Hi guys, originally I had ideas for a MegaMan full game based on Serio's Castlevania game, and right now I'm working on MegaMan Zero (not the Maverick Hunter), Model X, and Omega Zero (alternate palette), since I got nothing to do until my dad recovers my old MUGENs.
Right now I'm kinda stuck on 2 things, which is the auto combo and the double jump.
First, here's the code for the auto combo (Zero's 3 slashes):
;---------------------------------------------------------------------------
; Single Slash
[Statedef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
anim = 200
poweradd = 0
sprpriority = 2
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 11 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 15
[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 200, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "x"
value = 210
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Double Slash
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
velset = 0,0
anim = 210
sprpriority = -1
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype = Medium
damage = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1
[State 210, 3]
type = ChangeState
trigger1 = animelemtime(5) >= 0 && command = "x"
value = 220
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
;Triple Slash
[Statedef 220]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 0
velset = 0,0
anim = 220
sprpriority = -1
[State 220, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Medium
damage = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1
[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
All that Zero is doing is his first slash. If I change his frame value or whatever the hell that is (5), he'll do the last slash animation. Am I doing something wrong? (I watched Ryon's tutorial then I followed Cyanide's thing about animelemtime)
Second, there was a double jump animation here in the guild, but it didn't go necessarily deep and I didn't get enough info. Do you guys know how to change the jumping animation when the character does a 2nd jump?