char help

Started by darklabstudio, August 23, 2008, 06:31:24 PM

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darklabstudio

i just started makeing my self and putting him in the game but  i need help with attack cln i put them on but thay dont work
if some one could look over him for me give me your e-mail and ill send him to you
thats

Rajaa Retired

Why do we need to look over it for? :-\

Did you use KFM as a base?.. Blue clsn2 as being able to be hit...red equals attack clsn1

in the hitdef of your attack move compare it to another characters hitdef in the statedef 200 and see what is different with yours.(compare the whole state if necessary)

Please don't tell us you used FF template...did you? thats probablythe problem if you did :-\

Cheers,Rajaboy


also you posted this deep in the help forum..move it up some to right here

http://mugenguild.com/forumx/index.php?board=315.0

move function bottom left corner of topic.


darklabstudio

yes i used ff to do it why is there a ezer way

Rajaa Retired

Did you do what i suggested to solve your problems?

FF template for a characters base..is many times corrupted and gives off crazy codes that can be read by mugen but will not work because of their ridiculousness. 


No there is no easier way....but the easy way is not always the best way to achieve a goal.

Cheers,RajaBoy

darklabstudio

ok i see i was looking for some help on what i may do to fix it should i learn coding to fix it if its a code problem

Byakko

Make sure the hitdef is active, and make sure the state has movetype = A.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

darklabstudio

where do i look for that at  i dont know anything about coding

Byakko

#7
... If you don't know anything about coding, then you'll have problems coding...
Check the docs folder. For the current matter, check specifically the cns.html file.
Quote from: http://mugenguild.com/docs/cns.html--------------------------
III.d. Details on StateDef
--------------------------

Every state must begin with exactly one StateDef group, also known as a Statedef section. A StateDef group must look like this (put in one or more parameters where the dots are):

[Statedef state_number]
. state_parameters

Replace state_number with the number of the state you are programming. With the exception of the special group numbers (see Appendix A) you are allowed to use any state number you choose. To avoid choosing a special group number, do not choose numbers from 0-199, and from 5000-5999.

The lines that follow should include the following parameters:

1. type
2. movetype
3. physics
4. anim

1. type
This is the state type of P1 in that state. It defines if he is standing, crouching, in the air, or lying down. The corresponding values are "S", "C" , "A" and "L" respectively (without the quotation marks). To leave the type unchanged from the previous state, use a value of "U". If this line is omitted, it assumes the type is "S". You will most commonly use "S", "C" and "A". For example, a crouching state type would require the line:

type = C

The type is used to determine several factors, most importantly, how P1 will react to being hit. For example, being in a "stand"-type state, P1 will react as if he is standing on the ground. If the type was "air", then P1 would react to the hit accordingly.

2. movetype
This is the type of move P1 is doing: "A" for attack, "I" for idle and "H" for being hit. To leave the movetype unchanged from the previous state, use a value of "U". The value is assumed to be "I" if this line is omitted. "A" and "H" should be self-explanatory. "I" is used for states where P1 is neither attacking, nor being hit. For example, an attack state should have the line:

movetype = A

You need to specify the movetype so the program will know how to process the state. Incorrectly specifying the movetype may cause P1 to act incorrectly.

What does it mean ? It means this :
Quote from: KFM's cns file[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 p1's sprite layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
...

As for making sure the hitdef is active, make sure its triggers are correct. If the move just hits once, usually you only need to use as trigger
trigger1 = !time
with that, the hitdef activates once at the very beginning of the state and remains there until the move actually hits. It's deactivated once it hits.
If you want to perform a second hit in the same statedef, simply activate another hitdef after the first one has connected (and deactivated). You do that by triggering the second hitdef at a point after the first hit has connected, which is usually done by specifying the animation element of the second hit. As a side-note, even if the first hit hasn't connected, the second hitdef will automatically deactivate the first once it's activated, so you do want to make the second hitdef activate only after the first one isn't supposed to hit anymore.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.