I know how to do it, thanks.
1000 is the default bit if you chose to keep it at 1800, it's ok. Weird but ok.
Feedback:
- misalignment in the crouch turning animation;
- there is the sprite 5000,0 that is still a transparent pixel then there is another 5000,0 (that should be the correct sprite); why?
- stand recover light medium and hard animations do not have CLSNs;
- crouch recover light medium and hard animations do not have CLSNs;
- anim 5050 uses the wrong sprites (if she is going up, why does she use sprites for falling down?);
- anim 5120 does not have CLSNs in the first frames (and she has a nothitby, so she wouldn't get hit anyway);
- anim 9999 is a full screen (the one you would perform with Super Metroid); make the CLSN smaller, to match the energy blast; the input is also too simple (just "a"?)
- state 9200 (pressing "x" when with Super Metroid) can't be performed if you put it after the state 200 (pressing "x" normally); specials and supers first, basics second in the .cmd.
You did this error (similair to the other one I reported for the other release):
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = numhelper(9220) = 0
trigger1 = ctrl
[State -1, Stand Light Punch]
type = ChangeState
value = 9200
triggerall = command = "x"
trigger1 = statetype = S
triggerall = partner, name = "Super Metroid"
triggerall = partner, stateno = 810
trigger1 = ctrl
I tested it by commenting (with ";") the triggeralls; pressing "x" did nothing but shoot the normal beam (the one with value = 200)
So you can fix it by doing this:
[State -1, Stand Light Punch]
type = ChangeState
value = 9200
triggerall = command = "x"
trigger1 = statetype = S
triggerall = partner, name = "Super Metroid"
triggerall = partner, stateno = 810
trigger1 = ctrl
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
triggerall = numhelper(9220) = 0
trigger1 = ctrl
you move the one you could perform with Super Metroid above the one you would do normally.
- Speaking of which, that attack ("x" when teamed with S.M.) deals the same damage both when guarding and when standing.
Edit this:
damage = 160,160
in the second projectile; one value is for the damage you would take if standing; the other when guarding; I would edit the second value to something smaller, eg 80 or 70.
If you have some problems, ask.