I'm trying to change the hitsparks in this Jotaro. But they won't show up. I've tried turning them into helpers but it doesn't work either.
Spoiler, click to toggle visibilty
So instead of ALL of the triggers, you could consolidate the triggers into
triggerAll = movehit
trigger1 = AnimElem >= 3
trigger1 = AnimElem <= 31
But you'd have to come up with how you want the positioning to happen. I'm trying to find a link to explain Time%3=0 but I can't find it.
Basically you can use
mixed in with Time/animelem>= Time/animelem <= to get your 31 numbers. IF all the frames are the same amount of tics.
You may be spawning so many explods mugen can't handle it. Make sure you have debug up.
If you still haven't gotten an single explod to happen, put
Spoiler, click to toggle visibiltyInto State 200, or your basic attack of your choice, and see what happens. If you don't get anything, make sure you're not instantly deleting it in Statedef -2 some how. Once it pops up in state 200, try adding a couple of the differences back in. Do Position, then Scale, then the triggers.
Ok the explod stops popping up when I add MoveHit as a trigger. It works If I use P2MoveType = H. But in my sistem that has a lot of chain combos it looks wrong.
The problem seems to be MoveHit as a trigger.
Does it look wrong on the screen or just feel wrong in the code? Is this topic solved?
I don't understand what you mean. Whenever the trigger is MoveHit, the sparks don't pop up
It works If I use P2MoveType = H. But in my sistem that has a lot of chain combos it looks wrong. I thought you were going to use this method and try to figure out why the combos don't look good.
This is taken out of
;|Lei-Lei by Phantom.of.the.Server |
[State -2, bloodsparks]
Mess around with this and see what you get.
It could be the movehit is dropping too fast somehow.
You may want to restrict the sparks to only 1 on screen for testing. I'm not sure how mugen would handle firing a ton off real fast. Something like