Posted by warioman
in dissapearing collisions? (Started by warioman October 11, 2010, 11:17:54 pm
Board: M.U.G.E.N Development Help
Board: M.U.G.E.N Development Help
- Your hitbox work is shoddy. Hitboxes love to disappear and reappear during many attack animations.
- Infinite priority on the hammer attacks. Why?
- You can't destroy his projectiles? Why?
And please don't be frustrated and go lock up threads because of feedback please.
We're just trying to improve you not go butthurt.
[StateDef 3200]
type = S
movetype = A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0
[State 3200, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3200,0
volume = 0
channel = 0
[State 3200, Hyper Portrait]
type = Explod
trigger1 = time = 1
anim = 9999
pos = 0,0
postype = back
facing = 1
bindtime = 1
removetime = 40
supermovetime = 30
sprpriority = 0
ontop = 0
ownpal = 1
scale = 0.5,0.5
[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 38
anim = -1
sound = S3000,0
pos = 0,-25
move = 0
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
sprpriority = 3
[State 3200, Explod]
type = Explod
trigger1 = time = 1
anim = 9998
pos = 0,-25
postype = p1
facing = 1
bindtime = 1
removetime = 15
supermovetime = 30
sprpriority = 3
ontop = 0
ownpal = 1
[State 3200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3201
ctrl = 0
[StateDef 3201]
type = A
movetype= A
physics = A
juggle = 1
velset = 9,-3
ctrl = 0
anim = 3201
poweradd = 0
sprpriority = 2
[State 3201, Hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20,10 ;Damage that move inflicts, guard damage
animtype = hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8008 ;Spark anim no (Def: set above)
sparkxy = -15, -22 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 2 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 10 ;Time opponent is in hit state
ground.velocity = -3 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-3 ;X-velocity at which opponent is pushed,
air.hittime = 12
fall = 0
kill = 0
p1stateno = 3202
p2stateno = 3210
;------------------------------------
[StateDef 3202]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3202
poweradd = 0
sprpriority = 2
[State 3202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3202, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 3202, VelSet]
type = VelSet
trigger1 = Time < 90
x = 4
[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 4
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 31
trigger5 = animelem = 40
attr = A, HA
animtype = Medium
damage = 16, 5
priority = 5
guardflag = MA
pausetime = 1,1
sparkxy = -15,0
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
p2stateno = 3210
kill = 0
getpower = 0
[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 7
trigger2 = animelem = 16
trigger3 = animelem = 25
trigger4 = animelem = 31
trigger5 = animelem = 34
attr = A, HA
animtype = Medium
damage = 16, 5
priority = 5
guardflag = MA
pausetime = 1,1
sparkxy = -12,-35
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
p2stateno = 3210
kill = 0
getpower = 0
[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 44
attr = A, HA
animtype = hard
damage = 25, 10
priority = 5
guardflag = MA
pausetime = 1,1
sparkxy = -15,-50
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
kill = 1
getpower = 0
fall = 1
fall.animtype = hard
fall.recovery = 0
ground.velocity = -1,-11
[State 3202, end]
type = ChangeState
trigger1 = Time < 90
value = 0
ctrl = 1
;Ultra Hammer P2 State
[Statedef 3210]
type = S
movetype= H
physics = S
velset = 0,0
anim = 5002
[State 3210, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 3210, Changestate]
type = ChangeState
trigger1 = Time >= 300
value = 0