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Problem to fix enemy take cancel (throw escape/break) (Read 2603 times)

Started by BlackOutVT, May 02, 2021, 10:36:50 pm
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Problem to fix enemy take cancel (throw escape/break)
#1  May 02, 2021, 10:36:50 pm
  • MUGEN character programmer
  • Hey, common!
    • Brazil
I'm needing help with throw escape/break from my chars. When some char don't have the animations for show during match, he doesn't show's up for a moment maybe because command lines from common1.cns from all characters, or maybe because the command lines from st/cns archives. Everything I'm using is here below (please somebody help me with this):

COMMAND LINES FROM common1.cns
;-------------------------------------------------------------------------------
;Cancelled Grasp p1

[Statedef 5260]
type    = S
movetype= H
physics = N
velset = 0,0
facep2  = 1

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, TargetState]
type = TargetState
trigger1 = time = 0
value = 5261

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1000, PosAdd]
type = PosAdd
trigger1 = 1
y = 0

[State 1000, PalFX]
type = PalFX
trigger1 = time = 0
time = 1

[State 5255, Critical Hits]
type = Explod
trigger1 = numexplod(4195) <= 0 && teamside = 1
ignorehitpause = 1
persistent = 0
anim = f4210
id = 4195
pos = 4,196
postype = left
bindtime = -1
ontop = 1
ownpal = 1

[State 5255, Critical Hits]
type = Explod
trigger1 = numexplod(4195) <= 0 && teamside = 2
ignorehitpause = 1
persistent = 0
anim = f4210
id = 4195
pos = -89,196
postype = right
bindtime = -1
ontop = 1
ownpal = 1

[State 5255, VelSet]
type = VelSet
trigger1 = time = 0
x = 0

[State 5255, VelSet]
type = VelSet
trigger1 = time = 1
x = -5.6

[State 5255, VelSet]
type = VelSet
trigger1 = time = 15
x = 0

[State 5255, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = SelfAnimExist(5255)
value = 5255

[State 5255, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = !SelfAnimExist(5255)
value = 5256

[State 1000, CtrlSet]
type = CtrlSet
trigger1 = animtime = 0
value = 1

[State 5255]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Cancelled Grasp p2

[Statedef 5261]
type    = S
movetype= H
physics = N
velset  = 0,0
facep2  = 1

[State 5261, Explod]
type = Explod
trigger1 = time = 3
anim = f80
pos = 25,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 5255, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
persistent = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = f5200,2
volumescale = 50

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = f7,6
volumescale = 50

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1000, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1000, PosAdd]
type = PosAdd
trigger1 = 1
y = 0

[State 5255, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
under = 1
persistent = 0

[State 5255, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
trigger1 = SelfAnimExist(5260)
value = 5260

[State 5255, ChangeAnim2]
type = ChangeAnim2
Trigger1 = Time = 0
trigger1 = !SelfAnimExist(5260)
value = 5255

[State 1000, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 0

[State 1000, VelSet]
type = VelSet
triggerall = FrontEdgeBodyDist <= 50
trigger1 = time = 0
x = -7

[State 1000, PalFX]
type = PalFX
trigger1 = time = 0
time = 1

[State 5255, VelSet]
type = VelSet
trigger1 = time = 10
x = 0

[State 1000, CtrlSet]
type = CtrlSet
trigger1 = animtime = 0
value = 1

[State 5255]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

COMMAND LINES FROM CNS/ST ARCHIVE (inside statedef for both throw states, that every char have in my Mugen)
;-------------------------------------------------------------------------------
;Throw A

[Statedef 830]
type    = S
movetype= A
physics = N
anim = 830

[State 1000, ChangeState]
type = ChangeState
triggerall = time = [0,5]
triggerall = enemy,command = "holdfwd" || enemy,command = "holdback"
trigger1 = enemy,command = "b"
trigger2 = enemy,command = "y"
value = 5260
ctrl = 0