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coding character comboablilty (Read 346 times)

Started by Bannana, December 31, 2007, 03:05:53 am
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coding character comboablilty
#1  December 31, 2007, 03:05:53 am
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I need to code comboablility into my character, yet I haven't figured out how to actually code it, and how different styles are coded. I'm completely comfused about this, and I'm hoping someone will be able to help out.

im buggin out man
Buriki One
Re: coding character comboablilty
New #2  December 31, 2007, 03:32:21 am
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A combo occur when you hit the opponent, then hit him again before he can recover and block.
Either you make your attacks fast enough to hit before the opponent recovers, or you allow an attack to be performed while you are still in the previous one - canceling the first attack while it's being executed.

type = changestate
value = [second attack]
triggerall = command = "[...]"
triggerall = statetype [...]
trigger1 = ctrl
triggerX = stateno = [first attack] && animelemtime(0) >= [...]
triggerY = stateno = [another attack it can cancel from] && movecontact

etc.

The two bold lines are two different methods to cancel a move into another, usually you'll pick just one stick with it for all your combos. One allows you to cancel into another move as soon as it comes into contact with the target, the other allows you to cancel a move starting from a certain point in its animation even if it didn't connect at all. Capcom games often use the latter, for example, to chain basic moves into themselves or into specials.
Main thing to keep in check : make sure of when you can perform an attack at all. You don't want to do a standing attack while in the middle of an aerial attack, you'll be stuck floating in the air. That's just an example.

Check the docs, trigger.html for more info.
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Last Edit: December 31, 2007, 03:50:40 am by Baiken