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Ki$@1st456v

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Messages by Ki$@1st456v

    

Re: How Do You Code A Fully Complete MVC3 X-Factor?

 November 17, 2021, 06:35:49 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A Fully Complete MVC3 X-Factor? (Started by Ki$@1st456v November 13, 2021, 05:56:36 PM
 Board: M.U.G.E.N Development Help

I changed that number but it did nothing. Here is what I have so far.

;X-Factor
[Statedef 197]
type = A
movetype=I
physics = N
anim = 196
sprpriority = 1
poweradd = 0
ctrl = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3012
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos Y >= 0
statetype = S
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 41
elem = 6
persistent = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype  = S
value = 196
elem = 1
persistent = 0
ignorehitpause = 0
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = ifelse(vel x !=0,vel x/2,0)
y =0
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .5
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State assert, *]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 0, Pause]
type = Pause
trigger1 =time=0
time =30
movetime = 30
endcmdbuftime = 30
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time>17
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S195,0

[State 0, VarSet]
type = VarSet
trigger1 =time=8
v =21    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time=8
fv =21    ;fv = 10
value = 1000
[State 0, PosFreeze]
type = PosFreeze
trigger1 = time <8
value = 1

[State 0, Trans]
type = Trans
triggerall = command != "xfactor"
triggerall = numhelper(197)
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 0, Explod]
type = Explod
triggerall = command != "xfactor"
trigger1 = 1
trans = addalpha
alpha = 256, 256
shadow = 255,-220,-220
anim = 13003
sprpriority = -3
pos = 0,0
ownpal = 0
scale = .5,.5
bindtime = -1
removetime = -1
persistent = 1

[State 0, Helper]
type = Helper
triggerall = command = "xfactor"
triggerall =numhelper(197)
trigger1 = 1
helpertype = normal
name = "X-Factor_Aura"
ID = 753
stateno = 753
pos = 0,0
scale = .5,.5
postype = p1
sprpriority = -3
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 40

[State 0, Angledraw]
type = AngleDraw
trigger1 = 1
value = 1
scale = 1+(sin(.0025*var(10))),1+(sin(.0025*var(10)))
ignorehitpause = 0

[State 0, Pal]
type = PalFX
triggerall = command != "xfactor"
triggerall = numhelper(197)
trigger1 = 1
time = 100
add = 255,-220,-220
invertall = 0
color = 256

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 8
trigger1 = statetype != S
physics = A         ;A,C,S,N
[State cs, *]
type = ChangeState
trigger1 = statetype = S
trigger1 = animtime=0
value = 0
ctrl = 1

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

;X-Factor_Aura
[Statedef 753]
type = A
movetype = I
physics = N
sprpriority = -3
anim = 13003
velset = 0,0

[State 0,Bind]
type = BindToRoot
trigger1 = 1
pos = 0,0

[State 0,Turn]
type = Turn
trigger1 = facing != root,facing

[State 0,Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0,Var]
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)

[State 0,Anim]
type = ChangeAnim
trigger1 = SelfAnimExist(Root, Anim)
trigger1 = AnimExist(Root, Anim)
value = Root, Anim
elem = var(0)

[State 0,Anim]
type = ChangeAnim
triggerall = SelfAnimExist(Root,Anim)
triggerall = AnimExist(Root,Anim)
triggerall = Root,HitPauseTime > 0
trigger1 = Root,AnimElemNo(0) > AnimElemNo(0)
value = Root,Anim
elem = Root,AnimElemNo(0)

[State 0,Cena]
type = AssertSpecial
trigger1 = Time <= 0
trigger2 = !SelfAnimExist(Root,Anim)
trigger3 = !AnimExist(Root,Anim)
flag = Invisible

[State 0,Angle]
type = AngleDraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 0,Trans]
type = Trans
triggerall = command = "xfactor"
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 0,Pal]
type = PalFX
triggerall = command = "xfactor"
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 0,Var]
type = VarAdd
trigger1 = 1
var(2) = 1

[State 0,Var]
type = VarAdd
trigger1 = var(2) <= 30
var(1) = 1

[State 0,Var]
type = VarAdd
trigger1 = var(2) > 30
var(1) = -1

[State 0,Var]
type = VarSet
trigger1 = var(2) >= 60
var(2) = 0

[State 0,Done]
type = DestroySelf
trigger1 = root, var(58) = 2

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

Are there any other values or states I am missing?
    

