turn Animality into a normal attack

Started by Shadow_Harlequin, July 16, 2020, 08:11:04 PM

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Shadow_Harlequin


Hello. Please help me turn Hotaru's animality into a normal attack, after which player 2 takes a small amount of damage and continues the battle.




Spoiler (click to show)
;-------------------------------------
;Animality
;-------------------------------------

[Statedef 3800]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
sprpriority = 0

[State 430, 31]
type = changeanim
trigger1 = Time < 30
value = anim
elem = animelemno(0)

[State 430, 31]
type = changeanim
trigger1 = Time = 30
value = 1202

[State 430, 31]
type = veladd
trigger1 = Time = 30
x = 4



[State 430, 31]
type = veladd
trigger1 = Time = 60
x = -2
y = -0.5

[State 430, 31]
type = changeanim
trigger1 = Time = 60
value = 3800

[State 430, 31]
type = palfx
trigger1 = Time = 50
add = 96,42,-30
color = 0
time = 10

[State 430, 31]
type = palfx
trigger1 = Time = 40
add = 64,28,-20
color = 90
time = 10

[State 430, 31]
type = palfx
trigger1 = Time = 30
add = 32,14,-10
color = 160
time = 10

[State 430, 31]
type = playsnd
trigger1 = Time = 32
value = 20,5

[State 430, 31]
type = playsnd
trigger1 = Time = 50
value = f5,51

[State 9130, SetFatal]
type = Varset
trigger1 = time = 0
V = 4
value = 4

[State 430, 31]
type = playsnd
trigger1 = Time = 60
value = f5,52
channel = 1
loop = 1
volumescale = 200

[State 9130, SetFatal]
type = changestate
trigger1 = p2dist x < 50
value = 3801

[Statedef 3801]
type    = A
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,-0.3
anim = 3801

[State 430, 31]
type = playsnd
trigger1 = time%12 = 0
value = 30,2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 3803
ID = 303
pos = -3,-36
bindtime = -1
scale = 1,1
sprpriority = 3
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 3802
pos = -3,-36
bindtime = 1
scale = 1,1
sprpriority = 4
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 30
anim = 3803
ID = 301
pos = -3,-36
bindtime = -1
scale = 0.5,0.5
ontop = 1
ownpal = 1

[State 430, 31]
type = playsnd
trigger1 = Time = 0
value = 30,0

[State 430, 31]
type = playsnd
trigger1 = Time = 40
value = 31,2
volumescale = 200

[State 0, Explod]
type = Explod
trigger1 = time = 40
anim = 3803
ID = 301
pos = -3,-36
bindtime = -1
scale = 1,1
ontop = 1
ownpal = 1

[State 0, Explod]
type = Explod
trigger1 = time = 50
anim = 3803
ID = 301
pos = -3,-36
bindtime = -1
scale = 2,2
ontop = 1
ownpal = 1

[State 0, Explod]
type = Envcolor
trigger1 = time = 58
time = 12
value = 255,255,255

[State 0, Explod]
type = modifyExplod
trigger1 = 1
ID = 303
scale = 0.1+0.01*time,0.1+0.01*time

[State 3010, 1]
type = HitDef
trigger1 = !movecontact && time > 60
attr = S, HA
hitflag = MAF
priority = 7
sparkno = -1
hitsound = -1
p1stateno = 3802
p2stateno = 3810
p2facing = 1

[Statedef 3802]
type    = S
movetype= A
physics = N
juggle  = 2
ctrl = 0
velset = 0,0
anim = 3805
sprpriority = 2

[State 430, 31]
type = turn
trigger1 = Time = 0

[State 430, 31]
type = allpalfx
trigger1 = Time < 60
add = 255,255,255
sinadd = -255,-255,-255,240
time = 60

[State 430, 31]
type = allpalfx
trigger1 = Time = 120
add = 0,0,0
time = 1

[State 430, 31]
type = posset
trigger1 = time = 0
y = var(57)

[State 0, TargetBind]
type = posadd
trigger1 = time = 0
x = 20

[State 430, 31]
type = velset
trigger1 = time = 120
x = 2

[State 2, Upperblood]
type = removeexplod
trigger1 = time = 0
ID = 301
[State 2, Upperblood]
type = removeexplod
trigger1 = time = 0
ID = 303

[State 2, Upperblood]
type = Helper
trigger1 = time = 0
stateno = 3804
pos = 0, 0
postype = p2
ownpal = 1

[State 200, 7]
type = selfstate
trigger1 = time = 180
value = 3803

[Statedef 3803]
type    = S
movetype= I
physics = N
juggle  = 2
ctrl = 0
velset = 1,0
anim = 3806
sprpriority = 2

[State 430, 31]
type = palfx
trigger1 = animelem = 6
add = 96,42,-30
color = 0
time = 10

[State 430, 31]
type = palfx
trigger1 = animelemtime(6) = 10
add = 64,28,-20
color = 90
time = 10

[State 430, 31]
type = palfx
trigger1 = animelemtime(6) = 20
add = 32,14,-10
color = 160
time = 10

[State 430, 31]
type = playsnd
trigger1 = animelem = 3
value = f5,51

[State 430, 31]
type = velset
trigger1 = animelem = 4
value = f5,51

[State 200, 7]
type = selfstate
trigger1 = animelemtime(6) = 30
value = 0
ctrl = 1

[Statedef 3804]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 0,0
anim = 3804
sprpriority = 4
ctrl = 0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 888
pos = 0,2
bindtime = -1
sprpriority = 1
ownpal = 1


[State 0, Explod]
type = Explod
trigger1 = gametime%3 = 0
anim = 3004
pos = 0,-4
postype = p1
scale = 0.3,0.3
facing = 1-2*(random%2)
vfacing = 1-2*(random%2)
bindtime = 1
vel = 0,-3
accel = 0,-0.01
random = 30,12
sprpriority = 2-4*(random%2)
ownpal = 1

[Statedef 3810]
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0
anim = 888

[State 0, Explod]
type = playsnd
trigger1 = time = 0
value = 4,1
channel = 3

[State 430, 31]
type = envshake
trigger1 = time = 0
freq = 70
time = 24
ampl = 5

[State 430, 31]
type = varset
trigger1 = time = 0
v = 26
value = 1

[State 3010, 1]
type = lifeadd
trigger1 = time = 3
value = -250

[State 200, 7]
type = selfstate
trigger1 = time = 4
value = 5150

airforce111

2nd to last part of the code:

[State 3010, 1]
type = lifeadd
trigger1 = time = 3
value = -250

Change that value to something small and that'll do it.

Shadow_Harlequin

I myself changed these values ​​from -9999 to -250, now this does not kill, this is not the point

airforce111

>Please help me turn Hotaru's animality into a normal attack

Whatever that means

>after which player 2 takes a small amount of damage

We would assume youre talking about health. Your problem is, you dont know how to explain what you actually wannna do. What does "turn into normal attack" even mean? I'm done helping with the vagueness my guy

Odb718

Shadow_Harlequin, You'll want to adjust things inside the CMD. That's what's blocking the move from working whenever you want.

Search for
3800
in the cmd. You'll see the triggers, and one will say command = "something". If it doesn't have a command trigger, that mean's it's for AI.
Once you find the right changestate in your cmd, edit the triggers to allow the move to work when you want.

If P2 doesn't come out of the move properly, you'll need to add a selfstate. Use debug, ctrl+d to see what state it's stuck in. Then add the selfstate at the end of that state with the proper triggers.
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