The problem occurs for any attack in her movelist, except maybe specials for some reason..I tried changing sparxy numbers, it affected nothing.Tried changing:sparkno = -1;s10000guard.sparkno = -1;s10120intosparkno = s10000guard.sparkno = s10120and it does make a hitspark in the correct spot, but for some reason also the previous offset spark appears together with itThis is the code for one of the attacks for example:;‹A;---------------------------------------------------------------------------[Statedef 200]type = Smovetype= Aphysics = Sjuggle = 1velset = 0,0ctrl = 0anim = 200sprpriority = 2[State ]type = HitDeftrigger1 = AnimElem = 3attr = S, NAgetpower = ceil(var(12)*2*(var(21)<1))damage = var(12), 0guard.kill = 0animtype = Lightguardflag = MAhitflag = MAFpriority = 3, Hitpausetime = 10, 10sparkno = -1;s10000guard.sparkno = -1;s10120sparkxy = -10, -58hitsound = s200, 5guardsound = s120, 0ground.type = Highground.slidetime = 14ground.hittime = 12ground.velocity = -3.5guard.ctrltime = 10air.type = lowairguard.velocity = -1.9,-.8air.velocity = -1.4,0p2facing = 1air.hittime = 999ID = 200;---------------------------------------------------------------------------help :c
Is the hitspark animation itself misaligned? If not, the hitspark itself may possibly be generated with an explod or helper. As a matter of fact, I've been currently using these exact hitsparks for Eri and had to resort to making them spawn via explod since their hi-res nature made them too large for a hitdef to spawn it directly.
Nep Heart said, January 25, 2020, 09:45:54 pm Is the hitspark animation itself misaligned? If not, the hitspark itself may possibly be generated with an explod or helper. As a matter of fact, I've been currently using these exact hitsparks for Eri and had to resort to making them spawn via explod since their hi-res nature made them too large for a hitdef to spawn it directly.I think they are aligned by what I see..Any idea how to fix that?
Check for any explods or helpers whose animation correspond to the hitspark animation. Usually, they'll have a movehit/movecontact trigger of some sort in them. An example that I use which could help make it a little easier to visualize an idea of what to look for is this.Quote[State 200, Spark]Type = Explodtriggerall = numtargettriggerall = !numexplod(6000)trigger1 = movecontactanim = 6000+1*moveguardedID = 6000pos = floor(p2dist x),floor(target,pos y-55-cond(anim = 205,0,10))postype = P1ownpal = 1scale = (const(size.xscale))*cond(movehit,0.8,1.2),(const(size.yscale))*cond(movehit,0.8,1.2)sprpriority = 40SuperMoveTime = 999PauseMoveTime = 999ignorehitpause = 1persistent = 0 In these cases, whatever sparkxy value is in the hitdef would be irrelevant because the explod or helper would determine spark position instead.
Oh I managed to fix it!I changed the animations of the sparks group number from 10,000 to just a higher number that ain't taken (40,000 in my case), that removed all the hitsparks, and then I changed any:sparkno = -1 ;s10000guard.sparkno = -1; s10120to:sparkno = s40000guard.sparkno = s10120and now they are pretty much in place, some attacks require some repositioning but I tried and it works so overall that solved my problem!thanks for the replies Nep!