Re: How Do You Code A Fully Complete MVC3 X-Factor?

 November 14, 2021, 05:30:40 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A Fully Complete MVC3 X-Factor? (Started by Ki$@1st456v November 13, 2021, 05:56:36 PM
 Board: M.U.G.E.N Development Help

I did not know about that before. Could I put a 1 there or any number above 0 to correct that at the trigger1 section at the very end?
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 13, 2021, 09:06:33 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Thank you again, Cyanide!
    

How Do You Code A Fully Complete MVC3 X-Factor?

 November 13, 2021, 05:56:36 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A Fully Complete MVC3 X-Factor? (Started by Ki$@1st456v November 13, 2021, 05:56:36 PM
 Board: M.U.G.E.N Development Help

Hi everyone I was trying to code an X-Factor for my character Lilith and while she would do the animation performing the move, there is no red aura and I did not know how to code an X-Factor gauge with the move. I have the code here in the cns below:

;X Factor
[Statedef 197]
type = A
movetype=I
physics = N
poweradd = 0
ctrl = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3012
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos Y >= 0
statetype = S

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 41
elem = 6
persistent = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype = S
value = 196
elem = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = ifelse(vel x !=0,vel x/2,0)
y =0

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State assert, *]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 0, Pause]
type = Pause
trigger1 =time=0
time =30
movetime = 30
endcmdbuftime = 30

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time>17
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S195,0

[State 0, VarSet]
type = VarSet
trigger1 =time=8
v =21 ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =time=8
fv =21 ;fv = 10
value = 1000

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time <8
value = 1

[State 0, Helper]
type = Helper
triggerall = command != "xfactor"
trigger1 = time = 0
ID = 198
sprpriority = -3

name = "X-Factor Aura"
stateno = 198
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 8
trigger1 = statetype != S
physics = A ;A,C,S,N

[State cs, *]
type = ChangeState
trigger1 = statetype = S
trigger1 = animtime=0
value = 0
ctrl = 1

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

;X-Factor Aura
[Statedef 198]
type = A
movetype = I
physics = N
velset = 0,0
anim = 13003
sprpriority = -3

[State 0, Bind]
type= BindToRoot
trigger1 = 1
pos = 0,0

[State 0, Turn]
type = Turn
trigger1 = facing != Root, facing

[State 0, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, Var]
type = VarSet
trigger1 = Root, hitpausetime = 0
var(0) = Root, AnimElemNo(0)

[State 0, Anim]
type = ChangeAnim
trigger1 = SelfAnimExist (Root, Anim)
trigger1 = AnimExist (Root, Anim)
value = Root, Anim
elem = Root, AnimElemNo(0)

[State 0, Cena]
type = AssertSpecial
trigger1 = time <= 0
trigger2 = !SelfAnimExist (Root, Anim)
trigger3 = !AnimExist (Root, Anim)
flag = invisible

[State 0, Angle]
type = AngleDraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 0, Trans]
type = Trans
triggerall = command != "xfactor"
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 0, Pal]
type = PalFX
triggerall = command != "xfactor"
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 0, Var]
type = VarAdd
trigger1 = 1
var(2) = 1

[State 0, Var]
type = VarAdd
trigger1 = var(2) <= 30
var(1) = 1

[State 0, Var]
type = VarAdd
trigger1 = var(2) > 30
var(1) = -1

[State 0, Var]
type = VarSet
trigger1 = var(2) > 60
var(2) = 0
[State 0, Done]
type = Destroyself
trigger1 = root, var(58) = 0

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

I have the cmd list entry here as well

[State -1, X Factor]

type = ChangeState
value = 197
;triggerall = var(50) != 1
triggerall = var(21) = 0
triggerall= stateno!=[800,899]
triggerall = movetype!=H
triggerall = command = "xfactor"
trigger1 = ctrl = 1
trigger2 = stateno=[120,155]
trigger3 = movetype = A

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

I coded the X-Factor aura in the cns but it did not work. What do I need to add to get the aura to appear and what must I do to get an X-Factor gauge? I appreciate any help anyone has for this topic and I wish you all a great day!
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 10, 2021, 05:05:05 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Oh yeah, I forgot to add the code again to show what I did for one of them.

