Purple Pikmin Character

Started by James92498, April 21, 2013, 11:16:30 PM

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James92498

I have been working very hard on a character, Purple Pikmin, and it's going great! However... -___- I can't get MUGEN to read my .cns or .def files!

Here are the files, and I could really use ANY advice or tips. Thanks in advance!

____________________________________________________________________________________________________
Spoiler (click to show)

[Data]
life = 1500         ;Amount of life to start with
power = 3000      ;Amount of maximum power
attack = 250      ;attack power (more is stronger)
defence = 150      ;defensive power (more is stronger)
fall.defence_up = 40   ;Percentage to increase defense everytime player is knocked down
liedown.time = 60      ;Time which player lies down for, before getting up
airjuggle = 15      ;Number of points for juggling
sparkno = 2         ;Default hit spark number for HitDefs
guard.sparkno = 40   ;Default guard spark number
KO.echo = 0         ;1 to enable echo on KO
volume = 0         ;Volume offset (negative for softer)
IntPersistIndex = 60   ;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
              ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
              ;If omitted, then it defaults to 60 and 40 for integer and float
              ;variables repectively, meaning that none are persistent, i.e. all
              ;are reset. If you want your variables to persist between matches,
              ;you need to override state 5900 from common1.cns.


[Size]
xscale = 1         ;Horizontal scaling factor.
yscale = 1         ;Vertical scaling factor.
ground.back = 15      ;Player width (back, ground)
ground.front = 16      ;Player width (front, ground)
air.back = 12      ;Player width (back, air)
air.front = 12      ;Player width (front, air)
height = 15         ;Height of player (for opponent to jump over)
attack.dist = 160      ;Default attack distance
proj.attack.dist = 90   ;Default attack distance for projectiles
proj.doscale = 0      ;Set to 1 to scale projectiles too
head.pos = -0, -14   ;Approximate position of head
mid.pos = -0, -7      ;Approximate position of midsection
shadowoffset = 0      ;Number of pixels to vertically offset the shadow
draw.offset = 0,0      ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.0      ;Walk forward
walk.back = -1.8      ;Walk backward
run.fwd  = 4.0, 0      ;Run forward (x, y)
run.back = -4.5,-3.8   ;Hop backward (x, y)
jump.neu = 0,-8.4      ;Neutral jumping velocity (x, y)
jump.back = -2.50      ;Jump back Speed (x, y)
jump.fwd = 3.0      ;Jump forward Speed (x, y)
runjump.back = -3.5,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1   ;.
airjump.neu = 0,-8.1   ;.
airjump.back = -2.55   ;Air jump speeds (opt)
airjump.fwd = 2.5      ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35   ;Minimum distance from ground before you can air jump (opt)
yaccel = .50      ;Vertical acceleration
stand.friction = .85   ;Friction coefficient when standing
crouch.friction = .82   ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
poweradd = 20         ;Power to add (Def: 0)
sprpriority = 2         ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 20, 2         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
                    ;Y-offset for the spark rel. to p1
hitsound = 2, 1       ;Sound to play on hit
guardsound = 2, 2         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -4      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 35, 5         ;Damage that move inflicts, guard damage
animtype = Heavy         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 2, 3         ;Sound to play on hit
guardsound = 2, 2         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15      ;Time that the opponent slides back
ground.hittime  = 15      ;Time opponent is in hit state
ground.velocity = -6      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 15         ;Time before opponent regains control in air

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 25, 3         ;Damage that move inflicts, guard damage
animtype = Medium         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 2, 1       ;Sound to play on hit
guardsound = 2, 2         ;Sound to play on guard
ground.type = Low      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -5      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 10

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 25, 3         ;Damage that move inflicts, guard damage
animtype = Medium         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 2, 1       ;Sound to play on hit
guardsound = 2, 2         ;Sound to play on guard
ground.type = Low      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -5      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 10

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 250

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640

[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

      Posted: April 21, 2013, 11:17:29 PM
Almost forgot! Here's the .def file!

__________________________________________________________________________________

[Info]
name="Purple Pikmin"
displayname="Purple Pikmin"
versiondate=4/20/2013
mugenversion=06,14,2003
author="James92498"
pal.defaults=1,2,3,4,5

[Files]
sprite=PurplePikmin.ssf
sound=PurplePikmin.snd
anim=PurplePikmin.air
cmd=PurplePikmin.cmd
cns=Purple Pikmin.cns
st=PurplePikmin.cns
stcommon=PurplePikmin.cns

[Arcade]
intro.storyboard=
ending.storyboard=
>O< Hai there! >O<

TRUEMicah

Rename your .cns file "PurplePikmin", without the space.  Correct the name within the .def also.
Also, for future reference use the Insert code button above to show coding from a character.

