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Problem with two of Mai's attacks (Read 433 times)

Started by gamespy, March 26, 2011, 02:56:02 pm
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Problem with two of Mai's attacks
#1  March 26, 2011, 02:56:02 pm
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This is Mai by J. Kisaragi and the moves are her ground version of the Musasabi no Mai and the Kagerou no Mai special move.

Musasabi no Mai
When it is performed anywhere on the screen, Mai jumps to the top of the screen and then either attacks or jumps off of it depending on the attack.

However, when it is performed in a corner, the screen scrolls a bit and Mai does not jump off of it.

All the other Mai characters would still jump to the top of the screen before using the move. I want to change the priority so that Mai merely jumps to the top of the screen instead of the screen scrolling and Mai not jumping off.

This is the CNS for her Musasabi no Mai.

[Statedef 1450]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 7
ctrl = 0
anim = 1450
poweradd = 50
sprpriority = 2

[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1450]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 1, 5
channel = 1
[State 1450]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 6, 0

[State 1450]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
value = A
physics = N
ignorehitpause = 1

[State 1450]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = AnimElem = 2
x = FrontEdgeDist * .05
y = -8
[State 1450]
type = VelSet
triggerall = command != "holdfwd"
trigger1 = AnimElem = 2
x = -(BackEdgeDist * .05)
y = -6.5 + (BackEdgeDist * -.005)
[State 1450]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .3

[State 1450]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1450]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0 && BackEdgeDist <= 0
trigger2 = AnimElemTime(3) >= 0 && FrontEdgeDist <= 0
value = 1470

;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘E‹•
[Statedef 1460]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 7
ctrl = 0
anim = 1450
poweradd = 50
sprpriority = 2

[State 1460]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1460]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 1, 5
channel = 1
[State 1460]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 6, 0

[State 1460]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
value = A
physics = N
ignorehitpause = 1

[State 1460]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = AnimElem = 2
x = FrontEdgeDist * .05
y = -8
[State 1460]
type = VelSet
triggerall = command != "holdfwd"
trigger1 = AnimElem = 2
x = -(BackEdgeDist * .05)
y = -6.5 + (BackEdgeDist * -.005)
[State 1460]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .3

[State 1460]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1460]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0 && BackEdgeDist <= 0
trigger2 = AnimElemTime(3) >= 0 && FrontEdgeDist <= 0
value = 1480


;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘E‹•‚Q
[Statedef 1470]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 1
ctrl = 0
anim = 1470
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1470]
type = ScreenBound
trigger1 = AnimElemTime(3) <= 0
value = 0
movecamera = 0,0

[State 1470]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 1470]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 4
y = -6
[State 1470]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .5

[State 1470]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdfwd"
trigger1 = Vel X < 6
X = 0.2

[State 1470]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdback"
trigger1 = Vel X > .5
X = -0.2

[State 1470]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1470]
type = ChangeState
trigger1 = AnimElemTime(2) = 0 && command = "hold_x"
value = 1490

;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘E‹•‚Q
[Statedef 1480]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 1
ctrl = 0
anim = 1470
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1480]
type = ScreenBound
trigger1 = AnimElemTime(3) <= 0
value = 0
movecamera = 0,0

[State 1480]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 1480]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 7
y = -6
[State 1480]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .5

[State 1480]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdfwd"
trigger1 = Vel X < 8.5
X = 0.2

[State 1480]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdback"
trigger1 = Vel X > .5
X = -0.2

[State 1480]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1480]
type = ChangeState
trigger1 = AnimElemTime(2) = 0 && command = "hold_y"
value = 1490

;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘EŽÀ
[Statedef 1490]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 1
ctrl = 0
anim = 1490
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1490]
type = ScreenBound
trigger1 = AnimElemTime(2) <= 0
value = 0
movecamera = 0,0

[State 1490]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 8, 4

[State 1490]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = ifelse((prevstateno = 1470),8,12)
y = 8

[State 1490]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Hard
damage    = 78, 24
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = S4520
guard.sparkno = S4620
sparkxy = -15,-40
hitsound = s5, 2
guardsound = s5, 8
ground.type = low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
air.velocity = -5,-8
air.juggle = 2
air.animtype = Back
yaccel = .6
fall = 1
fall.recover = 0

[State 1490]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1440

;---------------------------------------------------------------------------
; ’…’n
[Statedef 1499]
type    = S
physics = S
ctrl = 0
velset = 0, 0
anim = 1499
facep2 = 1

[State 1499]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1499]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


Kagerou no Mai
When using this attack, I found that you can juggle opponents. However, I want to make it like her super version where Mai does not recover immediately and you cannot juggle.

This is the CNS.

[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 50
sprpriority = 2

[State 1600]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 12, 2
channel = 1
[State 1600]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 8, 5

[State 1300]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 1650
ID = 1600
pos = 0, 0
postype = P1
sprpriority = 3
ignorehitpause = 0
bindtime = -1
ownpal = 1

[State 1600]
type = HitDef
trigger1 = AnimElemTime( 8) = 0 || AnimElemTime(9) = 0
trigger2 = AnimElemTime(10) = 0 || AnimElemTime(11) = 0
attr = S,SP
hitflag = MAFP
guardflag = MA
animtype = up
damage = 16,7
pausetime = 3,3
sparkno = s4520
guard.sparkno = s4620
sparkxy = -30,-60+(enemy,pos Y)
hitsound = s5,6
guardsound = s5,8
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 230,200,128
palfx.sinadd = 32,118,220,16
palfx.add = 190,160,84

[State 1600]
type = HitDef
trigger1 = AnimElemTime(12) = 0 || AnimElemTime(13) = 0 || AnimElemTime(14) = 0
attr = S,SP
hitflag = MAFP
guardflag = MA
animtype = up
damage = 6,2
pausetime = 3,3
sparkno = s4520
guard.sparkno = s4620
sparkxy = -30,-60+(enemy,pos Y)
hitsound = s5,6
guardsound = s5,8
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 230,200,128
palfx.sinadd = 32,118,220,16
palfx.add = 190,160,84

[State 1600]
Type = Helper
Trigger1 = moveHit = 1
Stateno = 4599
ID = 4599
Name = "Fire"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



What do I need to change in order to use those moves properly?
Last Edit: March 26, 2011, 03:37:42 pm by gamespy
Re: Problem with two of Mai's attacks
#2  March 27, 2011, 06:41:15 am
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the way i would do it if the char are not the same just change everything to the one that works