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prnzokoshiro

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Messages by prnzokoshiro

    

Re: Normal attack not working for no reason

 March 12, 2010, 07:54:11 am View in topic context
avatar  Posted by prnzokoshiro  in Normal attack not working for no reason (Started by prnzokoshiro March 11, 2010, 10:53:32 pm
 Board: M.U.G.E.N Development Help

removed the comments - no change. 

OK I'll remove all triggers but the command, but what do you want to move directly below state -1 ?  The command trigger?  Or the triggers I took out?  And if either of those, what do I do with the changestate and value, do I put those after a comma in the bracket?  Derppppp confused...

anyway I'll try the 1st thing at least, even though I'm pretty sure I've already tried it...
    

Re: Normal attack not working for no reason

 March 12, 2010, 02:36:23 am View in topic context
avatar  Posted by prnzokoshiro  in Normal attack not working for no reason (Started by prnzokoshiro March 11, 2010, 10:53:32 pm
 Board: M.U.G.E.N Development Help

Debug doesn't appear to report any errors.

Here's how I have it now in CMD (got advice to rearrange in the order descending:  air, crouch, standing attacks though I'm not sure what that would do other than mugen reporting an error in top-bottom order):

Code:
;--------------------------------
;neutral jump medkick
;--------------------------------
[State -1]
type = ChangeState
value = 645
triggerall = Command = "b"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;-------------------------------
;jump mid
[State -1]
type = ChangeState
value = 625
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1

;-------------------------------
;jump headstomp
;-------------------------------
[State -1]
type = ChangeState
value = 626
trigger1 = command = "down_b"
trigger1 = statetype = A
trigger1 = ctrl = 1

;--------------------------------
;neutral jump lightkick
;--------------------------------
[State -1]
type = ChangeState
value = 640
triggerall = Command = "a"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;--------------------------------
;neutral jump hardkick
;--------------------------------
[State -1]
type = ChangeState
value = 650
triggerall = Command = "c"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;--------------------------------------------------------------------------
;Jump_x
[State -1]
type = ChangeState
value = 600
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;------------------------------------
;jump mid punch
[State -1]
type = Changestate
value = 605
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Jump_y
[State -1]
type = ChangeState
value = 610
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_a
[State -1]
type = ChangeState
value = 620
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_b
[State -1]
type = ChangeState
value = 630
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------


;---------------------------------------------------------------------------
;Crouch_c
[State -1]
type = ChangeState
value = 425
triggerall = command = "down_b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1

;Crouch_x
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;crouch mid punch
[State -1]
type = ChangeState
value = 405
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_y
[State -1]
type = ChangeState
value = 410
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch_a
[State -1]
type = ChangeState
value = 420
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1

;--------------------------------------------------------------------------
;Crouch_b
[State -1]
type = ChangeState
value = 430
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1
;Flip over knee
[State -1]
type = ChangeState
value = 660
triggerall = command = "Downfwd_c"
trigger1 = statetype != A ;&& (ctrl || stateno = 40)
trigger1 = ctrl

;Stand_C
[State -1]
type = ChangeState
value = 225
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1


;--------------------------------
;close y
;--------------------------------
[State -1]
type = ChangeState
value = 250
triggerall = Command = "z"
triggerall = Command != "holddown"
triggerall = P2BodyDist X < 30
trigger1 = (Statetype = S) && ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1

;Stand_x
[State -1]
type = ChangeState
value = 200
triggerall = command = "x";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1
;-------------------------------------
;Stand Mid Punch
type = Changestate
value = 205
triggerall = command = "y";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_y
[State -1]
type = ChangeState
value = 210
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_a
[State -1]
type = ChangeState
value = 220
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Stand_b
[State -1]
type = ChangeState
value = 230
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;-----------------------------------------------------------------------------

...and here's how I have it in CNS:

Code:
;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 1                     
velset = 0,0                     
ctrl = 0                         
anim = 200                     
poweradd = 50                 

[State 200, 2]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 27                 
animtype = Light                                                                 
guardflag = MA                   
hitflag = M                   
priority = 3, Hit                                                 
pausetime = 7,8                 
numhits = 1                     
sparkno = S6000                   
sparkxy = 0,-30
guard.sparkno = S8000                                               
hitsound = S1,0                 
guardsound = s120,0             
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -3,-5         

