I'm tweaking stuff around.
I used some code to give a small jump à la POTS / kof to a character.
The small jump itself does not react well. most of the time just doing normal jump.
Any idea where is the problem ?
Thanks
;====================<Jumping>====================
[StateDef 40]
type = S
physics = S
moveType = I
anim = 40
ctrl = 0
velSet = 0,0
sprPriority = 1
faceP2 = 1
[State 40, Direction]
type = VarSet
trigger1 = 1
sysvar(1) = ifElse(!Time, 0, ifElse(command = "holdfwd", 1, ifElse(command = "holdback", -1, sysvar(1))))
[State 40, High Jump]
type = VarSet
trigger1 = !Time
var(3) = ifElse(command = "highjump", 3, 0)
[State 40, High Jump]
type = VarSet
trigger1 = !Time && PrevStateNo = 100
var(3) = 3
[State 40, Low Jump]
type = VarSet
trigger1 = command != "holdup" && (var(3) != [1,2])
var(3) = ifElse((var(3) = 3 && sysvar(1)), 2, 1)
[State 40, Jump Sound]
type = PlaySnd
trigger1 = !AnimTime
value = ifElse((var(3) = [2,3]), 9, 9), 0
;value = ifElse((var(3) = [2,3]), 41, 40), 0
[State 40, Dust Helper]
type = Helper
trigger1 = !AnimTime
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1
[State 40, Velocity: Normal Jump]
type = VelSet
trigger1 = !AnimTime
x = ifElse(!sysvar(1), const(velocity.jump.neu.x), ifElse(sysvar(1) = 1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, Velocity: Low Jump]
type = VelSet
trigger1 = !AnimTime && var(3) = 1
x = ifElse(!sysvar(1), const(velocity.jump.neu.x), ifElse(sysvar(1) = 1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = 0.75 * const(velocity.jump.y)
[State 40, Velocity: Long Low Jump]
type = VelSet
trigger1 = !AnimTime && var(3) = 2
x = ifElse(!sysvar(1), const(velocity.jump.neu.x), ifElse(sysvar(1) = 1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))
y = 0.75 * const(velocity.jump.y)
[State 40, Velocity: Long Jump]
type = VelSet
trigger1 = !AnimTime && var(3) = 3
x = ifElse(!sysvar(1), const(velocity.jump.neu.x), ifElse(sysvar(1) = 1, const(velocity.runjump.fwd.x), const(velocity.runjump.back.x)))
y = 1.0772 * const(velocity.jump.y)
[State 40, End]
type = ChangeState
trigger1 = !AnimTime
value = 50
ctrl = 1