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problem with some attacks not hitting enemy (Read 3699 times)

Started by Memo, April 11, 2013, 02:27:08 am
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problem with some attacks not hitting enemy
#1  April 11, 2013, 02:27:08 am
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Hello Mugen Guild, Im currently working on coding my first character and ran into a problem with some attacks.
Hard punch, Low kick, and Hard kick dont hit the enemy they just pass right by.
Im pretty sure i coded the attacks correctly in the cns and the cmd, and the sprite has a red hit box also.
I coded everything similar and these are the only attacks at the moment giving me issues, i dont know why,
I tried looking it up in the docs and i looked at KFM's files and i cant figure out where i fu%ked up!
Im not asking someone to fix it for me, just trow me a hint or something so i can figure this out please.
statedef's 210, 215, 230, 240, are the ones not connecting


; Constants and state file. CvTW --------- By Memo_FNG                                April/??/2013
;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            
movetype= A            
physics = S            
juggle  = 3            
velset = 0,0         
ctrl = 0            
anim = 200            
poweradd = 20         
sprpriority = 2         

[State 200]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA         
damage = 14, 0         
animtype = Light         
guardflag = MA         
hitflag = MAF         
priority = 3, Hit                     
pausetime = 6, 6         
sparkno = 0            
sparkxy = -20, -60                   
hitsound = s5, 0         
guardsound = s6, 0         
ground.type = High      
ground.slidetime = 5      
ground.hittime  = 10      
ground.velocity = -4      
airguard.velocity = -1.9,-.8   
air.type = High         
air.velocity = -1.4,-3                     
air.hittime = 10

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch 2
; CNS difficulty: easy
[Statedef 205]
type    = S            
movetype= A            
physics = S            
juggle  = 3            
velset = 0,0         
ctrl = 0            
anim = 205            
poweradd = 20         
sprpriority = 2   

[State 205]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,2

[State 205, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA         
damage = 14, 0         
animtype = Light         
guardflag = MA         
hitflag = MAF         
priority = 3, Hit                     
pausetime = 6, 6         
sparkno = 0            
sparkxy = -25, -100                  
hitsound = s5, 0         
guardsound = s6, 0         
ground.type = High      
ground.slidetime = 5      
ground.hittime  = 10      
ground.velocity = -4      
airguard.velocity = -1.9,-.8   
air.type = High         
air.velocity = -1.4,-3                     
air.hittime = 10

[State 205, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 205, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Close Hard Punch
; CNS difficulty: easy
[Statedef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 210
poweradd = 40
sprpriority = 2

[State 210]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,2

[State 210]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,0
channel = 10

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 76
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -65
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18


[State 210, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 210, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Hard Punch
; CNS difficulty: easy
[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 30
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,2

[State 215]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,0
channel = 10

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 76
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -80
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 215, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 215, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 230]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3

[State 230, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -20, -25
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

[State 230, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 230, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 240

[State 240]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,1
channel = 10

[State 240, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 240]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,5

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 79
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -25, -90
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 240, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 240, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
[StateDef 400]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 400]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,0

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 14
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -50
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Hard Punch
; CNS difficulty: easy
[Statedef 410]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 410
poweradd = 40
sprpriority = 2

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,2

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,0
channel = 10

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 70
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -20, -60
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 410, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

[State 430]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 18
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -10
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Hard Kick
; CNS difficulty: easy
[Statedef 440]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 440
poweradd = 40
sprpriority = 2

[State 440]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,1
channel = 10

[State 440]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,5

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 82
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -10
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,0

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 32
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
fall.recovertime = 15
pausetime = 7, 7
sparkno = 0
sparkxy = -15, -80
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

;---------------------------------------------------------------------------
; Jump Hard Punch
; CNS difficulty: easy
[Statedef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 40
sprpriority = 2

[State 610]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,2

[State 610]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,2

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 85
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -20, -60
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,9
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 630]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10,0

