Since you want chaining to be like Lilith: You would need to understand what value of those variables corresponds to which attack. It's as so:
var(2)/var(4) value meanings:
Value of 1 = Light punch
Value of 2 = Medium Punch
Value of 3 = Hard Punch
Value of 4 = Crouching Light Punch
Value of 5 = Crouching Medium Punch
Value of 6 = Crouching Hard Punch
var(3)/var(5) value meanings:
Value of 1 = Light Kick
Value of 2 = Medium Kick
Value of 3 = Hard Kick
Value of 4 = Crouching Light Kick
Value of 5 = Crouching Medium Kick
Value of 6 = Crouching Hard KickThe corresponding negatives values are for close attacks. -1, -2, etc.
Now that you know that, you'd have to go to the changestate for the normals in the .cmd file, here's an example:
[State -1,SSK] (Standing Strong Kick, since that combos from about anything according to DarkStalkers)
type=ChangeState
value=250
triggerall=!ailevel
triggerall=command="c"&&command!="holddown"
triggerall=statetype!=A
trigger1=ctrl||stateno=100||stateno=101
*****(The triggers after this are what you'll be looking at)*****
trigger2 = var(2) = 1 || var(2) = 2 || var(2) = 3 || var(2) = 4 || var(2) = 5 || var(2) = 6
trigger3 = var(3) = 1 || var(3) = 2 || var(3) = 3 || var(3) = 4 || var(3) = 5
With the chaining already set up in my characters, this will make Satsuki be able to combo into her Strong punch from any normal except other strong kicks. You can use this as a base for other attacks since other attacks will just be shorter versions of the strong kicks. Example, a medium kick won't be combing from itself into itself or from a high punch or kick into itself, so you can delete those corresponding variable triggers out (as explained above).Now, you will want the characters to be balanced, so you will have to limit their ability to chain into specials or supers once they have started their chain combing. So, you will need to go to the statedef - 3 of my characters. Search: "Canceling:_Unique" in the cns that corresponds to the characters' names.
Then you will come to this:
[state -3,Canceling:_Unique]
type=null
trigger1=blah
trigger1=blah
trigger1=blah
ignorehitpause=1
Whatever is there, let it stay there because I placed it there for a reason. If there are already 5 triggers (trigger5) on this state controller, begin the next step with the trigger that follows it sequentially:
What you will be doing is limiting the chaining as I said before: here are the triggers you will need to add to that state controller:
trigger?=movecontact
trigger?=stateno=[200,699]
trigger?=prevstateno=[200,699]
trigger?=var(4):=0||var(5):=0
That will make var(4) and var(5) equal 0 when you chain, thus disabling the ability to chain based on those variables. You're almost done. Now, you will need to go to every changestate for a special in the .cmd file (there are not many) and change whatever var(2) and var(3) you see there to var(4) and var(5) (Just add 2 to whatever one you see there and you'll get the one you want). Example:
This:
[state -1,Pounder_Wave]
type=ChangeState
value=1300+(2700*(var(25)&&(command="c"||command="NE_c")))
triggerall=!ailevel
triggerall=command="Pounder_Wave"
triggerall=statetype!=A
trigger1=ctrl||stateno=100||stateno=101||stateno=40||stateno=52
trigger2=var(2)=1||var(2)=-1||var(2)=2||var(2)=3||var(2)=4||var(2)=5||var(2)=6
trigger3=var(3)=1||var(3)=2||var(3)=3||var(3)=4||var(3)=5
trigger4=var(7)
will change to:
[state -1,Pounder_Wave]
type=ChangeState
value=1300+(2700*(var(25)&&(command="c"||command="NE_c")))
triggerall=!ailevel
triggerall=command="Pounder_Wave"
triggerall=statetype!=A
trigger1=ctrl||stateno=100||stateno=101||stateno=40||stateno=52
trigger2=var(4)=1||var(4)=-1||var(4)=2||var(4)=3||var(4)=4||var(4)=5||var(4)=6
trigger3=var(5)=1||var(5)=2||var(5)=3||var(5)=4||var(5)=5
trigger4=var(7)
After that, you have successfully added chaining to my character. I hope that helps, and you better use this because I didn't type this for my health!
You may also want to make the chaining tighter, so, you can search: "Canceling:_Normal(Punch)--->Special" and "Canceling:_Normal(Kick)--->Special" and change the values of every movecontact you see there to "movecontact=[1,4]." That will make chaining 50% tighter.
I'd also like to remind you that in Darkstalkers, you can't chain a medium punch from a medium kick but you can chain a medium kick from a medium punch, same for light and hard punches, so keep that in mind when you add chaining.