Posted by yamme
in Kairi UPDATED (Started by Mr.Karate JKA January 16, 2015, 02:07:11 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Spoiler, click to toggle visibilty
Why is there a copy of her small port at the end of the sff with Group and sprite numbers 0,0?
Her small port is there at the beginning as it should be. Accident?
First, welcome to MFG!
Second, that's a nice release man! Glad to see another good Lilith in MUGEN.
I hope that you continue working well on her. Congrats!
-Lilith turns after Mystic Arrow.
These blocks can be rewritten..Code:[State 180, 12]
type = ChangeState
trigger1 = Time = 0
value = 181+(random%6)
I saw this in some of the air attack hitdefs.Code:0,-6-Var(2)*3What is var(2) for?
You have "Ctrl" as a triggerall. That means that no matter what, the moves can only be performed when your character has control, that is, in an idle state like standing, walking or jumping. When you're in the middle of an attack, you don't have control (you typically can't jump or walk out of the middle of a punch for example). Thus, even when you give the "StateNo = ## && MoveHit" triggers, they won't work because it's in the middle of an attack state.
;AI Stand Weak Punch
[State -1, AI Stand Weak Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = p2bodydist x < 45
trigger2 = stateno = 230 && movehit
;AI Stand Medium Punch
[State -1, AI Stand Medium Punch]
type = ChangeState
value = 205
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 200 && movehit
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 55 && p2bodydist x >= 25
;AI Stand Medium Punch (close)
[State -1, AI Stand Medium Punch (close)]
type = ChangeState
value = 215
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 200 && movehit
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 25
;AI Stand Strong Punch
[State -1, AI Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 205 && movehit
trigger2 = stateno = 215 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 65 && p2bodydist x >= 25
;AI Stand Strong Punch (close)
[State -1, AI Stand Strong Punch (close)]
type = ChangeState
value = 220
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 205 && movehit
trigger2 = stateno = 215 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 25
If none of this works, please post your animation's code so we can see.
; Intro
[Begin Action 190]
190,-1, 0,0, 30,
190,0, 0,0, 3,
190,1, 0,0, 3,
190,2, 0,0, 3,
190,3, 0,0, 3,
190,4, 0,0, 3,
190,5, 0,0, 8,
190,6, 0,0, 3,
190,7, 0,0, 3,
190,8, 0,0, 3,
190,9, 0,0, 3,
190,10, 0,0, 3,
190,11, 0,0, 8,
190,12, 0,0, 3,
190,13, 0,0, 3,
190,14, 0,0, 3,
190,15, 0,0, 3,
190,16, 0,0, 3,
190,17, 0,0, 3,
190,18, 0,0, 18,
190,18, 0,0, 27,
10,0, 0,0, 3,
10,1, 0,0, 3,
10,0, 0,0, 4,
Hmm, did you put this changestate below or above the changestates for the normals?
If you put it below, you should move this above simpler moves.
[State -1, Soul Flash]
type = ChangeState
value = 1000
triggerall = (command = "QCF_x") || (command = "QCF_y") || (command = "QCF_z")
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
and make sure you didn't mistakenly give it a time of 1 tic, because your changestate triggers with animtime = 0.
Make sure your character doesnt have a common.cns, or sometype of second *.cns file.
I've made the simple mistake of putting duplicate states into my character, editing one, and not realizing the other cns was overriding it.
Remember to check state 5900 so nothing's overriding it there either.
;Intro
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 190, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0