[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1, 10

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------
;Stand Mid Punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 75
ctrl = 0
velset = 0,0,0
anim = 200

[State 205, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 205, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 57,2
hitflag = MA
guardflag = MA
pausetime = 10,11
sparkno = S7000                   
sparkxy = 0,-30
guard.sparkno = S8000
hitsound   = S1,1
guardsound = s120,0 
ground.type = High
ground.slidetime = 8
ground.hittime  = 13
ground.velocity = -6
air.velocity = -3,-5

[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1, 10

[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; STAND_Y
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 210

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
damage    = 97,5
hitflag = MA
guardflag = MA
pausetime = 15,15
sparkno = S7000                   
sparkxy = 0,-30
guard.sparkno = S8000
hitsound   = S1,2
guardsound = s120,0 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
air.velocity = -3,-5

[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = s1, 10

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_A
[Statedef 220]
type    = S                     
movetype= A                     
physics = S                     
velset = 0,0                     
ctrl = 0                         
anim = 220                       
poweradd = 50
                   
[State 210, 3]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 27                   
animtype = Light                                                                                               
guardflag = MA                   
hitflag = M                   
priority = 3, Hit                                                 
pausetime = 9,8                 
sparkno = S6000                   
sparkxy = 0,-5
guard.sparkno = S8000
hitsound = S1,3                 
guardsound = s120,0               
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -3,-5           
                       
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_mid
[Statedef 225]
type    = S                     
movetype= A                     
physics = S                     
velset = 0,0                     
ctrl = 0                         
anim = 225                       
poweradd = 70
                   
[State 210, 3]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage    = 27                   
animtype = Light                                                                                               
guardflag = MA                   
hitflag = M                   
priority = 3, Hit                                                 
pausetime = 9,8                 
sparkno = S6050                   
sparkxy = 0,-5
guard.sparkno = S8000
hitsound = S1,4                 
guardsound = s120,0               
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.velocity = -3,-5           
                       
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
;STAND_B
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
ctrl = 0
velset = 0,0,0
anim = 230

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s200, 0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
damage    = 87
hitflag = MA
guardflag = M
pausetime = 16,14
sparkno = S7000                   
sparkxy = 0,-30
guard.sparkno = S8000
hitsound = S1,5 
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 15
ground.velocity = -8
air.velocity = -3,-5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
; close Y
;--------------------------------
[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
velset = 0
poweradd = 100
ctrl = 0
juggle = 3

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = medium
damage    = 50
hitflag = MA
guardflag = MA
pausetime = 14,17
sparkno = S6050                   
sparkxy = 0,-15
guard.sparkno = S8000
hitsound   = S1,1
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
air.velocity = -3,-5

[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 9
value = s1, 10

[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------------------------------
;CROUCH_x
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 50
ctrl = 0
anim = 400

[State 400, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = M
guardflag = M
pausetime = 8,10
sparkno = S6000                   
sparkxy = 0,0
guard.sparkno = S8000
hitsound = S1,0 
guardsound = s120,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 7
ground.velocity = -4
air.velocity = -3,-5

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------
;CROUCH_y
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 100
ctrl = 0
anim = 410

[State 405, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 405, 3]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 50
animtype  = Heavy
getpower  = 40
givepower = 40
hitflag = MA
guardflag = MA
pausetime = 15,14
sparkno = S7000                   
sparkxy = 0,-5
guard.sparkno = S8000
hitsound   = S1,2
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -3,-5
guard.velocity = -5

[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1, 10

[State 405, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;CROUCH_y
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 100
ctrl = 0
anim = 410

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 410, 3]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 50
animtype  = Heavy
getpower  = 40
givepower = 40
hitflag = MA
guardflag = MA
pausetime = 15,14
sparkno = S7000                   
sparkxy = 0,-5
guard.sparkno = S8000
hitsound   = S1,2
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
air.velocity = -3,-5
guard.velocity = -5

[State 100, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = s1, 10

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_a
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 50
ctrl = 0
anim = 420

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 23
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 14,10
sparkno = S6000                   
sparkxy = 0,40
guard.sparkno = S8000
hitsound = S1,3 
guardsound = s120,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-5