;Air Dash Up
[Statedef 40038]
type    = A
physics = N
movetype = I
anim = 11000
ctrl = 0 + (0*(var(55):=1))
velset = 0,0
sprpriority = 3

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 0
y = -9

[State 855, VarSet]
type = PosAdd
triggerall = var(15)
trigger1 = pos y < -170
y = 10

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 112, 3]
type = CtrlSet
trigger1 = time = 5
value = 1

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 112, ChangeState]
type = ChangeState
triggerall = var(15)
trigger1 = time = 21
value = 40005

[State 112, 4.1]
type = ChangeState
triggerall = !var(15)
trigger1 = time = 21
value = 40005
ctrl = 1

[State 112, 4.2]
type = ChangeState
triggerall = var(15)
trigger1 = time = 21
trigger2 = pos y> 0
value = 40005
ctrl = 1

I have this for the cmd.

; Air Dash Up
[State -1, Air Run Up]
type = ChangeState
value = 40038
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 40005)
trigger2 = (stateno = [600,720])&&movecontact
trigger3 = pos y> 0

Should I add something different?
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 08, 2021, 02:58:26 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Okay, after taking a look at the code I changed it to this in the cmd and for one of Liliths' moves it worked and she went back to flight after performing a special attack. Here is what I put in there at the end for the cns:

[State 1360, ChangeState]
type = ChangeState
triggerall = animtime = 0 && anim = 1363
trigger1 = time = 30
value = 40005

[State 1370]
type = Helper
trigger1 = Time = 7
trigger1 = NumHelper(6221) = 6221
stateno = 6221
id = 6221
pos = -7,-9

[State 1370]
type = Helper
trigger1 = Time%5 = 4
stateno = 21382
id = 21382
postype = p2
pos = 32,-floor(Pos Y)
ownpal = 1

[State 1360, 1.1]
type = ChangeAnim
trigger1 = Time = 7
value = 1363
persistent = 0

[State 1360, 1.2]
type = ChangeState
trigger1 = AnimTime = 0 && Anim = 1363
trigger2 = Time = 30
trigger3 = pos y> 0
value = 40005
ctrl = 1

For the triggers in her cmd for the move I added this:

[State -1, Laser]
type = ChangeState
value = 40037
triggerall = !var(59)
triggerall = command = "MS" || command = "MS" || command = "MS"
trigger1 = statetype = A && (ctrl || stateno = 40005)
trigger2 = var(51) = 1
trigger3 = pos y> 0

I have tried to do it again in the same manner for her air dashes while flying, but it did not work. Are those supposed to be coded differently or am I missing something?
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 07, 2021, 03:34:04 AM View in topic context
avatar  Posted by Ki$@1st456v  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Is this in the cns or the cmd list? I do not know where I should add this. I have added State -2 to the cmd list entry when it was originally state -1.

; Air Plasma Beam
[State -2, Air Plasma Beam]
type = ChangeState
value = 40036
triggerall = command = "QCF_A"||command="QCF_B"||command="QCF_C"
trigger1 = statetype = A  && (ctrl || stateno = 40005)
trigger2 = (stateno = [600,699])
trigger3 = pos y>0

Is this somewhat in the right direction?
    

How To Prevent Special Attacks From Cancelling Flight?

 November 02, 2021, 10:54:16 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Hi again, everyone! I know normal aerial attacks for Lilith finally worked while flying, but how do you get special attacks to come out while flying without cancelling flight? I have seen characters like Sevil Nahte who can perform midair Psycho Shots without Sevil Nahte dropping from the air. What do I add to the code of midair specials to allow that as well?

