Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Topic started by: MaverickZr0 on June 05, 2013, 05:34:13 PM
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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?
(http://i.imgur.com/XBLJjT0.png)
(http://i.imgur.com/SdH5dFo.png)
Here is the code for the third mantis slash:
;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!