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Normal attack not working for no reason (Read 535 times)

Started by prnzokoshiro, March 11, 2010, 10:53:32 pm
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Normal attack not working for no reason
#1  March 11, 2010, 10:53:32 pm
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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: Normal attack not working for no reason
#2  March 12, 2010, 12:46:38 am
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don't make 2  command entries that are too similar to each other.

you can always use changestate or changeanim in the CNS instead later
if you want to add extra requirement to seperate the move


Quote
[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

even this, it will trigger both states, whenever you press "b" in air during a neutral jump
Re: Normal attack not working for no reason
#3  March 12, 2010, 01:30:43 am
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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...
Re: Normal attack not working for no reason
#4  March 12, 2010, 01:44:31 am
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  • all is love in fair and war
Quote
;--------------------------------
;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_y
[State -1]
type = ChangeState
value = 210
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

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

eventhough youre less than 30 pixels away from p2 it also triggers 210 as well as 250,
that's why it is better to have one command, but then in its state, you can always redirect with
time=0 && p2bodydist x < 30
to other state or other anim
Re: Normal attack not working for no reason
#5  March 12, 2010, 01:50:27 am
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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
#6  March 12, 2010, 01:54:50 am
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  • all is love in fair and war
before you're adding the new state it didn't conflict since the conflicting state still not exist yet, but as you add the new state, the trigger in both commands overlap and it can't decide into what state it should go. I think that is what happened
Re: Normal attack not working for no reason
#7  March 12, 2010, 02:03:12 am
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the new state is a different command, completely.
Re: Normal attack not working for no reason
#8  March 12, 2010, 02:11:27 am
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I now introduce you to the wonders of debug

ctrl+D

See if it spams errors when you enter that command.

Comments above are NOT the problem if it's between state 200 and 250 as they are both using different commands altogether and as far as i can see your ordering is correct. If you had 2 states with the same triggers and commands, it just picks the first one, it doesn't have a fit and pick neither




In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Normal attack not working for no reason
#9  March 12, 2010, 02:36:23 am
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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
#10  March 12, 2010, 04:02:42 am
  • ******
  • all is love in fair and war
I think your CNS is OK, and if sometime it works and sometime it doesn't then there might be command that accidentally trigger more than 1 state.

since you have several entries that are almost similar in its trigger in your cmd, of which one is more general and the other is stricker, always put the stricker one first on the list (the ones with p2bodydist and or vel x = 0 for example should be on top of the more general ones), I see you already do that in some but I didn't read the whole list of your CMD, however that is probably the problem

Re: Normal attack not working for no reason
#11  March 12, 2010, 07:08:55 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Here's what you do to troubleshoot an attack.

First, remove all triggers except ctrl and the command you use. Try it, if no success move it directly below the

[statedef -1]

line and try again, if still nothing, there's something completely wrong with your changestate in some manner

Actually, i'm going to guess a little here, are you using 1.0?

;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

What happens if you remove the 2 comments within that? So it's just command = "x" and without the ; stuff afterwards. If that fixes it, i have a bug to post at elecbytes forum.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Normal attack not working for no reason
#12  March 12, 2010, 07:54:11 am
  • avatar
  • *
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
#13  March 12, 2010, 07:59:02 am
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Move the whole changestate below that line.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Normal attack not working for no reason
#14  March 12, 2010, 09:54:36 am
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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...

what cyanide means is under [statedef-1] line, to put your [state -1] that can't work so it is sure to be picked first as you input the command, and include only the basic trigger needed : command = " ... " && ctrl

like this

Code:
[statedef -1]
;-----------------------------------------------------
[state -1, ... ]
type = changestate
value = .....
trigger1 = command = " ... " && ctrl
Re: Normal attack not working for no reason
#15  March 12, 2010, 10:21:36 am
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I would say, remove everything from statedef -1, except the code for the light punch (make a copy of the cmd file before that, obviously). If it starts working, then it is a conflicting command. Start re-adding other commands one by one and see which one breaks it. If it doesn't work with having only that one command in your cmd file then most likely there is something wrong with your triggers or command definitions.

By the way, by "doesn't work", which do you mean : Nothing happens when you press the command OR another attack is done OR the attack is done but not properly?

Anyway, the highest chance for the reason of your problem is conflicting commands. If mugen finds a matching changestate in state -1, it will ignore the rest of state -1, and do that attack only, so from two matching ones, the second is ignored.