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Messages by CoffeeFlavoredMilk

    

Re: Capcom Universe Stage Conversions by Ryouicchi/Kazagami

 March 29, 2022, 11:58:42 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Capcom Universe Stage Conversions by Ryouicchi/Kazagami (Started by CoffeeFlavoredMilk March 29, 2022, 01:44:50 AM
 Board: Requests

Thank you!

I'll try these out to see if they're what I'm looking for.

Update: For some reason these are still configured for 320 x 240. I dunno the exact process Ryou did to upscale them.
    

Capcom Universe Stage Conversions by Ryouicchi/Kazagami

 March 29, 2022, 01:44:50 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Capcom Universe Stage Conversions by Ryouicchi/Kazagami (Started by CoffeeFlavoredMilk March 29, 2022, 01:44:50 AM
 Board: Requests

    

Re: 【 JtheSaltyy's Portrait Thread 】: Requests Open

 March 27, 2022, 11:56:13 PM View in topic context
 Posted by CoffeeFlavoredMilk  in 【 JtheSaltyy's Portrait Thread 】: Requests Open (Started by JtheSaltyy March 01, 2021, 10:19:03 PM
 Board: Edits & Addons 1.0+

    

Re: A hyper's NotHitBy is elongated somehow?

 March 09, 2022, 02:26:21 AM View in topic context
 Posted by CoffeeFlavoredMilk  in A hyper's NotHitBy is elongated somehow? (Started by CoffeeFlavoredMilk March 09, 2022, 02:22:24 AM
 Board: M.U.G.E.N Development Help

Nvm. I managed to figure out a solution. Feel free to delete this topic mods or whoever else.
    

A hyper's NotHitBy is elongated somehow?

 March 09, 2022, 02:22:24 AM View in topic context
 Posted by CoffeeFlavoredMilk  in A hyper's NotHitBy is elongated somehow? (Started by CoffeeFlavoredMilk March 09, 2022, 02:22:24 AM
 Board: M.U.G.E.N Development Help

I've been having a kerfuffle with my current project:

;---------------------------------------------------------------------------
; Whatever (hyper)
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3200
ctrl = 0
sprpriority = 2

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 25, -57
anim = 100
sound = S8889, 0
poweradd = -5000
time = 680
movetime = 680

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElem = 1
value2 = C, NA
time = 1

The long SuperPause time is meant to correlate it as a cinematic hyper. After a hyper ends, there is a bit of NotHitBy time. However, here, after my hyper ends, it starts up a 9 in-game second NotHitBy timer (540 ticks!) before my character becomes hittable again. Why is this?
    

Re: Jingle this all the way!! Sumo Santa has been released!!

 December 25, 2021, 05:45:08 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Jingle this all the way!! Sumo Santa has been released!! (Started by Basara Starkiller December 25, 2021, 02:48:56 AM
 Board: Your Releases, older Mugen

Ooh nice. I've always wanted a more 'playable' version of this guy with normal damage values. Fitting Christmas gift I must say.
    

Re: Dcat's TMNT WIP Thread

 December 02, 2021, 01:33:22 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Dcat's TMNT WIP Thread (Started by Dcat July 02, 2020, 04:53:24 AM
 Board: Projects

There's also the recent Nick All-Star Brawl though I'm not sure if any of the moves from that game's Leo, Mikey, and April are completely new and 'exclusive' to that game let alone if they'd be worthy additions, at least in regards to April. The base TMNT aren't getting moveset changes I assume.
    

Re: I need help on the Character's HUD Helper's size display in Mugen 1.1

 November 15, 2021, 07:11:55 AM View in topic context

Both of these images are access restricted. I'd suggest making the files public on Drive. If you don't feel like doing that, just upload them on Imgur or something.
    

Re: Character of the Month: September 2021 Voting

 November 03, 2021, 04:41:49 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Character of the Month: September 2021 Voting (Started by Jmorphman November 03, 2021, 03:22:27 AM
 Board: Contributions of the Month

Akko and Dedede I suppose.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Nanaman is coming and... Ickybod Clay??)

 November 03, 2021, 02:27:29 AM View in topic context

Ooh. I'm definitely interested in this one.