James92498

Thanks! >O< that was a simple answer as well...
>O< Hai there! >O<

TRUEMicah


James92498

However, now it says:
"Error message: Can't load PurplePikmin.ssf
Error loading chars/PurplePikmin/PurplePikmin.def
Error loading p1"[/font]
>O< Hai there! >O<

TRUEMicah

It's your spelling: .sff
Correct the naming of your file extensions.

James92498

Sorry for being so helpless, but now my character keeps repeating animations, and can't move! Again thanks for the help, at least a can test the character now!
>O< Hai there! >O<

TRUEMicah

It's no problem, we all start somewhere right?
Good luck. :P


James92498

#9


This is not a full sprite sheet, it is more of just a bunch of the sprites I used. Big thanks to Jameswhite89 on ff6hacking.com !

      Posted: April 23, 2013, 02:52:28 AM
>O< Hai there! >O<

James92498

Another quick question: how do you make an attack hit multiple times?
>O< Hai there! >O<

YoungSamurai5

numhits = x

in the hitdef of the attack which you want the attack to hit multiple times
mugen or nothin


PlasmoidThunder

Quote from: James92498 on April 22, 2013, 01:24:20 AM
Sorry for being so helpless, but now my character keeps repeating animations, and can't move!

You're probably lacking ChangeState state controllers.

Quote from: Iced on July 24, 2013, 01:25:14 AM
Oh, I want a diagram. I fucking love diagrams.

James92498

#13
Again I need more help -___- it IS my first character, soo... anyway for some odd reason the character doesn't walk or move at all! I used to be able to sprint foward and back, but now I can't move whatsoever! here are the file, please help!

Spoiler (click to show)
CNS:
[Data]
life = 1500 ;Amount of life to start with
power = 3000 ;Amount of maximum power
attack = 250 ;attack power (more is stronger)
defence = 150 ;defensive power (more is stronger)
fall.defence_up = 40 ;Percentage to increase defense everytime player is knocked down
liedown.time = 60 ;Time which player lies down for, before getting up
airjuggle = 15 ;Number of points for juggling
sparkno = 2 ;Default hit spark number for HitDefs
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0 ;1 to enable echo on KO
volume = 0 ;Volume offset (negative for softer)
IntPersistIndex = 60 ;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  ;If omitted, then it defaults to 60 and 40 for integer and float
  ;variables repectively, meaning that none are persistent, i.e. all
  ;are reset. If you want your variables to persist between matches,
  ;you need to override state 5900 from common1.cns.


[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 16 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 15 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -0, -14 ;Approximate position of head
mid.pos = -0, -7 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.4 ;Walk forward
walk.back = -2.2 ;Walk backward
run.fwd  = 8, 0 ;Run forward (x, y)
run.back = -5,-5 ;Hop backward (x, y)
jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
jump.back = -2.50 ;Jump back Speed (x, y)
jump.fwd = 3.0 ;Jump forward Speed (x, y)
runjump.back = -3.5,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1 ;.
airjump.neu = 0,-8.1 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.

[Movement]
airjump.num = 0 ;Number of air jumps allowed (opt)
airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
yaccel = .50 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle  = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20, 2 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
        ;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 25, 2 ;Damage that move inflicts, guard damage
animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15 ;Time that the opponent slides back
ground.hittime  = 15 ;Time opponent is in hit state
ground.velocity = -6 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15 ;Time before opponent regains control in air

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220

[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 30, 3 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
        ;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = -5,-2 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 230, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 15, 1 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 1 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 9, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1 ;Time that the opponent slides back
ground.hittime  = 20 ;Time opponent is in hit state
ground.velocity = -2,-10 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.5,-10 ;X-velocity at which opponent is pushed,
numhits = 2
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240

[State 240, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 35, 0 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 2 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 8, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12 ;Time that the opponent slides back
ground.hittime  = 14 ;Time opponent is in hit state
ground.velocity = -9 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 250

[State 250, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 30, 6 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 20, 15 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 9, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10 ;Time that the opponent slides back
ground.hittime  = 14 ;Time opponent is in hit state
ground.velocity = -8,2 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 600, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 15, 1 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 5 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 2 ;Time that the opponent slides back
ground.hittime  = 5 ;Time opponent is in hit state
ground.velocity = -2 ;Velocity at which opponent is pushed
airguard.velocity = -1,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2,-1 ;X-velocity at which opponent is pushed,
numhits = 3
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 620

