All right. I pretty much finally got this going!
@Jesuszilla:
I couldn't get your projectile method to work.
This is the closest I could get to work
Spoiler, click to toggle visibilty
[State 1000, VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = 0
[State 0, Projectile]
type = Projectile
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(11) <0
trigger1 = !Var(21)
ProjID = 1604
projanim = 1604
projscale = 1,1
projhitanim = -1
projremanim = -1
projremovetime = -1
;HitDef
attr = S,NP,SP,HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
postype = p1
[State 1000, VarSet]
type = VarSet
triggerall = !Var(21)
trigger1 = ProjCancelTime(0) > 0
var(21) = 1
But the above wouldn't ever go away so it basically made an invisible wall. Also hitsparks appeared at P1's feet when the fireball hit said invisible wall.
Granted this was my 1st time using the projectile SCTRL
@Palette Jesus:
@Odb718:
This is what I got working
Spoiler, click to toggle visibilty
;----------------------------------------------------
;Projectile Destroying Helper
[Statedef 1604]
type = S
movetype= I
physics = N
anim = 1604
sprpriority = 1
velset = 0,0
[State 960, ReversalDef]
type = ReversalDef
trigger1 = animelem = 1
reversal.attr = SCA,SP,NP,HP;,NA,SA,HA,NT,ST;,AA,AT
;hitsound = s54,17
sparkxy = ceil(84 * const(size.xScale)), 0
p1stateno = 1605
p2stateno = 1605
[State 960, ReversalDef]
type = ReversalDef
trigger1 = animelem = 2
reversal.attr = SCA,SP,NP,HP;,NA,SA,HA,NT,ST;,AA,AT
;hitsound = s54,17
sparkxy = ceil(107 * const(size.xScale)), 0
p1stateno = 1605
p2stateno = 1605
[State 960, ReversalDef]
type = ReversalDef
trigger1 = animelem = 3
reversal.attr = SCA,SP,NP,HP;,NA,SA,HA,NT,ST;,AA,AT
;hitsound = s54,17
sparkxy = ceil(160 * const(size.xScale)), 0
p1stateno = 1605
p2stateno = 1605
[State 960, ReversalDef]
type = ReversalDef
trigger1 = animelem = 4
reversal.attr = SCA,SP,NP,HP;,NA,SA,HA,NT,ST;,AA,AT
;hitsound = s54,17
sparkxy = ceil(207 * const(size.xScale)), 0
p1stateno = 1605
p2stateno = 1605
[State 960, ReversalDef]
type = ReversalDef
trigger1 = animelem = 5
reversal.attr = SCA,SP,NP,HP;,NA,SA,HA,NT,ST;,AA,AT
;hitsound = s54,17
sparkxy = ceil(216 * const(size.xScale)), 0
p1stateno = 1605
p2stateno = 1605
[State 0, ChangeState]
type = ChangeState
trigger1 = root, MoveType = H
trigger2 = !AnimTime
value = 1605
ignorehitpause = 1
;----------------------------------------------------
; Destroy Projectile Destroying Helper
[Statedef 1605]
type = S
movetype= I
physics = N
anim = 5000
sprpriority = 1
velset = 0,0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = IsHelper
ignorehitpause = 1
Only thing I can't get to work right is that I'd like the animation a fireball typically plays when it gets destroyed to play.
But I don't think I can do this in universal MUGEN. Only in a full game environment?
I used the sparkxy to make it at least have some kind of animation
And to note if you use -1 for the hitspark it won't appear.