Important thing I want to share[A Feedback]:
Use a better coding for Super Jump and launcher. I recommend to you use the Beximus version. [The code is based on the old releases from him, and it's Open Sourced.]
[FOR CNS]
[Replace all of your Statedef 40 with this. If your char doens't have that statedef, just put]
;SUPERJUMP BEXIMUS STYLE
[statedef 40]
type = s
physics = s
ctrl = 0
[state 40, 1]
type = velset
trigger1 = time = 0
y = 0
[state 40, 2]
type = changeanim
trigger1 = time = 0
value = 40
[state 40, 1]
type = velset
;trigger1 = time = 0
;trigger1 = command = "holdfwd"
trigger1 = prevstateno = 101
;trigger1 = sysvar(1) = 1
x = 7
[state 40, 1]
type = velset
trigger1 = time = 0
trigger1 = command = "holdback"
trigger1 = prevstateno = 105
x = -6
[state 40, 4]
type = varset
trigger1 = time = 0
sysvar(1) = 0
[state 40, 5]
type = varset
trigger1 = command = "holdfwd"
sysvar(1) = 1
[state 40, 6]
type = varset
trigger1 = command = "holdback"
sysvar(1) = -1
[state 40, 7]
type = velset
trigger1 = animtime = 0
trigger1 = var(40) = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[state 40, 8]
type = velset
trigger1 = animtime = 0
trigger1 = var(40) = 1
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 3, -1.5))
y = -14 ;< - This determine how higher will go your super jump. Never forget to adjust that value, for evading some Moon Jumpings. I recommend to start with value between -12/-14. And please be atent: If your char surprasses the stage height limit, lower that value.
[state 40, 9]
type = velset
trigger1 = animtime = 0
trigger1 = prevstateno = 100
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[state 40, 11]
type = varset
trigger1 = time = 0
var(40) = 0
[state 40, 12]
type = varset
trigger1 = command = "du"
trigger2 = command = "abc"
trigger3 = prevstateno = 440 ;< - Launcher state[/b]
var(40) = 1
[state 50, playsnd]
type = playsnd
trigger1 = animtime = 0
trigger1 = var(40) = 1
value = s1,7;s55,1
channel = 0
[state 40, 13]
type = varset
trigger1 = time = 0
var(12) = 0
[state 40, 14]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------
; jump Up
[statedef 50]
type = a
physics = a
[state 50, 1]
type = varset
trigger1 = time = 0
sysvar(1) = 0
[state 50, 2]
type = changeanim
trigger1 = time = 0
trigger1 = var(40) = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[state 50, 3]
type = changeanim
trigger1 = time = 0
trigger1 = var(40) = 1
value = ifelse((vel x)=0, 50, ifelse((vel x)>0, 51, 52))
[state 50, 4]
type = varset
triggerall = time = 0
trigger1 = vel x = 0
var(1) = 0
[state 50, 5]
type = varset
triggerall = time = 0
trigger1 = vel x > 0
trigger2 = vel x < 0
var(1) = 1
[state 50, 6]
type = turn
trigger1 = p2dist x < 0
trigger1 = var(40) = 1
[state 50, 7]
type = veladd
trigger1 = var(40) = 1
trigger1 = command = "holdback"
trigger1 = vel x > -1.5
x = -.05
[state 50, 8]
type = veladd
trigger1 = var(40) = 1
trigger1 = command = "holdfwd"
trigger1 = vel x < 3
x = .15
[state 50, 9]
type = veladd
trigger1 = var(40) = 1
y = -0.14
[state 50,5]
type = explod
trigger1 = time = 2
trigger1 = var(40) = 1
anim = 6010
id = 6010
postype = p1
pos = 0,40
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 0
[state 50, 12]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 52
;---------------------------------------------------------
; jump land
[statedef 52]
type = s
physics = s
facep2 = 1
velset = 0,0
ctrl = 0
[state 52, 1]
type = changeanim
trigger1 = time = 0
value = 47
;[state 52, playsnd]
;type = playsnd
;trigger1 = animelem = 1
;value = s0,16
[state 52, Dust]
type = explod
trigger1 = time = 2
anim = 6007
id = 6007
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = -2
persistent = 0
removeongethit = 0
[state 52, 3]
type = posset
trigger1 = time = 0
y = 0
[state 52, 4]
type = ctrlset
trigger1 = time = 1
value = 1
[state 52, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[CMD]
;-| super jump |-----------------------------------------------------------
[command]
name = "du"
command = ~D, $U
time = 8
[command]
name = "abc"
command = a+b+c
time = 8
; This will be a part of command. Replace any super jump command with this.
;Super Jump
[state -1]
type = changestate
value = 40
triggerall = command = "abc"
trigger1 = statetype != a
trigger1 = ctrl
trigger2 = stateno = 440 ; < - The launcher number.
trigger2 = time < 1
; This will be on Statedef -1
Returning on CNS of your converted character:
I said about launcher state yea?
Put this on the end of launcher state:
[state 240, 4]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup" && time <= 20
value = 40
Your Super Jump will be more easy to execute and will gain a very solid style. The FX and SND on SJump is a thing you can put later XD