Here is Sevil Nahtes' coding for a jumping Psycho Shot below:

; Light Air Psycho Shot - Attack

[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
poweradd= 35
ctrl = 0
anim = 1050
sprpriority = 2

[State 1050, 1]
type = Width
trigger1 = AnimElem = 4
value = 15

[State 1050, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,0
channel = 0

[State 1050, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,1
channel = 1

[State 1050, 4.1]
type = Helper
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X > 90
helpertype = Normal
id = 1055
name = "shot"
postype = p1
pos = 50,-50
stateno = 1055
ownpal = 1

[State 1050, 4.2]
type = Helper
trigger1 = AnimElem = 4
trigger1 = P2BodyDist X <= 90
helpertype = Normal
id = 1058
name = "shot"
postype = p1
pos = 50,-50
stateno = 1055
ownpal = 1

[State 1050, 6]
type = Explod
trigger1 = Time = 0
anim = 1001
id = 1001
pos = 0,0
postype = p1
sprpriority = 3
ownpal = 1
bindtime = -1
removeongethit = 1
ignorehitpause = 1

[State 1070, 7]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = 0.47

[State 1050, 8.1]
type = ChangeState
trigger1 = AnimElem = 7, >= 0 && Pos Y >= 0
value = 1071
ctrl = 0

[State 1050, 8.2]
type = ChangeState
trigger1 = AnimElem = 7, = 0 && Var(14) = 1
value = 730
ctrl = 0

;---------------------------------------------------------------------------
; Light Air Psycho Shot - Helper Projectile

[Statedef 1055]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1055
sprpriority = 3

[State 1055, 1.1]
type = VelSet
trigger1 = Time = 0
x = 3

[State 1055, 1.2]
type = VelAdd
trigger1 = Time >= 0
y = 0.2

[State 1055, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 1055, 3.1]
type = HitDef
triggerall = IsHelper(1055)
trigger1 = Time >= 0
attr = A, SP
numhits = 2
damage    = 70,7
getpower = 24,6
givepower = 24,8
animtype  = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0,10
guard.pausetime = 0,8
guard.sparkno = S8007
sparkno = S8003
sparkxy = 0,0
hitsound   = S1000,2
guardsound = S0,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -4,-3
air.fall = 1
envshake.time = 5
envshake.ampl = 3
fall.envshake.time = 5
fall.envshake.ampl = -3
palfx.time = 40
palfx.add = 40,40,40
palfx.mul = 100,100,100
palfx.sinadd = 80,80,80,5
palfx.color = 0

[State 1055, 3.2]
type = HitDef
triggerall = IsHelper(1058)
trigger1 = Time >= 0
attr = A, SP
numhits = 2
damage    = 80,8
getpower = 32,10
givepower = 32,12
animtype  = Heavy
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 0,10
guard.pausetime = 0,8
guard.sparkno = S8007
sparkno = S8003
sparkxy = 0,0
hitsound   = S1000,2
guardsound = S0,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8
air.velocity = -6,-2
air.animtype = Back
air.juggle = 3
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 3
fall.envshake.time = 5
fall.envshake.ampl = -3
palfx.time = 40
palfx.add = 40,40,40
palfx.mul = 100,100,100
palfx.sinadd = 80,80,80,5
palfx.color = 0

[State 1055, 4.1]
type = Explod
trigger1 = (MoveHit) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8603
postype = p2
pos = 0,-30
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 1055, 4.2]
type = Explod
trigger1 = (MoveHit) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8603
postype = p2
pos = -20,-60
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 1055, 5.1]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP

[State 1055, 5.2]
type = HitOverride
trigger1 = Time = 0
slot = 0
time = -1
attr = SCA, AA, AT, AP, NA, NP, HP, NT, HT
stateno = 1056

[State 1055, 6.1]
type = ChangeState
trigger1 = MoveContact = 1
trigger2 = MoveType = H
trigger3 = Time >= 200
value = 1056