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;middle kick
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd= 70
ctrl = 0
anim = 425

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 32
animtype  = medium
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 14,17
sparkno = S6050                   
sparkxy = 0,40
guard.sparkno = S8000
hitsound = S1,4 
guardsound = s120,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-5

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_b
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 100
ctrl = 0
anim = 430

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 78
animtype = Heavy
getpower = 50
givepower = 15
guardflag = L
hitflag = MA
sparkno = S7000                   
sparkxy = 0,0
guard.sparkno = S8000
pausetime = 10,12
hitsound = S1,5
guardsound = s120,0
ground.type = trip
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3,-3.5
air.velocity = -3,-5
air.fall = 1

[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = P2bodyDist X >= 20
attr = C, NA
damage    = 78
animtype = Heavy
getpower = 50
givepower = 15
guardflag = L
hitflag = MA
sparkno = S7000                   
sparkxy = 0,0
guard.sparkno = S8000
pausetime = 10,12
hitsound = S1,5
guardsound = s120,0
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -8
air.velocity = -3,-5
air.fall = 1

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = 600

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 27
getpower  = 10
givepower = 10
hitflag = HA
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6000                   
sparkxy = -10,-15
guard.sparkno = S8000
hitsound = S1,0 
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -3,-5

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;-----------------------------------

;jump mid punch
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 100
ctrl = 0
anim = 610

[State 605, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 605, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
hitflag = HA
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7000                   
sparkxy = -5,-5
guard.sparkno = S8000
hitsound   = S1,2
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -3,-5

[State 605, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 100
ctrl = 0
anim = 610

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
hitflag = HA
guardflag = HA
priority = 3
pausetime = 9,10
sparkno = S7000                   
sparkxy = -5,-5
guard.sparkno = S8000
hitsound   = S1,2
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -3,-5

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------

;JUMP_A
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = 620

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 24
getpower  = 10
givepower = 10
hitflag = HA
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6000                   
sparkxy = 0,-10
guard.sparkno = S8000
hitsound = S1,3 
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -3,-5

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------

;JUMP_mid
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 70
ctrl = 0
anim = 625

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 24
getpower  = 10
givepower = 10
hitflag = HA
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6050                   
sparkxy = 0,-10
guard.sparkno = S8000
hitsound = S1,4 
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -3,-5

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_headstomp
[Statedef 626]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 626

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage    = 30
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S6050                   
sparkxy = 0,50
guard.sparkno = S8000
hitsound = S1,4 
guardsound = s120,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-7
air.velocity = -1.3,-6
Fall = 1

[State 620, 4]
type = ChangeState
trigger1 = moveguarded
value = 627

[State 620, 4]
type = ChangeState
trigger1 = MoveContact
value = 628

;---------------------------------------------------------------------------
;bounce off of head
[Statedef 627]
type = A
movetype = I
physics = A
juggle  = 0
velset = -3,-7
anim = 41
ctrl = 1

[State 620, 4]
type = ChangeState
trigger1 = time = 0
value = 51

;---------------------------------------------------------------------------
;bounce off of head
[Statedef 628]
type = A
movetype = I
physics = A
juggle  = 0
velset = 3,-7
anim = 41
ctrl = 1

[State 620, 4]
type = ChangeState
trigger1 = time = 0
value = 51

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 100
ctrl = 0
anim = 630

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
hitflag = MA
guardflag = HA
priority = 3
pausetime = 9,15               
sparkno = S7000                   
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9                       
ground.velocity = -4
air.velocity = -3,-5

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------
;up kick
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
poweradd = 50
ctrl = 0
juggle = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 0

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 55
animtype = Medium
getpower = 50
givepower = 15
guardflag = HA
hitflag = MA
pausetime = 8,8
sparkno = S6000                   
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,3   
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -6.5
air.velocity = -3,-5

[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------
;up medkick
[Statedef 645]
type = A
movetype = A
physics = A
poweradd = 70
anim = 645
ctrl = 0
juggle = 2

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 1

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 55
animtype = Medium
getpower = 50
givepower = 15
guardflag = HA
hitflag = MA
pausetime = 8,8
sparkno = S6050                   
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,4   
guardsound = s120,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -6.5
air.velocity = -3,-5

