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Dream Canceling Problem with Jin's characters (Read 449 times)

Started by Omegalord99, June 09, 2008, 04:15:40 pm
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Dream Canceling Problem with Jin's characters
#1  June 09, 2008, 04:15:40 pm
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Heres the CNS
[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 5

[State 3200, 8]
type = Helper
triggerall = prevstateno = [1000,1999]
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 3500
stateno = 3500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 9]
type = Helper
triggerall = prevstateno = [2000,2999]
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 170, –³“G]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 45

[State 700,];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2900]
time = 5
add = 250,120,210

[State 2000, ’´•KŽE‹Z”­“®‚ÌŽžŠÔ’âŽ~]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

;[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7610
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,33

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s10,34

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s0,4

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 700, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = time = 0
anim = 2201
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1

[State 700, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = AnimElem = 21
anim = 2205
postype = P1
pos = 60,0
sprpriority = 5
ownpal = 1

[State 1100, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = AnimElem = 8
persistent = 0
anim = 2250
postype = P1
pos = 80,0
sprpriority = 10
ownpal = 1
trans = addalpha
alpha = 200,256

[State 210, •¨—“I‚ȃLƒƒƒ‰‚Ì•]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 210, •¨—“I‚ȃLƒƒƒ‰‚Ì•]
type = Width
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
edge = 40,0

[State 210, •¨—“I‚ȃLƒƒƒ‰‚Ì•]
type = Width
trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(21) < 0
edge = 30,0

[State 1000, ޲ˆÊ’uˆÚ“®]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14 | AnimElem = 15 | AnimElem = 16
trigger2 = AnimElem = 18 | AnimElem = 20 | AnimElem = 21 | AnimElem = 25
x = 10

[State 1000, ޲ˆÊ’uˆÚ“®]
type = Posadd
trigger1 = AnimElem = 18
x = 20

[State 1000, ޲ˆÊ’uˆÚ“®]
type = Posadd
trigger1 = AnimElem = 13
x = 30

[State 170, ]
type = Targetbind
triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit2200 = 1
pos = 50,0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 8
freq = 95
time = 20

[State 1000, ƒwƒ‹ƒp[‚ðo‚·]
type = Helper
trigger1 = AnimElemtime(11) = 0
trigger2 = AnimElemtime(11) = 10
trigger3 = AnimElemtime(11) = 20
name = "01"
stateno = 2205
ID = 2205
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 3000]
type = Projectile
trigger1 = prevstateno != [2000,2900]
trigger1 = AnimElem = 8
projID = 2200
projanim = 2251
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 3000]
type = Projectile
trigger1 = prevstateno = [2000,2900]
trigger1 = AnimElem = 8
projID = 2200
projanim = 2251
projremove = 0
projpriority = 5
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 1
projremovetime = 16
getpower = 0
ownpal = 1
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MAF
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
p2stateno = 2230
p2facing = 1

[State 200, ƒqƒbƒg’è‹`]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
damage = 80,8
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,26
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -7,-7.5
air.velocity = -7,-7.5
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 1000, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(32) = 0

[State 1000, ]
type = Varadd
triggerall = AnimElemtime(21) > 0
trigger1 = command = "c"
var(32) = 1

[State 1000, ƒXƒe[ƒg•ύX]
type = ChangeState
triggerall = Movehit
trigger1 = var(32) > 4
trigger1 = AnimTime = 0
value = 2210

[State 1000, ƒXƒe[ƒg•ύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: Dream Canceling Problem with Jin's characters
#2  June 12, 2008, 02:19:52 pm
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So whats the problem? All you stated was that there was a problem, but you never said what it was.
Re: Dream Canceling Problem with Jin's characters
#3  June 12, 2008, 03:53:37 pm
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it was solved i thought the pciture looked obvious. Anyways i was missing a animation.