 1115
projID = 1000
offset = 80, -98
;offset = 40, -49
velocity = 5,0
getpower = 0
givepower = 0
attr = S, SP
damage = 30,1
animtype = Medium
pausetime = 0,7
sparkno = S4000
guard.sparkno = S4010
sparkxy = 10, 0
hitsound = S1100,1
guardflag = MA
guardsound = S1100,1
ground.type = Trip
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -5,-2
air.velocity = -5,-2
palfx.time = 10
palfx.mul = 80, 80, 200
[State 1100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------
My questions:
Q1, Regarding after the projectile has reached its time duration or the player lets go of the attack button, How do I make it so that the projectiles created fades away with code? Or do I need to do this manually with sprites?
Q2, The projectile can be rotated in 5 directions. The bottom most being the ground. Just a basic question, but how do I set up a state for checking ground collision, which is coded exactly like colliding with a character, except it also leaves a burned decal on the ground?
Q3, How can I make the projectiles reach out longer across the screen? I'm basically asking what controls the distance covered by the projectile before its state ends?