[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------
;jump spin kick
;--------------------------------
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
poweradd = 100
ctrl = 0
juggle = 3

[State 420, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0, 2

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 90
animtype = Heavy
getpower = 50
givepower = 15
guardflag = HA
hitflag = MA
pausetime = 10,10
sparkno = S7000                   
sparkxy = 0,-20
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -10
air.velocity = -3,-5

[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;--------------------------------
;Flip knee
;--------------------------------
[Statedef 660]
type    = A
movetype= A
physics = A
poweradd = 100
ctrl = 0
anim = 660

[State 1010, 1]
type = velset
trigger1 = AnimElem = 1
x = 1.5
y = -11

[State 1035, 1]
type = ChangeState
trigger1 = animtime = 0
value = 661

;--------------------------------
;Flip knee(cont)
;--------------------------------
[Statedef 661]
type    = A
movetype= A
physics = N
velset = 1.5,0
ctrl = 0
anim = 661

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 70
animtype  = Heavy
getpower  = 50
givepower = 25
hitflag = MA
guardflag = HA
priority = 3
pausetime = 10,11               
sparkno = S7000                   
sparkxy = -5,10
guard.sparkno = S8000
hitsound = S1,5
guardsound = s120,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 15                       
ground.velocity = -4,-5
air.velocity = -3,-5

[State 1000, 1]
type = Veladd
trigger1 = 1
y = .65

[State 1035, 1]
type = ChangeState
trigger1 = Pos Y >= 0
value = 665

;--------------------------------
;Flip knee (land)
;--------------------------------
[Statedef 665]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 665

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = s40,0

[State 1041, 1]
type = posset
trigger1 = Time = 0
y = 0

[State 1041, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

The crouch medium punch and air medium punch have the same values except state as the hard punches cuz for right now I don't think it matters until everything is working, which at least THEY are, and I can move on to customizing that.

Right now everything works but the standing light punch as usual, the standing medium punch and the flip knee, the latter of which worked before I put in the air & crouch medium punches.   I gave all medium punches (the only states I had to add) another state in the 800's before just to try something different, but as I realized as long as the states are not in use it doesn't matter what they are, I put them back in logical number sequence.

What could be the problem that's causing these 3 normal attacks to stop working? 

Edit:  Those 3 attacks DO work, about 1 out of every 50 times I press the button/s.
    

Re: Normal attack not working for no reason

 March 12, 2010, 02:03:12 am View in topic context
avatar  Posted by prnzokoshiro  in Normal attack not working for no reason (Started by prnzokoshiro March 11, 2010, 10:53:32 pm
 Board: M.U.G.E.N Development Help

the new state is a different command, completely.
    

Re: Normal attack not working for no reason

 March 12, 2010, 01:50:27 am View in topic context
avatar  Posted by prnzokoshiro  in Normal attack not working for no reason (Started by prnzokoshiro March 11, 2010, 10:53:32 pm
 Board: M.U.G.E.N Development Help


Quote
tell me how to avoid the command "z" while standing from going into 210 regardless of the distance to opponent

well, I'm telling you, that works fine as far and close attacks.  It's just the standing light punch.  The standing light punch doesn't work when I add another state, ANY new state, no matter what code is in it.  I don't know why it conflicts.
    

Re: Normal attack not working for no reason

 March 12, 2010, 01:30:43 am View in topic context
avatar  Posted by prnzokoshiro  in Normal attack not working for no reason (Started by prnzokoshiro March 11, 2010, 10:53:32 pm
 Board: M.U.G.E.N Development Help

well, no, all of the ones that are the same command are separated by C, A, S...  I mean, you have to do it that way, or else you won't have crouching, air, or standing normals...
    

Normal attack not working for no reason

 March 11, 2010, 10:53:32 pm View in topic context
avatar  Posted by prnzokoshiro  in Normal attack not working for no reason (Started by prnzokoshiro March 11, 2010, 10:53:32 pm
 Board: M.U.G.E.N Development Help

OK, I'm trying to change a 4 button character to a 6 button format, and now that I've gotten started, everything has been making sense so far except one thing - the standing jab (LP) is not working somehow all of a sudden.  Everything seems flush as can be, and I'm not seeing any logical conflict that would prevent the standing light punch from working.

