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super combos problem

Started by TITAN MADRE, April 04, 2009, 11:52:57 PM

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TITAN MADRE

i find this tuto
http://www.youtube.com/watch?v=cl1h80n8Y40&feature=related

and try to follow it...but nothing happen  :-\

this is i got:

CMD

Spoiler (click to show)
[Command]
name = "super"
command = x, x
time = 30



;super
[State -1, super]
type = ChangeState
value = 12345
triggerall = command = "super"
trigger1 = statetype = A
trigger1 = ctrl
triggerall = power >= 1000

CNS

Spoiler (click to show)
;-----------------------------------------------------------------------------------------------------------super
; super
[Statedef 12345]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 200

[State 12345, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage = 20, 5
hitflag = MAF
guardflag = MA 
pausetime = 2, 5               
animtype = Light                 
sparkno = 0                     
sparkxy = -10, -70                                 
hitsound = 55, 2                 
guardsound = 56, 0               
ground.type = High               
ground.slidetime = 1                                 
ground.velocity = -2                               

[State 12345, ChangeState]
type = ChangeState
trigger1 = movecontact
trigger1 = Moveguarded
value = 123456
ctrl = 0

[State 12345, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 123456]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 230

[State 123456, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     
damage = 15
hitflag = MAF
guardflag = MA 
pausetime = 2, 5               
animtype = Light                 
sparkno = 0                     
sparkxy = -10, -70                                 
hitsound = 55, 2                 
guardsound = 56, 0               
ground.type = Low             
ground.slidetime = 1                                 
ground.velocity = -1                               

[State 123456, ChangeState]
type = ChangeState
trigger1 = Animelem = 5
value = 300
ctrl = 0

[State 123456, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 9002, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA                     
damage = 60
hitflag = MAF
guardflag = MA 
pausetime = 5, 6               
animtype = Light                 
sparkno = 0                     
sparkxy = -10, -35                                 
hitsound = 55, 2                 
guardsound = 56, 0               
ground.type = High             
ground.slidetime = 1                                 
ground.velocity = -1                               

[State 9002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;------------------

the first problem i have is for some reason when push the "punch button" nothing happen
like CNS dont understand my CMD command

what is wrong?

please help

Dr.Chapatín

[State 12345, ChangeState]
type = ChangeState
trigger1 = movecontact
trigger2 = Moveguarded ;<---- try change here
value = 123456
ctrl = 0

TITAN MADRE


Cyanide

#3
The attack isn't coming out at all means your CMD isn't doing what you expect.

I trust you've defined a "punch" command? I mean, if you don't have "x" in there it's not gonna trigger.

I'm going to watch the tutorial, and probably swear.

Ugh. Custom state is being used incorrectly here. His points are valid, but it's not a custom state. Custom states are for special gethits. Not for a super, you're just creating a new state. As it's a hyper, the docs recommend something between 3000 and 4999. Messy messy messy.

Is he aware that movecontact is movehit and moveguarded combined? Bleh, that doesn't take into account all sorts of things. Why didn't he go over the command entry first so you could test your first hit?

Show us your def, show us the command that starts the move itself, and if you can, spoiler everything below statedef -1 in the CMD.

And yes, statetype = A would be a problem, this move will only work while jumping for you.


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.

TITAN MADRE


Dr.Chapatín

Aerial Punch no?
[State -1, super]
type = ChangeState
value = 12345
triggerall = command = "super"
trigger1 = statetype = A
trigger1 = ctrl
triggerall = power >= 1000


the code is good to me, i cant see where you wrong :/

TITAN MADRE

Quote[State -1, super]
type = ChangeState
value = 12345
triggerall = command = "super"
trigger1 = statetype = S
trigger1 = ctrl
triggerall = power >= 1000

nothing happend  :(

Cyanide

You're going to have to follow your CMD through then. You said "nothing is happening when you press punch" Get it to the point where something DOES. If this means following another tutorial (try mine) then do it.

We will generally need more input from you as to what YOU'VE tried as well. The nothing happened comment makes us just post random ideas. Without input from you, we can't get any further.


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.

TITAN MADRE

im using a standard kfm

and just add the code i show you in my first post  :-\
sorry, maybe i need to add more code in some place but im very new in this.


