YesNoOk
avatar

Character don't hitting in these combos (Read 709 times)

Started by ziaker, June 03, 2019, 02:33:54 am
Share this topic:
Character don't hitting in these combos
#1  June 03, 2019, 02:33:54 am
  • *
    • Brazil


Character don't hitting in the first combo and in 1:27


He stop hitting after 11 hits ( in the first combo)
and stop hitting after the second hit  ( in 1:27 )

Here the 1: 27 Final Attack

Code:
;-------------------------------------------------------------------------------
[Statedef 2748]
type    = S
movetype= A
physics = N
juggle  = 7
ctrl = 0
anim = 2748
sprpriority = 2

[State 0, PosAdd]
type = PosAdd
triggerall = p2bodydist x < 100
trigger1 =  Time = 7
x = p2bodydist x-20
y = -60

[State 0, PosAdd]
type = PosAdd
triggerall = p2bodydist x >= 100
trigger1 =  Time = 7
x = 100
y = -60


;[State 0, VelSet]
;type = Veladd
;trigger1 = time > 9
;y = 2
;x = 4

[State 0, VelSet]
type = Velset
trigger1 = time > 9
y = 10
x = 12


;[State 0, VelSet]
;type = VelSet
;trigger1 = time > 2
;;x = 0
;y = -2
;ignorehitpause =
;persistent =



[State 0, VelMul]
type = VelMul
trigger1 = time > 9
x = 0.9
y = 0.5

[State 60, Explod diagonal]
type = Explod
trigger1 = time%7 = 0
anim = 7122
ID =  7122
pos = 30,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1


[State 60, Arena Grande atras]
type = Explod
trigger1 = animelem = 2
anim = 7100
ID =  7100
pos = 0,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.3, 0.3
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 210, 1]
type = HitDef
triggerall = !movecontact
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 60,5
guardflag = MA
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = S6999
sparkxy = -8,-25
hitsound   = S3,13
guardsound = S0,8
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -13,-5.5
air.velocity  = -13,-5.5
slidetime = 8, 15
fall = 1
envshake.time = 5
envshake.freq  = 100
envshake.ampl  = -4
envshake.phase = 1

[State 210, 1]
type = HitDef
triggerall = prevstateno = 2746
triggerall = !movecontact
trigger1 = animelem = 2
attr = S, NA
animtype  = Light
damage    = 60,5
guardflag = MA
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = S6999
sparkxy = -8,-25
hitsound   = S3,13
guardsound = S0,8
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-10.5
air.velocity  = -5,-10.5
slidetime = 8, 15
fall = 1
envshake.time = 5
envshake.freq  = 100
envshake.ampl  = -4
envshake.phase = 1



[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7020) = 0
trigger1 = Movehit = 1
anim = 7020
ID = 7020
postype = P2
pos = 0,-40
facing = 1
sprpriority = 3
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.35,0.35
removeongethit = 1
ontop = 0
supermovetime = 999
ignorehitpause  = 1


[State 200, 2]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 2
volume = 10


[State 3001, ScreenBound]
type = ScreenBound
triggerall = time > 30
trigger1 = p2movetype = H || (BackEdgeBodydist < -1 && BackEdgeBodydist > -30)
movecamera = 0,0
value = 0

[State 3001, End]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1


and the final 11 hit combo code:

Code:
;-------------------------------------------------------------------------------
[Statedef 235]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd = 25
ctrl = 0
anim = 235
sprpriority = 2

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7051) = 0
trigger1 = Movehit = 1
anim = 7051
ID = 7051
postype = P1
pos = 30,-30
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.3,0.3
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause  = 1

[State 200, FX Flame Up]
type = Explod
triggerall = numexplod(7063) = 0
trigger1 = Time = 3
anim = 7063
ID = 7063
postype = P1
pos = 15,30
facing = 1
sprpriority = 3
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.2,0.2
removeongethit = 1
ontop = 0
supermovetime = 999
ignorehitpause  = 1


[State 0, Velmul]
type = Velmul
trigger1 = time = 0
X = 0.8

[State 0, Veladd]
type = Veladd
trigger1 = vel x = 0
trigger1 = time = 0
X = 0.9

[State 0, Velset]
type = Velset
triggerall = vel y > -0.5
trigger1 = time = 0
y = -1

[State 0, Velset]
type = Velset
trigger1 = animelem = 2
y = -2

[State 234, 1]
type = HitDef
triggerall = !movecontact
trigger1 = AnimElem = 4
;trigger2 = AnimElem = 5
attr = A, NA
damage = 10
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = -1;s6000
guard.sparkno = S6999
sparkxy = -15,-35
hitsound   = S0,7
guardsound = S0,8
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -2.5,10
air.velocity = -50,2
fall = 1
envshake.time = 12
envshake.freq  = 200
envshake.ampl  = -98
envshake.phase = 321
p2stateno = 1790

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7016) < 2
trigger1 = Movehit = 1
anim = 7016
ID = 7016
postype = P1
pos = 30,-4
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.5,0.5
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause  = 1


[State 234, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2
volume = 10


[State 234, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;-------------------------------------------------------------------------------
Re: Character don't hitting in these combos
#2  June 08, 2019, 11:04:27 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Character is using mugens rather weird juggle system. Go to the top of the cns file and increase the juggle points available. I think 20 is default? Increment it to 500 if you don't want it to interfere.

You could also go through stripping them out or use the assertspecial that ignores juggle points. But just making the value really big is a very simple fix.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.