Here's the original code of the normal commands:

Code:
;Flip over knee
[State -1]
type = ChangeState
value = 660
triggerall = command = "Downfwd_b"
trigger1 = statetype != A ;&& (ctrl || stateno = 40)
trigger1 = ctrl

;Stand_Z
[State -1]
type = ChangeState
value = 215
triggerall = command = "y+b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Stand_C
[State -1]
type = ChangeState
value = 225
triggerall = command = "back_a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Crouch_c
[State -1]
type = ChangeState
value = 425
triggerall = command = "Downbck_a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = MoveContact
trigger3 = stateno = 420
trigger3 = MoveContact

;--------------------------------
;close y
;--------------------------------
[State -1]
type = ChangeState
value = 250
triggerall = Command = "y"
triggerall = Command != "holddown"
triggerall = P2BodyDist X < 30
trigger1 = (Statetype = S) && ctrl
trigger2 = stateno = 200
trigger2 = MoveContact

;Stand_x
[State -1]
type = ChangeState
value = 200
triggerall = command = "x";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = MoveContact

;---------------------------------------------------------------------------
;Stand_y
[State -1]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_a
[State -1]
type = ChangeState
value = 220
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Stand_b
[State -1]
type = ChangeState
value = 230
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;-----------------------------------------------------------------------------
;Crouch_x
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_y
[State -1]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = MoveContact
trigger3 = stateno = 420
trigger3 = MoveContact

;---------------------------------------------------------------------------
;Crouch_a
[State -1]
type = ChangeState
value = 420
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = MoveContact

;--------------------------------------------------------------------------
;Crouch_b
[State -1]
type = ChangeState
value = 430
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = MoveContact
trigger3 = stateno = 420
trigger3 = MoveContact

;--------------------------------
;neutral jump medkick
;--------------------------------
[State -1]
type = ChangeState
value = 645
triggerall = Command = "Downbck_a"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;-------------------------------
;jump mid
[State -1]
type = ChangeState
value = 625
trigger1 = command = "Downbck_a"
trigger1 = statetype = A
trigger1 = ctrl = 1

;-------------------------------
;jump headstomp
;-------------------------------
[State -1]
type = ChangeState
value = 626
trigger1 = command = "down_a"
trigger1 = statetype = A
trigger1 = ctrl = 1

;--------------------------------
;neutral jump lightkick
;--------------------------------
[State -1]
type = ChangeState
value = 640
triggerall = Command = "a"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;--------------------------------
;neutral jump hardkick
;--------------------------------
[State -1]
type = ChangeState
value = 650
triggerall = Command = "b"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;--------------------------------------------------------------------------
;Jump_x
[State -1]
type = ChangeState
value = 600
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_y
[State -1]
type = ChangeState
value = 610
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_a
[State -1]
type = ChangeState
value = 620
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_b
[State -1]
type = ChangeState
value = 630
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------

...and here's after I've altered thus far:

Code:
;Flip over knee
[State -1]
type = ChangeState
value = 660
triggerall = command = "Downfwd_c"
trigger1 = statetype != A ;&& (ctrl || stateno = 40)
trigger1 = ctrl

;Stand_C
[State -1]
type = ChangeState
value = 225
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;Crouch_c
[State -1]
type = ChangeState
value = 425
triggerall = command = "down_b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1

;--------------------------------
;close y
;--------------------------------
[State -1]
type = ChangeState
value = 250
triggerall = Command = "z"
triggerall = Command != "holddown"
triggerall = P2BodyDist X < 30
trigger1 = (Statetype = S) && ctrl
trigger2 = stateno = 200
trigger2 = movecontact = 1

;Stand_x
[State -1]
type = ChangeState
value = 200
triggerall = command = "x";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 220
trigger2 = movecontact = 1

;Stand Mid Punch
type = Changestate
value = 205
triggerall = command = "y";Place name of command here
triggerall = command != "holddown";Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_y
[State -1]
type = ChangeState
value = 210
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_a
[State -1]
type = ChangeState
value = 220
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Stand_b
[State -1]
type = ChangeState
value = 230
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

;-----------------------------------------------------------------------------
;Crouch_x
[State -1]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_y
[State -1]
type = ChangeState
value = 410
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1

;---------------------------------------------------------------------------
;Crouch_a
[State -1]
type = ChangeState
value = 420
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1

