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Author Topic: Juspion Punch Problems  (Read 767 times)

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Offline Beto

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Juspion Punch Problems
« on: June 21, 2016, 01:18:35 PM »
I have a problem to encode a blow, I think something is missing, or something should not be there.

Well, it's a punch in opposing direction, but it must land to be able to go to the next state landing. But instead it goes up without stopping.

Under the code

;---------------------------------------------------------------------------
;Jaspion punch
;---------------------------------------------------------------------------

[Statedef 1200]
type    = A
physics = A
ctrl = 0
anim = 1200
sprpriority = 1


[State 191, 4];
type = PlaySnd
trigger1 = animelem =5
value = 1010,0
channel = 3


[State 1010, Ground FX]
type = Explod
trigger1 = AnimElem = 3
name = "Special Dust"
anim = 8170
pos = -8,3
sprpriority = -4
removetime = -2
scale = .5, .5



[State 1100 2]
type = VelSet
trigger1 = Time = 0
x = 6
y = -3.35

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 140,10
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S4051
guard.sparkno = S4073
sparkxy = 0,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 19,19
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -5,-6
air.velocity = -5,-6
fall = 1
fall.recover = 0
yaccel = .5



[State 1100, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1201

;---------------------------------------------------------------------------
;Jaspion Punch End
;---------------------------------------------------------------------------

[Statedef 1201]
type    = S
physics = S
ctrl = 0
anim = 1201

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, End]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

It is this attack After 50 seconds the video



« Last Edit: June 21, 2016, 01:26:53 PM by Beto »



Offline Cyanide

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Re: Juspion Punch Problems
« Reply #1 on: June 22, 2016, 04:23:59 AM »
I am... surprised that hits. You haven't set movetype... weird. Normally i would expect it to default to I, wonder if the hitdef overrides that if you don't set the value.

trigger1 = Pos Y >= 0
Change that to this
trigger1 = Pos Y >= vel Y

Should force the special landing state rather than it going to state 52 as forced by your physics.

Alternatively set physics to N, and use a type = gravity to make him decrease in height, then your existing code will work.


Offline Beto

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Re: Juspion Punch Problems
« Reply #2 on: June 22, 2016, 11:00:52 AM »
This functional, now he lands. But he does not reach the opponent, not sure if the problem is in HitDef this way:

[State 200, 2]
type = HitDef
trigger1 = animelem= 2 &&!movecontact
attr = A, SA
damage = 140,10
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S4051
guard.sparkno = S4073
sparkxy = 0,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 19,19
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -5,-6
air.velocity = -5,-6
fall = 1
fall.recover = 0
yaccel = .5

Offline Cyanide

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Re: Juspion Punch Problems
« Reply #3 on: June 23, 2016, 03:16:11 AM »
Your Y vel is actually pretty low. You may find using physics = N with type = gravity in there and setting the changestate back to the way you had it will work better.

Good chance that the low Y vel is reaching the position a little early. -3.25 with a Y accel on it will revert to -2 and -1 pretty fast. And both of those are only 1 pixel above ground level.

Offline Beto

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Re: Juspion Punch Problems
« Reply #4 on: June 23, 2016, 09:39:47 AM »
It only works after these changes, do not ask me how  ;*))

Thank you for your support  :thumbsup:

[Statedef 1200]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
poweradd = 50
ctrl = 0
anim = 1200
sprpriority = 1

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