I imagine your priority for your Joey Faust edits are the remaining CF1 cast that made it to 63 1/3? (Bonker and Taffy; plus Blob though someone else did him)
    

Re: MBTL - Saber (Character tutorial template)

 October 29, 2021, 12:28:14 AM View in topic context
 Posted by CoffeeFlavoredMilk  in MBTL - Saber (Character tutorial template) (Started by beterhans October 27, 2021, 09:00:25 AM
 Board: Projects

Honestly I was thinking about making my own Seibah using these sprites too. Only issue I had was trying to come up with a way to attach the sword since its separated from the Saber sprite-wise. How did you go about attaching the sword?
    

Re: Character of the Month: September 2021 Nominations

 October 13, 2021, 01:44:00 AM View in topic context
 Posted by CoffeeFlavoredMilk  in Character of the Month: September 2021 Nominations (Started by Jmorphman October 12, 2021, 07:30:28 PM
 Board: Contributions of the Month

Atsuko Kagari by Shimmering Brony and Ghost Killer - 3
King Dedede by OHMSBY - 2
Toyosatomimi no Miko by RicePigeon and Blade - 2
Octohead by Basara-kun - 1

Honorable mention goes out to Symboli Rudolf by ZET. A very messy and cheap character but its the one I had the most fun with from September.
    

Re: Melty Blood: Type Lumina - Sprite Pack

 October 03, 2021, 02:00:20 AM View in topic context
 Posted by CoffeeFlavoredMilk  in [Sounds Update]: Melty Blood: Type Lumina - Game Rip (Started by Resentone October 01, 2021, 12:35:16 PM
 Board: Resource Releases

Quick question, but how would you feel is the best way to attach Saber's sword sprites to her main sprites?
    

Re: B-kun's ClayFighter fullgame (just ideas by now)

 September 24, 2021, 06:53:02 PM View in topic context
 Posted by CoffeeFlavoredMilk  in ClayFighter: Infinite Clayfare (B-kun's CF fullgame) (Started by Basara Starkiller September 21, 2021, 04:40:00 AM
 Board: Projects

A better version of Super ClayFighter was something I really wanted to see. Definitely keeping tabs on this.

On a side note though, would it take a while to edit the Joey Faust CF characters to match your style? They got most of the basics, though need more 'normalized' damage output, and need to iron out the remaining TFGAF stuff like that one weird flashing screen at the bottom when they get to a level 3. And ofc Claytalities.
    

Re: Wallbounce early on command grab?

 September 12, 2021, 08:30:57 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

I tried that and it worked great. Thank you!

Just need to adjust the Velset right now.
    

Re: Wallbounce early on command grab?

 September 12, 2021, 05:59:37 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

Perhaps I could get up a video clip showcasing this for clarification:
https://streamable.com/8v2e55

Maybe the p2dist is the solution I desire? I tried this but it just bugs up the whole thing. Also a code dump of the current state of the hyper.

;---------------------------------------------------------------------------
; Example - 1
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 3100, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = S8889, 0
poweradd = -2000
movetime = 35
time = 35

[State 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 4090
ID = 4090
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = 40
sprpriority = -7
ownpal = 1
supermovetime = 40
removeongethit = 1

[State 3000, 0]
type = Explod
trigger1 = time = 0
anim = 4100
ID = 4100
pos = 0,0
postype = back
bindtime = -1
removetime = 50
scale = 1,1
sprpriority = -1
supermove = 1

[State Super BG]
type = Explod
trigger1 = time = 0
anim = 4060
ID = 4060
pos = 0,0
postype = left
bindtime = -1
removetime = 320
pausemovetime = 0
supermovetime = 9999
scale = .666667,.75
sprpriority = -9
ownpal = 1
removeongethit = 1

[State 3100, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3100, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,0
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S3100,1
channel = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElem = 15
id = 4060

[State 3100, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, HA, ST
hitflag = M
priority = 1, Miss
sparkno = -1
p1facing = 1
p1stateno = 3101
p2stateno = 3102
givepower = 0
getpower = 0

[State 3100, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3100, 7]
type = ChangeState
trigger1 = MoveHit
value = 3101

;---------------------------------------------------------------------------
; Example - 2
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(17) < 0
value2 = C, NA
time = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4060

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3100,3
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3100,4
channel = 0

[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(3102)
value = 3102
ID = 3102
ignorehitpause = 1
persistent = 0

[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 46.333333333333, -32.666666666667

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -12.333333333333, -78.666666666667

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 43.666666666667, -73.333333333333

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 52.333333333333, -74

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -360

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Example - 3
[Statedef 3102]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 60

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -20

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= -10
value = 1025

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = FrontEdgeBodyDist <= 0
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
    

Re: Wallbounce early on command grab?

