The Mugen Fighters Guild
Help => M.U.G.E.N Development Help => Topic started by: DingusMB on January 28, 2018, 04:39:12 am
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Im trying to do a simple attack similar to Iori's Rekka (that three hit attack if you do qcb+p 3 times) but if I do the second input right after the first one hits, it skips to the third attack, if I wait a little bit it works as intended, how do I fix this? (I didnt put much effort in this yet because Im still deciding whether to use it or not)
;---------------------------------------------------------------------------
;KunaiCombo
[Statedef 1300]
type = S
movetype= A
physics = N
juggle = 0
poweradd= 50
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 2
[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = back ;light,medium,hard,back,up,diagup
air.animtype = back
damage = 30,0
pausetime = 9 ,9
hitsound = 6,4
guardsound = S2,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 18
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,0
air.velocity = -4,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 0
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
triggerall = MoveContact
trigger1 = Command = "KunaiCombo"
value = 1301
ctrl = 0
ignorehitpause = 1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;KunaiCombo2
[Statedef 1301]
type = S
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
anim = 1301
ctrl = 0
sprpriority = 2
[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = back ;light,medium,hard,back,up,diagup
air.animtype = back
damage = 30,0
pausetime = 9 ,9
hitsound = 6,4
guardsound = S2,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 18
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,-20
air.velocity = -4,-20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 1
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
triggerall = MoveContact
trigger1 = Command = "KunaiCombo"
value = 1302
ctrl = 0
ignorehitpause = 1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;KunaiCombo3
[Statedef 1302]
type = S
movetype= A
physics = N
juggle = 0
poweradd= 0
velset = 0,0
anim = 1302
ctrl = 0
sprpriority = 2
[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = back ;light,medium,hard,back,up,diagup
air.animtype = back
damage = 30,0
pausetime = 9 ,9
hitsound = 6,4
guardsound = S2,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 18
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,20
air.velocity = -4,20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 0
ignorehitpause = 1
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Just add a time check trigger to all of the states. It would seem like statedef 1301 would need it the most though.
Find out what frame/time the move could possibly hit, then use that time as the check. So say on frame 3 of the animation it has the red clsn box. It's at tic 14
triggerall = time >= 14
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Ah thanks it worked out, I used a triggerall = Time > 0