Im trying to learn to do this from Sludges dog attack from his jill, but I ran into a glitch thats amazingly frustrating, and make no sense.
The Hyena comes out no problem, it jumps, and attacks, but when it comes down it turns into p1 stance creating a clone. It should land, and run off till it destroys itself.
I have notice on certain stages, if p2 is right against the wall it will work every once in a while. Ive checked every animation, made sure theres no conflicting states, but nothing makes any differance
Heres the code, anyone see any problems? Its like its not even getting to state 1806, but I cant figure out why!
;-----------------
;Calling HYENA
[Statedef 1800]
type = A
movetype = I
physics = S
velset = 0,0
ctrl = 0
anim = 1800
poweradd = 10
[State 0, Helper]
type = Helper
trigger1 = animelem = 2 && numhelper(1805) = 0
helpertype = normal ;player
name = "Hyena"
ID = 1805
stateno = 1805
pos = -140,0
postype = back ;p2,front,back,left,right
ownpal = 1
[State 0, VelSet]
type = VelSet
triggerall = numhelper(1805) > 0
trigger1 = anim = 1800 && ((helper(1805), pos x) - (pos x)) = [-100,100]
y = -9
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = numhelper(1805) > 0 && anim = 1800
trigger1 = ((helper(1805), pos x) - (pos x)) = [-100,100]
trigger2 = time >= 60
statetype = A ;S,A,C,L
movetype = I ;I,A,H
physics = A ;A,C,S,N
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(1805) > 0 && anim = 1800
trigger1 = anim = 1800 && ((helper(1805), pos x) - (pos x)) = [-100,100]
trigger2 = time >= 60
value = 1801
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 1801 && vel y >= 0
value = 1802
[State 0, ChangeState]
type = ChangeState
trigger1 = animelemno(0) > 2 && numhelper(1805) = 0
value = 0
ctrl = 1
;Hyena
[Statedef 1805]
type = A
movetype = A
physics = S
velset = 5,0
ctrl = 0
anim = 1805
sprpriority = 3
[State 0, NotHitBy]
type = NotHitBy
trigger1 = BackEdgeBodyDist <= 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, AA, AT, AP
slot = 1
stateno = 1807
time = -1
[State 0, VelSet]
type = VelSet
trigger1 = anim = 1805
x = 5
[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1805
trigger1 = p2bodydist x = [0,80]
physics = A
[State 0, VelSet]
type = VelSet
triggerall = anim = 1805
trigger1 = p2bodydist x = [0,80]
x = 5
y = -8
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1805
trigger1 = p2bodydist x = [0,80]
value = 1806
[State 200, 1]
type = HitDef
trigger1 = anim = 1806 && movecontact = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 33, 5 ;Damage that move inflicts, guard damage
animtype = Back ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 7, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 2,4 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = 25, -35 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -6,-4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-4 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
getpower = 15,5
givepower = 10, 5
fall = 1
fall.recover = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 1806 && vel y = 0
value = 1807
;Hyena Landing
[Statedef 1806]
type = A
movetype = I
physics = S
velset = 5,0
ctrl = 0
anim = 1808
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 1808 && animtime = 0
value = 1805
[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 5
[State 0, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist < -30
trigger2 = time >= 60
;Hyena was hit
[Statedef 1807]
type = A
movetype = H
physics = A
velset = -6,-6
ctrl = 0
anim = 1809
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3
volume = 150
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 1
value = 1
;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = S0,0
;volume = 0
;Hyena lying dead
;-----------------
[Statedef 1808]
type = A
movetype= I
physics = N
ctrl = 0
anim = 1810
velset = 0,0
[State 0, VarSet]
type = VarSet
trigger1 = time = 0 && var(2) = 0
v = 2
value = 2
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 1
value = 255
[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 1
value = -8
[State 0, DestroySelf]
type = DestroySelf
trigger1 = var(1) <= 0
[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = var(1),255