Hi everyone
i want make 2 difference death animation by 2 conditions
1/ Condition 1: if get hit by normal attack use death animation 1
2/ Condition 2: if get hit by hyper or super attack use death animation 2
how to code it.
i see the code below for hit life down, but I don't know where to change the condition in the code below to match the above condition.
Thanks for reading
- ; HIT_LIEDOWN
- [Statedef 5110]
- type = L
- movetype= H
- physics = N
-
- [State 5110, EnvShake]
- type = FallEnvShake
- trigger1 = Time = 0
-
- [State 5110, 1] ;For hit up/up-diag type (from state 5081)
- type = ChangeAnim
- persistent = 0
- trigger1 = SelfAnimExist(5110 + (anim % 10))
- trigger1 = anim = [5081,5089]
- value = 5110 + (anim % 10)
-
- [State 5110, 2] ;Hit ground anim (normal)
- type = ChangeAnim
- triggerall = time = 0
- triggerall = anim != [5110,5119] ;Not already changed anim
- trigger1 = anim != [5161,5169]
- trigger2 = !SelfAnimExist(5170 + (anim % 10))
- value = 5170
-
- [State 5110, 3] ;Hit ground anim (for hit up)
- type = ChangeAnim
- triggerall = time = 0
- triggerall = anim != [5110,5119] ;Not already changed anim
- trigger1 = anim = [5161,5169]
- trigger1 = SelfAnimExist(5170 + (anim % 10))
- value = 5170 + (anim % 10)
-
- [State 5110, 4]
- type = HitFallDamage
- trigger1 = Time = 0
-
- [State 5110, 5]
- type = PosSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, Var] ;Get fall velocity
- type = VarSet
- trigger1 = Time = 0
- trigger1 = GetHitVar(fall.yvel) != 0
- sysvar(1) = floor(vel y)
-
- [State 5110, 6]
- type = PlaySnd
- trigger1 = Time = 1
- value = S0,6
-
- [State 5110, 7]
- type = GameMakeAnim
- trigger1 = Time = 0
- trigger1 = !SysVar(0)
- value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
- pos = 0, 0
- under = sysvar(1) <= 14
-
- [State 5110, 8]
- type = VelSet
- trigger1 = Time = 0
- y = 0
-
- [State 5110, 9] ;For hit up type
- type = ChangeAnim
- persistent = 0
- triggerall = anim = [5171,5179]
- triggerall = SelfAnimExist(5110 + (anim % 10))
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
- value = 5110 + (anim % 10)
-
- [State 5110, 10] ;For normal
- type = ChangeAnim
- persistent = 0
- triggerall = Anim != [5111,5119]
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- value = 5110
-
- [State 5110, 11] ;If just died
- type = ChangeState
- triggerall = !alive
- trigger1 = AnimTime = 0
- trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
- trigger3 = Anim = [5110,5119]
- value = 5150
-
- [State 5110, 12]
- type = VarSet
- trigger1 = SysVar(0)
- trigger1 = Time = 0
- sysvar(0) = 0
-
- [State 5110, 13] ;Friction
- type = VelMul
- trigger1 = 1
- x = 0.85
-
- [State 5110, 14]
- type = ForceFeedback
- trigger1 = alive
- trigger1 = Time = 0
- time = 8
- ampl = 240
- waveform = sine
-
- [State 5110, 15]
- type = ForceFeedback
- trigger1 = !alive
- trigger1 = Time = 0
- ampl = 200, 7, -.467
- time = 30
- waveform = sine