 September 11, 2021, 08:11:56 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

The coding did work nice, problem is now when its directly AT a corner, there's no wallbounce. The hitspark for wallbouncing shows up, but the character gets sucked up at the corner cancelling the potential wallbounce and thus making the character plop on the ground.

Setting BackEdgeBodyDist to -10 fixed the issue at the corner, but that bugs when the move is used from afar. I've tried combining both, basically trying to make it say 'if at a corner, make this the case, and if not make this the case' though the 0 out prioritizes the -10. Obviously this is because there are numbers that are BOTH less than -10 and less than 0 (-11 for example):

[State 1026, Hit wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 0
trigger2 = BackEdgeBodyDist <= -10
value = 1025

There's perhaps a script command that's really obvious that I'm missing here, so help me on that, please?

    

Re: Wallbounce early on command grab?

 September 10, 2021, 11:05:07 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

Sounds good. So far I did change what you said, no 'early' wallbounce though since still the foe is still stuck in air for a few minutes if by a corner. I changed 20 on the other values to 40, so far nothing, but perhaps maybe that's too little.

Though perhaps I should also show the move visually through video to better illustrate what its meant to do and what it does near a corner:

https://streamable.com/756w9w
    

Re: Wallbounce early on command grab?

 September 10, 2021, 09:20:47 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

The wallbounce code ATM is unchanged from KFM, mostly:

;------------------
; Hit by Fast Kung Fu Palm - shaking from the hit
; (a custom gethit state)
; See State 1020 for details
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = 1
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
; Hit by Fast Kung Fu Palm - flying through the air
; (a custom gethit state)
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = 1
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
; Hit by Fast Kung Fu Palm - hit wall
; (a custom gethit state)
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
; Hit by Fast Kung Fu Palm - bounce off wall
; (a custom gethit state)
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = 1
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
    

Wallbounce early on command grab?

 September 09, 2021, 08:08:22 PM View in topic context
 Posted by CoffeeFlavoredMilk  in Wallbounce early on command grab? (Started by CoffeeFlavoredMilk September 09, 2021, 08:08:22 PM
 Board: M.U.G.E.N Development Help

So basically in my current project, he has a hyper where he sucks up a character and spits them out, resulting in a wallbounce at the end. However, if this move is done near a corner, the character being thrown will just be stuck there motionless for a bit. I want the wallbounce to occur earlier, but don't know how to do this. For reference, this is my code:

;---------------------------------------------------------------------------
; Example
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3101
ctrl = 0
sprpriority = 2

[State 3100, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(17) < 0
value2 = C, NA
time = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4060

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S3100,2
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3100,3
channel = 0

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S3100,4
channel = 0

[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
trigger1 = numtarget(3102)
value = 3102
ID = 3102
ignorehitpause = 1
persistent = 0

[State 10, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 75, 0

[State 10, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 46.333333333333, -32.666666666667

[State 10, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -12.333333333333, -78.666666666667

[State 10, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 43.666666666667, -73.333333333333

[State 10, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 52.333333333333, -74

[State 10, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 100, -74

[State 10, Bind 8]
type = TargetBind
trigger1 = AnimElem = 7
pos = 180, -74

[State 10, Bind 9]
type = TargetBind
trigger1 = AnimElem = 8
pos = 220, -74

[State 10, Bind 10]
type = TargetBind
trigger1 = AnimElem = 9
pos = 260, -74

[State 10, Bind 11]
type = TargetBind
trigger1 = AnimElem = 10
pos = 300, -74

[State 10, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 340, -74

[State 10, Bind 11]
type = TargetBind
trigger1 = AnimElem = 12
pos = 420, -74

[State 10, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -360

[State 10, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Example2
[Statedef 3102]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 60

[State 20, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 3102

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 21, 4] ;Hit ground
type = ChangeState
trigger1 = AnimElem = 12
value = 1025 ;Hit ground

As you can tell I tried adding a wallbounce code that is meant to detect 'early' wall hitting, but this results in very funky physics and no wallbounce at all. Perhaps I might need to rewrite this whole code, but who knows.