Byakko

#9
In the cmd, are you adding the right bits in the right sections ?
The command definition (x,x) is to be put with the other command definitions - near thee top seems good enough - and the state -1 part is to be put somewhere after the [statedef -1] line (right after it should be fine)

Also "nothing happens" does he even punch ? does he perfom anim 200 as you tell it to display in state 12345 ? If it does, are you sure you are in the right state ? (if pressing x sends you to a state that also uses anim 200, maybe you don't notice it)

And what do you mean by "nothing happens". I'm pretty sure something happens when you press x on its own, unless it's a char that uses less than 3 buttons and x isn't one of them. If you go to a state when pressinig x, then you should consider the case when you press x,x when still inside that state. So you should probably allow the super to trigger when in that state.

Also, the triggers must be in the correct order. You can't put a triggerall after a pair of trigger1s. Move the triggereall = power >= 1000 above the two trigger1s, put it with the other triggerall. Mugen can get pretty random about ignoring stuff or not when you don't do that.
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.

TITAN MADRE

nothing happends means: just make his punch move but not trigger the combo

CMD
Spoiler (click to show)
; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below.
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

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


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;

[Command]
name = "super"
command = x, x
time = 30


[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "TripleKFPalm"   ;Same name as above
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x;~F, D, DF, F, D, DF, x
time = 20

[Command]
name = "SmashKFUpper"   ;Same name as above
command = ~D, DB, B, D, DB, B, y;~F, D, DF, F, D, DF, y
time = 20

;-| Special Motions |------------------------------------------------------
[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

[Command]
name = "QCB_x"
command = ~D, DB, B, x

[Command]
name = "QCB_y"
command = ~D, DB, B, y

[Command]
name = "QCB_xy"
command = ~x+y

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

;-| 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

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

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

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

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

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

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

;===========================================================================
;---------------------------------------------------------------------------
;Smash Kung Fu Upper (uses one super bar)
;ƒXƒ}ƒbƒVƒ...EƒJƒ"ƒt[EƒEƒbƒp[iƒQ[ƒWƒŒƒxƒ‹,Pj
[State -1, Smash Kung Fu Upper]
type = ChangeState
value = 3050
triggerall = command = "SmashKFUpper"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3050,3100)
trigger2 = movecontact

;---------------------------------------------------------------------------
;Triple Kung Fu Palm (uses one super bar)
;ŽO—óƒJƒ"ƒt["Ë,«ŽèiƒQ[ƒWƒŒƒxƒ‹,Pj
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact

;===========================================================================
;This is not a move, but it sets up var(1) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(1) = 0

[State -1, Combo condition Check]
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 440 ;Except for sweep kick
trigger2 = movecontact
var(1) = 1

;---------------------------------------------------------------------------
;Fast Kung Fu Knee (1/3 super bar)
;'¬,¢ƒJƒ"ƒt[R,èiƒQ[ƒWƒŒƒxƒ‹,P^,Rj
[State -1, Fast Kung Fu Knee]
type = ChangeState
value = 1070
triggerall = command = "FF_ab"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Knee
;ƒJƒ"ƒt[R,èiŽãj
[State -1, Light Kung Fu Knee]
type = ChangeState
value = 1050
triggerall = command = "FF_a"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Knee
;ƒJƒ"ƒt[R,èiŽãj
[State -1, Strong Kung Fu Knee]
type = ChangeState
value = 1060
triggerall = command = "FF_b"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Fast Kung Fu Palm (1/3 super bar)
;'¬,¢ƒJƒ"ƒt["Ë,«ŽèiƒQ[ƒWƒŒƒxƒ‹,P^,Rj
[State -1, Fast Kung Fu Palm]
type = ChangeState
value = 1020
triggerall = command = "QCF_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Palm
;ƒJƒ"ƒt["Ë,«ŽèiŽãj
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Palm
;ƒJƒ"ƒt["Ë,«Žèi‹­j
[State -1, Strong Kung Fu Palm]
type = ChangeState
value = 1010
triggerall = command = "QCF_y"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Fast Kung Fu Upper (1/3 super bar)
;'¬,¢ƒJƒ"ƒt[EƒEƒbƒp[
[State -1, Fast Kung Fu Upper]
type = ChangeState
value = 1120
triggerall = command = "upper_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Upper
;ƒJƒ"ƒt[EƒEƒbƒp[iŽãj
[State -1, Light Kung Fu Upper]
type = ChangeState
value = 1100
triggerall = command = "upper_x"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Upper
;ƒJƒ"ƒt[EƒEƒbƒp[i‹­j
[State -1, Strong Kung Fu Upper]
type = ChangeState
value = 1110
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Fast Kung Fu Blow (1/3 super bar)
[State -1, Fast Kung Fu Blow]
type = ChangeState
value = 1220
triggerall = command = "QCB_xy"
triggerall = power >= 330
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Light Kung Fu Blow
[State -1, Light Kung Fu Blow]
type = ChangeState
value = 1200
triggerall = command = "QCB_x"
trigger1 = var(1) ;Use combo condition (above)