[State 630]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,3

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 35
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
fall.recovertime = 15
sparkno = 0
sparkxy = -20, -40
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15

;---------------------------------------------------------------------------
; Jump Hard Kick
; CNS difficulty: easy
[Statedef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

[State 640]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,1

[State 640]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,5

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 84
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -25, -90
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,0
air.hittime = 45

CMD;-------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------

;---------------------------------------------------------------------------
[Statedef -1]

; Stand Light Punch
[State -1, AI Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<80
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=A
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 200 && time >= 6



;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, AI Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<80
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=A
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])



;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, AI Standing Strong Kick]
type = ChangeState
value = 240
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<100
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 205 && movecontact

;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, AI Crouching Light Punch]
type = ChangeState
value = 400
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<80
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=A
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 400 && time >= 6

;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, AI Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<100
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=A
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 240 && movecontact
trigger8 = stateno = 210 && movecontact
trigger9 = stateno = 211 && movecontact
trigger10 = stateno = 205 && movecontact

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, AI Crouching Light Kick]
type = ChangeState
value = 430
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<80
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=A
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 430 && time >= 8

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, AI Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<80
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=A
Triggerall=P2StateType!=L
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 230 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 430 && movecontact
trigger6 = stateno = 235 && movecontact
trigger7 = stateno = 205 && movecontact

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, AI Jump Light Punch]
type = ChangeState
value = 600
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<150
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=L
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, AI Jump Strong Punch]
type = ChangeState
value = 610
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<150
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=L
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact
trigger4 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, AI Jump Light Kick]
type = ChangeState
value = 630
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<150
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=L
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, AI Jump Strong Kick]
type = ChangeState
value = 640
triggerall = var(59) > 0
Triggerall=abs(P2Bodydist X)<150
Triggerall=random<var(50)*1.5
Triggerall=AILevel>=1
Triggerall=P2StateType!=L
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 630 && movecontact

;---------------------------------------------------------------------------

[state -1, AI Jump]
Type=changestate
triggerall = var(59) > 0
Triggerall=random<var(50)*0.5
Triggerall=AILevel>=1
trigger1 = ctrl && statetype != A
value=40


;----------------------------------------------------------------------------
;Player Commands
;----------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------


;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 200 && time >= 6
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
;---------------------------------------------------------------------------
;Stand Light Punch 2
[State -1, Stand Light Punch 2]
type = ChangeState
value = 205
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl || (stateno=[100,101])
trigger2 = stateno = 200 && Movecontact
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
;---------------------------------------------------------------------------
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl|| (stateno=[100,101])
trigger2 = stateno = 205
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
;---------------------------------------------------------------------------
[State -1, Stand Strong Punch]
type = ChangeState
value = 215
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = p2bodydist X <= 25
trigger1 = statetype = S
trigger1 = ctrl|| (stateno=[100,101])
trigger2 = stateno = 200
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl|| (stateno=[100,101])
trigger2 = stateno = 200
trigger3 = stateno = 400
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl|| (stateno=[100,101])
trigger2 = stateno = 200
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
;---------------------------------------------------------------------------
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 230
trigger4 = stateno = 430
;------------------------------------------------------------------------------
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 400
;-------------------------------------------------------------------------------
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200
trigger3 = stateno = 230
trigger4 = stateno = 400
trigger5 = stateno = 430
;------------------------------------------------------------------------------
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;------------------------------------------------------------------------------
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger3 = stateno = 630
;------------------------------------------------------------------------------
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 600

;------------------------------------------------------------------------------
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger3 = stateno = 630
Re: problem with some attacks not hitting enemy
#2  April 11, 2013, 03:46:18 am
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Never mind I figured it out.
 it was this.

--[State 210, Idle]
--type= statetypeset
--trigger1= animelemtime(3)>=0
--movetype= I

i change the trigger1 to trigger1 = AnimElem = 6 and it fixed it.