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Started by RoseRed Productions, April 28, 2015, 07:40:13 PM

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RoseRed Productions

Im trying to code a super for my character and he does the move but the entire combo doesnt hit, just one kick.
Dai'Laquan Fuller, Heart of the KillerDragon.

XGargoyle

post your code and we will see what you need to fix


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RoseRed Productions

;---------------------------------------------------------------------------
;Hyper1

[Statedef 3000]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3000
ctrl = 0
sprpriority = 2

[State 970]
Type = AssertSpecial
Trigger1 = 1
Flag = Intro

[State 971]
type = AssertSpecial
Trigger1 = 1
flag = nobg
flag2 = intro
flag3 = noFG
[State 972]
type = AssertSpecial
Trigger1 = 1
flag = nobardisplay
flag2 = nomusic

[State -1]
Type = null;PlaySnd
Trigger1 = time = 160
Value = s5, 1
Volume = 255
;Channel = 1
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999


[State 100]
type = AssertSpecial
Trigger1 = 1
flag = nobg
flag2 = intro
flag3 = noFG
[State -2]
type = AssertSpecial
Trigger1 = 1
flag = nobardisplay
flag2 = nomusic

[State -1]
Type = AssertSpecial
Trigger1 = Time <= 180
Flag = RoundNotOver

[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SCA
Time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = 1
value = S9000,3
channel = 15
volume = 300
loop = 1
abspan = 0
persistent = 0


[State 0, StopSnd]
type = StopSnd
trigger1 = time = 9999999999999
channel = -1
;ignorehitpause =
;persistent =




[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 143
;add = 0,0,0
mul = 0,0,0
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 143
add = 222,0,222
mul = 222,0,222
sinadd = 0,0,0,0
invertall = 0
color = 0
;ignorehitpause =
;persistent =

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 40
anim = 4532
sound = S8889,0
pos = 19,-80
movetime = 40
darken = 0
poweradd = -1000
ownpal = 1

[State 3000, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -3
supermovetime = -1
removetime = -2
pos = 0,0
bindtime = -1
removeongethit = 1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 3000, AfterImage 1]
type = AfterImage
trigger1 = animelem = 2
trigger1 = power < 1000
time = 2
length = 20
framegap = 5
trans = add1
PalContrast = 150,50,150

;The Hyperbackground is automatically removed when not in stateno 3000 through 4999
[State 3000, Hyper Background 1 - Blue]
type   = Explod
triggerall = power < 1000
trigger1 = time = 40
anim = 32710
postype = left
ID = 7021
sprpriority = -10
removetime = -1
pos = 0,0
scale = .5,.5
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

;The Hyperbackground is automatically removed when not in stateno 3000 through 4999
[State 3000, Hyper Background 2 - Green]
type   = Explod
triggerall = power < 2000
triggerall = power >= 1000
trigger1 = time = 40
anim = 32711
postype = left
ID = 7021
sprpriority = -10
removetime = -1
pos = 0,0
scale = .5,.5
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

;The Hyperbackground is automatically removed when not in stateno 3000 through 4999
[State 3000, Hyper Background 3 - Red]
type   = Explod
triggerall = power >= 2000
trigger1 = time = 40
anim = 32712
postype = left
ID = 7021
sprpriority = -10
removetime = -1
pos = 0,0
scale = .5,.5
bindtime = -1
facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ownpal = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 143
id = -1
pos = 50,0
;ignorehitpause =
;persistent =


[State 3000, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,HA
hitflag = MAF
guardflag = MA
animtype = hard
air.animtype = hard
damage = 290,90
pausetime = 12,12
sparkno = S7703
sparkxy = -10,-60
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.hittime = 15
air.velocity = -6,-5
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 3000, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
Dai'Laquan Fuller, Heart of the KillerDragon.

XGargoyle

Please take no offense, but obviously, you really have no idea on what you are coding.

You have 3 AssertSpecial with an intro flag. Remove them, you're coding a Hyper move, not an intro

[State 3000, HitDef]
type = HitDef
trigger1 = time = 0

time=0 is during the first tick of the hyper. One tick after (time=1) the attack will not be able to hit the enemy, so adjust the trigger1 parameter to the actual time or AnimElem that contains the hitbox (red clasn1)

There are several other stuff in your code that is wrong or doesn't make sense, but the 2 above mentioned are the worst offenders.


XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!

Odb718

Quote from: XGargoyle on April 28, 2015, 08:39:24 PMtime=0 is during the first tick of the hyper. One tick after (time=1) the attack will not be able to hit the enemy, so adjust the trigger1 parameter to the actual time or AnimElem that contains the hitbox (red clasn1)
I'm pretty sure that once a hitdef is activated and movetype still = A, the attack will connect. Starting it at 0 vs the frame it starts on really doesnt affect it.  This is how I code 99% of my hitdefs so they only connect 1 time.

But yeah, it'll only connect 1 time KillerDragonElegance. You need to either make new hitdefs or make multiple triggers. (trigger2, trigger3, trigger4) As many times as you need to match the move.
vVv Gouken718 vVv SabreTooth718 vVv


Алексей

Quote from: Odb718 on April 28, 2015, 08:59:39 PM
I'm pretty sure that once a hitdef is activated and movetype still = A, the attack will connect. Starting it at 0 vs the frame it starts on really doesnt affect it.  This is how I code 99% of my hitdefs so they only connect 1 time.
Correct. HitDefs are persistent State Controllers. You only need to activate them once and they stay active until a hit actually occurs or you leave the state or don't have the proper movetype.

Also remove this:

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 9999999999999
channel = -1

Time will never be "9999999999999," so this will essentially do nothing.

-[Все слова это только слова.]-

RoseRed Productions

thanks, I got it.

     Posted: May 01, 2015, 08:29:28 PM
Damn I suck tho lol

     Posted: May 01, 2015, 08:33:16 PM
and one more thing, how do I keep them next to me so all hits connect
Dai'Laquan Fuller, Heart of the KillerDragon.

Odb718

Read this
http://elecbyte.com/wiki/index.php/HitDef
and bookmark this
http://elecbyte.com/wiki/index.php/Main_Page

Read the hitdef all the way down to maxdist. Then you'll have your answer, but keep reading because you'll have answers to other things. It'll help you create ideas knowing other things are possible too.
vVv Gouken718 vVv SabreTooth718 vVv