
Board: M.U.G.E.N Development Help
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type = L
movetype= H
physics = N
sprpriority = 0
[state 5111, 0]
type = changestate
trigger1 = prevstateno = 5111
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 5111
;---------------------------------------------------------------------------
; HIT_LIEDOWN_PERMANENT
[Statedef 5111]
type = S
movetype= I
physics = N
sprpriority = 0
ctrl = 0
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA
stateno = 5101
slot = 0
time = -1
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,HA
stateno = 5000
slot = 1
time = -1
ignorehitpause = 1
[state 5111, 0]
type = changestate
trigger1 = command = "back"
value = 710
[state 5111, 0]
type = changestate
trigger1 = command = "fwd"
value = 705
[state 5111, 0]
type = changestate
trigger1 = command = "up"
value = 5120
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type = L
movetype= I
physics = N
sprpriority = 0
[state 5110, 16]
type = changestate
trigger1 = time = 0
value = 5111
ctrl = 0
[state 200, hitdef]
type=hitdef
trigger1=!numtarget(200)
guardflag...
damage...
fall...
id=200
[State -1, Stand Strong Punch] ; character controlled...as well as removing ctrl from your AI command. You're all trying too hard.
type = ChangeState
trigger1 = !var(59)
trigger1 = StateNo = 1604
trigger1 = (animelem = 3, >= 1) && movecontact
value = 1605
[State -1, Stand Strong Punch] ; AI combo-only versionThis is all it should take. Having a random<2000 will never affect it as the chances of that happening, assuming it even went up to 2000, would be near impossible. A random<200 would be more acceptable.
type = ChangeState
trigger1 = var(59) = 1
trigger1 = StateNo = 1604
trigger1 = p2statetype = S && p2dist x <= 120 && p2dist x >= 60
trigger1 = (animelem = 3, >= 1) && movecontact
value = 1605
Give my 4 votes to any of the candidates that are close to being nominated and any leftover to whoever else is left or whoever the next candidates are.
Just give my 4 fucking votes to whoever.
Wait, i don't understand.
[State 0, PosAdd]
type = Posset
trigger1 = 1
x = Floor(Enemy,pos x)
y = Floor(Enemy,pos y-enemy,const(size.mid.pos.y))
ignorehitpause = 1
[State 0, PosAdd]
type = Posset
trigger1 = 1
x = Floor(Enemy,pos x-enemy,const(size.ground.back)-20)
y = Floor(Enemy,pos y-enemy,const(size.mid.pos.y))
ignorehitpause = 1