;--------------------------------------------------------------------------
;Crouch_b
[State -1]
type = ChangeState
value = 430
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = movecontact = 1
trigger3 = stateno = 420
trigger3 = movecontact = 1

;--------------------------------
;neutral jump medkick
;--------------------------------
[State -1]
type = ChangeState
value = 645
triggerall = Command = "b"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;-------------------------------
;jump mid
[State -1]
type = ChangeState
value = 625
trigger1 = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1

;-------------------------------
;jump headstomp
;-------------------------------
[State -1]
type = ChangeState
value = 626
trigger1 = command = "down_b"
trigger1 = statetype = A
trigger1 = ctrl = 1

;--------------------------------
;neutral jump lightkick
;--------------------------------
[State -1]
type = ChangeState
value = 640
triggerall = Command = "a"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;--------------------------------
;neutral jump hardkick
;--------------------------------
[State -1]
type = ChangeState
value = 650
triggerall = Command = "c"
triggerall = Vel X = 0
trigger1 = (Statetype = A) && ctrl

;--------------------------------------------------------------------------
;Jump_x
[State -1]
type = ChangeState
value = 600
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_y
[State -1]
type = ChangeState
value = 610
trigger1 = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_a
[State -1]
type = ChangeState
value = 620
trigger1 = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Jump_b
[State -1]
type = ChangeState
value = 630
trigger1 = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------

Nothing has been touched in CNS other than the creation of a new statedef, which isn't working also, but the standing light punch not working is baffling me much moreso.  Any help greatly appreciated.
    

Re: Trying to create move

 March 11, 2010, 07:34:22 am View in topic context
avatar  Posted by prnzokoshiro  in Trying to create move [solved] (Started by prnzokoshiro March 11, 2010, 06:50:10 am
 Board: M.U.G.E.N Development Help

I got it.  Thank you!
    

Re: Trying to create move

 March 11, 2010, 07:05:40 am View in topic context
avatar  Posted by prnzokoshiro  in Trying to create move [solved] (Started by prnzokoshiro March 11, 2010, 06:50:10 am
 Board: M.U.G.E.N Development Help

oh, I'm not using Fighter Factory.  I'm asking how you make this work manually?

Edit:  OHHHHHH NVM.  I figured it out  :)  Thanks!

Edit2:  No I didn't.  Shit.  Let me try something...
    

Re: Trying to create move

 March 11, 2010, 06:56:27 am View in topic context
avatar  Posted by prnzokoshiro  in Trying to create move [solved] (Started by prnzokoshiro March 11, 2010, 06:50:10 am
 Board: M.U.G.E.N Development Help

if it wasn't the right state, the dash punch wouldn't come out at all (would it?  I don't see how it could)

...and what's the RED hitbox?  where do I find that?
    

Trying to create move [solved]

 March 11, 2010, 06:50:10 am View in topic context
avatar  Posted by prnzokoshiro  in Trying to create move [solved] (Started by prnzokoshiro March 11, 2010, 06:50:10 am
 Board: M.U.G.E.N Development Help

....and it works, all except it doesn't hit.  Anyone look at this code and tell me what I'm missing?

Code:
;Dash Fist A
[Statedef 1500]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 200
ctrl = 0
sprpriority = 2

[State 1500, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8400,0

[State 1500, 2]
type = velset
trigger1 = animelem = 1
x = 4

[State 1500, 4]
type = Width
trigger1 = time = [0, 33]
value = 60,0

[State 1500]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8400,0

[State 1500]
type = hitdef
anim = 200
trigger1 = AnimElem = 3
offset = 0, 0
velocity = 35
attr = S, SA
priority = 5, Hit
damage = 45, 5
animtype = light
hitflag = MAF
guardflag = MA
sparkno = s7772
sparkxy = -10, -65
pausetime = 7,13
hitsound = 5,3
guardsound = 6,0
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -12.5
air.velocity = -12,-4
air.fall = 1
fall=1
fall.recover = 0
air.juggle = 10
envshake.time = 10
envshake.ampl = 4
yaccel = .5
removeongethit = 0
ground.cornerpush.veloff = 0

[State 1500, Change]
type = ChangeState
trigger1 = AnimElem = 5
value = 0
ctrl = 1
    

Re: air dash

 March 09, 2010, 10:22:50 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

yea, that's what it is.
    

