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Author Topic: Fall Hardd  (Read 281 times)

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Mr.Infinite

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Fall Hardd
« on: July 17, 2009, 02:58:33 PM »
I have a jumping attack that when it hits I want the character to hit the ground and hit the ground hard, how do I do this?


This is the move-

;Jumping H Kick
[Statedef 650]
type    = A
movetype = A
physics = N
juggle = 1
ctrl = 0
anim = 650
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 650, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 1

[State 650, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 650, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = A, NA
hitflag = MAF
guardflag = HA
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((77*fvar(10))<7,7,(77*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -33
hitsound = S2, 5
guardsound = S1, 0
ground.type = High
ground.slidetime = 12+(var(41)*4)
ground.hittime = 12+(var(41)*4)
air.hittime = 12+(var(41)*4)
guard.ctrltime = 20
ground.velocity = -5*(2-(var(16)>0))/2
guard.velocity = -9.33*(2-(var(16)>0))/2
air.velocity = -6.4, -4.8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -7*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5


[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -33

[State 4030, Gravity]
type = Gravity
trigger1 = 1

[State 4030, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52



Offline Fallen_Angel

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  • Last Login:July 04, 2012, 03:11:05 PM
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Re: Fall Hardd
« Reply #1 on: July 20, 2009, 01:19:58 PM »
you need to add these to the hitdef

fall.yvelocity = postivie values means more downfall speed


sig made by shullbocka

Offline Infinite Power

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  • Last Login:January 27, 2020, 09:36:52 AM
  • Energy Doesn't Die
    • Infinite Fighting Forum
Re: Fall Hardd
« Reply #2 on: July 20, 2009, 07:03:05 PM »
Thanks Falllen_Angel

Now Die, Mortal.

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