First Attack.

Started by BC, August 06, 2009, 08:44:04 PM

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BC

after adding some counter attack scrolling text when you counter, im now adding first attack scrolling font, but coming across a minor problem

to record first attack i tried something out (wether its right or not im sure youll let me know :P)

[State 0, VarSet] ;set a var to 10 when in fight mode.
type = VarSet
trigger1 = roundstate!=2
v = 13
value = 10

[State 0, VarAdd] remove a value from the variable after a hit
type = VarAdd
trigger1 = movehit=1
v =13
value = -1

[State 0, VarAdd]
type = VarAdd
trigger1 = winko ;on winko give it a different value to stop a problem i forgot happened lol (but works)
v =13
value = -100

[State 0, Helper]
type = Helper ;spawn this helper when var(13)=9 which is exactly after 1 hit
triggerall = !numhelper(667)
triggerall = !numhelper(668)
trigger1 = var(13)=9
helpertype = normal
name = "hitsounds"
ID = 668
stateno = 668
pos = 0,0
postype = p1
supermovetime=999
pausemovetime=999
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,var(13)!=9 ;this is the destroyself trigger in the helper...

But its not working propperly as you can imagine(where i need some guidance)


it works fine all in all but its confliciting with my other "counter font" helper...... when you get var 13 to 9 it shows the first attack font.....lovely..... then when you counter p2 which then would make var(13)=8 which means var(13) is no longer 9 (when its meant to destroy) it doesnt show the counter font....only untill i do it again(var(13)=7) here is my other helper to spawn the counter font.

[State 0, Helper]
type = Helper
triggerall = !numhelper(667)
triggerall = !numhelper(668) ;this trigger i thought would allow this to show as long as helper 668 isnt active but the destroyself trigger i gave helper 668 surely would allow this to play seeing as var(13) is no longer 9............
trigger1 = var(9)&&movehit
trigger2 = enemynear,movetype = H && movetype = H
helpertype = normal
name = "hitsounds"
ID = 667
stateno = 667
pos = 0,0
postype = p1
supermovetime=999
pausemovetime=999
ignorehitpause = 1



oh p.s also another problem is when i do a multi hit move....super/special

and also if p2 does a first attack it plays, but p1 can also do a first attack so my triggers are clearly wrong here..




EDIT: scrap all that... i checked out some MVC characters and saw how it was done... i just gotta figure out how to stop counter and first attack overlapping at the start...after that its all fine. i could just use !numexplod()

EDIT2: ok got it working, but i had to compromise lol i know theres a way around it but anyway i made counter play  lower than first attack if you "first attack" with a counter(so both play)
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