;---------------------------------------------------------------------------
;Strong Kung Fu Blow
[State -1, Strong Kung Fu Blow]
type = ChangeState
value = 1210
triggerall = command = "QCB_y"
trigger1 = var(1) ;Use combo condition (above)

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

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

;---------------------------------------------------------------------------
;Kung Fu Throw
;"Š,°
[State -1, Kung Fu Throw]
type = ChangeState
value = 800
triggerall = command = "y"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 3
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 5
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H


;===========================================================================
;---------------------------------------------------------------------------
;Stand Light Punch
;—§,¿Žãƒpƒ"ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
;Stand Strong Punch
;—§,¿‹­ƒpƒ"ƒ`
[State -1, Stand Strong Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
;Stand Light Kick
;—§,¿ŽãƒLƒbƒN
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
;Standing Strong Kick
;—§,¿‹­ƒLƒbƒN
[State -1, Standing Strong Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

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

;---------------------------------------------------------------------------
;Crouching Light Punch
;,µ,á,ª,ÝŽãƒpƒ"ƒ`
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
;Crouching Strong Punch
;,µ,á,ª,Ý‹­ƒpƒ"ƒ`
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Light Kick
;,µ,á,ª,ÝŽãƒLƒbƒN
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Crouching Strong Kick
;,µ,á,ª,Ý‹­ƒLƒbƒN
[State -1, Crouching Strong Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = (stateno = 400) || (stateno = 430)
trigger2 = (time > 9) || (movecontact && time > 5)

;---------------------------------------------------------------------------
;Jump Light Punch
;‹ó'†Žãƒpƒ"ƒ`
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600
trigger2 = statetime >= 7
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 1350 ;Air blocking

;---------------------------------------------------------------------------
;Jump Strong Kick
;‹ó'†‹­ƒLƒbƒN
[State -1, Jump Strong Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 630 ;jump_x or jump_a
trigger2 = movecontact
trigger3 = stateno = 1350 ;Air blocking


;super
[State -1, super]
type = ChangeState
value = 12345
triggerall = command = "super"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl



Cyanide

So something IS happening. You're getting a punch aren't you? A single punch. And that's because it is ONCE MORE the changestate order. This is detailed in the FAQ. Cos it's a really common problem.

Changestates with more complex commands should be ABOVE changestates for less complex commands.

FAQ first next time please.


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.

Byakko

^-- ... as in, it's this part
;super
[State -1, super]
type = ChangeState
value = 12345
triggerall = command = "super"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
that should be somewhere above this
;Stand Light Punch
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6(and of course still below the [statedef -1] line)
but yeah, the docs.
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.

TITAN MADRE

YES!!!
WORKS!!!


ill try to fix this new bug by my own...if i cant now know where to ask for help  :)

you guys...ROCKS!!!  :sugoi:

BC

#14
Rofl that was my tutorial i hope there was nothing wrong with it :P

was a while back though  --;  i wouldnt make those mistakes now, apologies madre...... ill update my old tutorials somewhen.


although i did state

trigger1 = movecontact
trigger2 = Moveguarded


but yes i realise movecontact is if the move makes contact wether hit or guarded well i mean i do now -_-


i should have used

trigger1 = movehit
trigger2 = Moveguarded


or  just trigger1 = movecontact
Accepting commissions

TITAN MADRE

i got a question then...

you dont put all the code to make those 10 hits right?

Byakko

... hai ?? What 10 hits, what all that code ??
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.

TITAN MADRE

i was talking with BC (his tuto talking about a combo making 10 hits)

btw , thanks again Byakko . Ididnt know about the order of the states  :P

BC

#18
do you mean why didnt i just make 1 animation for all attacks?

if so, some people prefer it that way(less coding) i was showing people how to become familiar with changing states if the fist attack of the supermove hits.

it was more of a request tutorial at the time.

@ cyanide about the custom state thing, that was hard to watch back lol unfortunatly i didnt know as much back then as i do now, in terms of defining certain things.
Accepting commissions

TITAN MADRE