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Author Topic: Special attack not connecting  (Read 431 times)

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Offline MaverickZr0

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Special attack not connecting
« on: June 05, 2013, 05:34:13 PM »
Hey guys, so I'm coding Yang's mantis slashes and the first 2 hit fine. The 3rd slash misses, I'm pretty sure I have everything right in the hitdef so I'm not sure why it won't connect. If I change the animation from 1002 back to 1000 (the animation of the first mantis slash), the slash WILL hit!

If I put a Hit Box on the first frame of animation 1002, then it will detect a hit. Why is this?





Here is the code for the third mantis slash:
Code: [Select]
;Torou Zan L3

[Statedef 1002]
Type=S
moveType=A
physics=S
juggle=2
;velset=0,0
ctrl=0;Ctrl
Anim=1002
poweradd=50
sprpriority=3

[State 210, HitDef]
type = HitDef
trigger1=Animelem=7
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = Heavy          ;light,medium,hard,back,up,diagup
air.animtype = Heavy
getpower = 65,45
givepower = 55,35
priority = 4,Hit
damage = 28,2
pausetime = 12,12
guard.pausetime = 12,12
sparkno=1
guard.sparkno= S7050
sparkxy=-1+0*(var(32):=75),(var(33):=-75)
hitsound = S1,7
guardsound = S1,9
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
guard.ctrltime = 15
ground.velocity = -8,-3
air.velocity = -8,-3
airguard.velocity = -7,-2
ground.cornerpush.veloff = 0 ; -16
air.cornerpush.veloff = 0 ; -18
guard.cornerpush.veloff = 0 ; -16
airguard.cornerpush.veloff = 0 ; -22
airguard.ctrltime = 15
p2facing =  1
fall = 1
fall.recover = 0
fall.recovertime = 0
air.fall = 1
air.fall.recover = 0
air.fall.recovertime = 0
id = 1002
hitonce = 1
kill = 1
yaccel = .47
;envshake.time=5
;envshake.ampl=11

[state 0,PosSet]
Type=PosSet
trigger1=!time
y=0

[state 200,VelSet]
Type=VelSet
trigger1=!time
x=0

[state 200,VelSet]
Type=VelAdd
trigger1=time=1
x=7.81

[state 200,VelSet]
Type=VelMul
trigger1=Animelemtime(8)>0
x=.95

[state Idle]
Type=StateTypeset
trigger1=Animelem=7
MoveType=I;I,A,H

[state 200,Playsnd]
Type=PlaySnd
trigger1=Animelem=2
value=s1000,3

[state 200,Playsnd]
Type=PlaySnd
trigger1=Animelem=2
value=s1000,1

[state 200,Changestate ]
Type=Changestate
trigger1=!animtime
value=0
ctrl=1

EDIT: Nevermind! I had an Idle state in there so it wasn't hitting!
« Last Edit: June 05, 2013, 08:09:46 PM by MaverickZr0 »



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