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 10, 1 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 5 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 1 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1 ;Time that the opponent slides back
ground.hittime  = 1 ;Time opponent is in hit state
ground.velocity = -.2 ;Velocity at which opponent is pushed
airguard.velocity = -.1,-.1 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -.5,-.5 ;X-velocity at which opponent is pushed,
numhits = 11
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640

[State 640, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20, 3 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 5 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 1 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1 ;Time that the opponent slides back
ground.hittime  = 1 ;Time opponent is in hit state
ground.velocity = -.2 ;Velocity at which opponent is pushed
airguard.velocity = -.1,-.1 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -.5,-1 ;X-velocity at which opponent is pushed,
numhits = 3
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 650

[State 650, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 15, 10 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 5 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 1 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1 ;Time that the opponent slides back
ground.hittime  = 1 ;Time opponent is in hit state
ground.velocity = -.2 ;Velocity at which opponent is pushed
airguard.velocity = -.1,-.1 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -.5,-.5 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10

[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Running Foward
; CNS difficulty: easy
[Statedef 110]
type = S
physics = S
anim = 100

[State 110, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 110, assert]
type = AssertSpecial
trigger1 = command = "FF"
flag = nowalk

[State 110, 2]
type = ChangeState
trigger1 = command != "FF"
value = 0

;---------------------------------------------------------------------------
; Hopping Backward
; CNS difficulty: easy
[Statedef 105]
type = S
physics = S
anim = 105

[State 105, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.back.x)

[State 105, assert]
type = AssertSpecial
trigger1 = command = "BB"
flag = nowalk

[State 105, 2]
type = ChangeState
trigger1 = command != "BB"
value = 0

;---------------------------------------------------------------------------
; Jump
; CNS difficulty: easy

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0


CMD:
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| Super Motions |--------------------------------------------------------

;-| Special Motions |------------------------------------------------------

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "s"
command = s
time = 1

;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1

[Command]
name = "downfwd"
command = $DF
time = 1

[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1

[Command]
name = "downback"
command = $DB
time = 1

[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1

[Command]
name = "upback"
command = $UB
time = 1

[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1

[Command]
name = "upfwd"
command = $UF
time = 1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

[Command]
name = "hold_y"
command = /y
time = 1

[Command]
name = "hold_z"
command = /z
time = 1

[Command]
name = "hold_a"
command = /a
time = 1

[Command]
name = "hold_b"
command = /b
time = 1

[Command]
name = "hold_c"
command = /c
time = 1

[Command]
name = "hold_s"
command = /s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1

[Command]
name = "holddownfwd"
command = /$DF
time = 1

[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1

[Command]
name = "holddownback"
command = /$DB
time = 1

[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdupback"
command = /$UB
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holdupfwd"
command = /$UF
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first. 
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Walk Fwd
[State -1, Run Back]
type = ChangeState
value = 20
trigger1 = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Walk Back
[State -1, Run Fwd]
type = ChangeState
value = 21
trigger1 = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
>O< Hai there! >O<

PlasmoidThunder

There shouldn't be a walk forward/back in the cmd, as that's all dealt with in the common file (common1.cns). Do you have a custom common file, or are you working off the engine's.

And posting up every aspect of your character's coding was a little much, especially the attack states.

On a completely unrelated note, those stats seem a bit high, especially for a fat Pikmin.

Quote from: Iced on July 24, 2013, 01:25:14 AM
Oh, I want a diagram. I fucking love diagrams.

James92498

Thanks! And I'm not really sure whether my common file is custom or not. How can I tell? Also I guess I should lower the stats a bit...
>O< Hai there! >O<

PlasmoidThunder

Quote from: James92498 on April 24, 2013, 10:49:35 PM
Thanks! And I'm not really sure whether my common file is custom or not. How can I tell? Also I guess I should lower the stats a bit...

Is there a common1.cns file in your character's folder? Does the .def link to it? Essentially, does any code show up when you click on the common1.cns (FFU/C) or does a common1.cns file show up at all (FF3)?

Essentially, does it looks like any of these?:
Spoiler (click to show)




If so, then you're using the common1.cns file located in MUGEN's data folder. If not, then you're using a custom one.

Quote from: Iced on July 24, 2013, 01:25:14 AM
Oh, I want a diagram. I fucking love diagrams.

James92498

One more question! -___- How do I get rid of the white box around my character!?!? Explain in detail how to remove it please! I can't find out using the internet!
>O< Hai there! >O<

Iced

spoiler your posts when they contain code like that, otherwise it becomes hard to read the thread through. Thanks. :)

James92498

>O< Hai there! >O<