Re: air dash

 March 09, 2010, 10:11:00 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Nope, it's there, as "stcommon = Guilecommon1.cns"
    

Re: air dash

 March 09, 2010, 10:06:36 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

now he's stuck in the loop, but falls out of the air, but then falls all the way out of the screen.... and you can see the shadow trail in the background.... *zoooooooshhhhhh*

oh, and I'm checkin out the code for air normals, they all seem to end on the same value... but using that doesn't work, so I'll stick with 50.

Might we not rule out that something is amiss here that's making its normal coding sense not function correctly?
    

Re: air dash

 March 09, 2010, 09:53:06 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

ok, that may well be (that changestate is incorrect), but all I can get different from walking on the air after, is being stuck trying to throw a boom over and over again...

the changestate is same in cns as it is in cmd.  All extraneous stuff has been deleted, other than what you've said is essential.  The best I can get are the 2 results I just said, and everything is set to A but Physics (which is set to N, like you advised.)  I don't know what else to do... the statedef is not in use for anything else.
    

Re: air dash

 March 09, 2010, 09:16:53 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

yep, did that too.  The move won't execute at all (in the air).
    

Re: air dash

 March 09, 2010, 08:36:26 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

oh, and to everybody else who replied trying to help with the air dash... thanks!! I'll try those out very soon, but the thing we were working on moved from "air dash" to "air special move" for most of this, to avoid any confusion about what we'll be mostly talking about for the rest of this thread.  Once again thanks very much!!!
    

Super Arts merge

 March 09, 2010, 08:32:31 am View in topic context
avatar  Posted by prnzokoshiro  in Super Arts merge (Started by prnzokoshiro March 09, 2010, 08:32:31 am
 Board: M.U.G.E.N Development Help

OK, it took me a little bit to get the full set of SF3 chars that all play like SF3 (some of them were functional but a bit wonky), and now that I have them -

about half of them have selectable super arts, and half have them all for use at once during the round.

I've been diving into the files and the sf3_system.cns shit to find a way to toggle the forced selectable chars to have them all for use without having to make that choice every match/game or whatever, but I can't really find anything that clearly defines that or anything in the individual super art codes that cause them to be split up like that.

While a few of the forced selectable chars have an option to pick "all" at the beginning of each match, I'd rather not have to make any choice, or if I was flailing to get loose with the controls right before a match starts, not have it risk picking an unwanted Super.

Anyone can help?
    

Re: air dash

 March 09, 2010, 08:15:21 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

ok, I'm goin back into it, but... they are both 1000, how else can I get the same animation?

edit:  oh wait, that's what the anim thing is for duh.... I didn't differentiate them cuz they seem to be the same as statedef sometimes..  but oh well, having a different statedef he can't do the move at all it seems...

btw, I started something else and have a question coming up, if you want to look at that... it's nothing as "easy" as this is supposed to be, in all likelihood...

    

Re: air dash

 March 08, 2010, 10:35:19 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Here is the code:

Code:
;SONICBOOM_X
[Statedef 1000]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
velset = 0, 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[Statedef 1000]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;SONICBOOM_Y
[Statedef 1010]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[Statedef 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;SONICBOOM_Z
[Statedef 1020]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1000

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1020, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[Statedef 1020]
type = Changestate
trigger1 = animtime = 0
value = 50
ctrl = 0

Still doesn't work.

I give up on this one.  Thanks for all the help!  This is a cool place.
    

Re: air dash

 March 08, 2010, 03:52:06 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

lol... it was an experiment, since there's so much to learn, to get a shortcut to getting some experience in putting a new move from one edited character to a more traditional version (in this case, obviously, Guile), and the only thing I could match up with animation (since my Fighter Factory Ultimate seems to be impossible on how to figure out creating a simple animation from sprites), so that's the default one I was stuck with trying to get to work.  Of course, without him even bending his knees or doing something aerial/different, the end result is kinda retarded, as you surmised.  But that's my story behind why I would be embarking on such a futile exercise in jackassery.  Just tryin to get the feel of how to tweak characters and maybe making a couple things under my belt...

...which, unfortunately, as you know, so far has failed  :(