[State 1055, 6.2]
type = ChangeState
trigger1 = !MoveContact
trigger1 = Pos Y >= 0
value = 1057

;---------------------------------------------------------------------------
; All Air Psycho Shot - Helper Explode

[Statedef 1056]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1056
velset = 0,0

[State 1456, 2]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Light Air Psycho Shot - Helper Ground Explode

[Statedef 1057]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1057
velset = 0,0

[State 1057, 1]
type = Explod
anim = 8500
trigger1 = Time = 0
postype = P1
pos = 0,2
ownpal = 1
scale = 0.6,0.6

[State 1057, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1057,1
channel = 1

[State 1057, 3]
type = EnvShake
trigger1 = Time = 0
time = 10
ampl = -5

[State 1057, 4]
type = HitDef
trigger1 = Time = 0
attr = S, SA
numhits = 2
damage = 70,7
getpower = 24,6
givepower = 24,8
animtype = Heavy
guardflag = H
hitflag = MAFD
priority = 4, Hit
pausetime = 0,12
guard.sparkno = S8007
sparkno = S8002
sparkxy = 20,-60
hitsound = S1,2
guardsound = S0,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5,-3
air.velocity = -3,-3
fall = 1
air.fall = 1
envshake.time = 7
envshake.ampl = 4
palfx.time = 50
palfx.add = 40,40,40
palfx.mul = 100,100,100
palfx.sinadd = 80,80,80,5
palfx.color = 0

[State 1057, 5]
type = Explod
trigger1 = (MoveHit) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8603
postype = p2
pos = 0,-30
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 1057, 6]
type = Explod
trigger1 = (MoveHit) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8603
postype = p2
pos = -20,-60
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 1057, 7]
type = DestroySelf
trigger1 = AnimTime = 0

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

Here is the cns for one of the midair specials

; Air Plasma Beam
[StateDef 3305]
type = A
movetype= A
physics = N
juggle  = 1
velset = Vel X/10,Vel Y/5
ctrl = 0
anim = 3305
poweradd = 80
sprpriority = -1
offset = 43,-54

[State 0, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
y = 0

[state 410,3]
type = veladd
trigger1 = var(19)
y = 0
x = 0

[state 410,3]
type = velset
trigger1 = var(19)
y = 0
x = 0

[State 0, ChangeState]
type = ChangeState
triggerall = anim = 3306
trigger1 = animelem = 6 && var(19)
value = 1305

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_B",2,ifelse(command="QCF_C",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3305 && AnimElem = 5
value = 3,2
volume = 255
volumescale = 255
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3305 && AnimElem = 5
value = 4,6
volume = 255
volumescale = 255

[State 0, Helper]
type = Helper
triggerall = numhelper(3305)=0
triggerall = anim = 3305
trigger1 = AnimElem = 5
helpertype = normal ;player
name = "Plasma Beam"
ID = 3305
stateno = 3315
pos = floor(18*const(size.xscale)),floor(-45*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(3305)=0
trigger1 = Anim != 3306
trigger1 = AnimElemTime(5)>=0
value = 3306

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 3306
trigger1 = var(19)=0
trigger1 = AnimElemTime(5)=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N


[State 620, ChangeState]
type = ChangeState
triggerall = anim = 3306
triggerall = floor (pos Y < -155)
trigger1 = animelem = 7
value = 1261
ctrl = 1

;------------------------------
; Plasma Beam helper
[Statedef 3315]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3315
sprpriority = 4
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.3,0.92

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(50*const(size.xscale)),floor(-54*const(size.yscale))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=3315
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = time%5 = 4  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,11
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
down.velocity = -6,-7
air.hittime = 2
yaccel = 1.16
ground.velocity = -8,-2
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -7,-2
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
fall = 1
air.fall = 1

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8004, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 81)
bindtime = 1
removetime = -2
scale = 0.5, 0.5
supermovetime = 500
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0 

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 3305
;---------------------------------------------------------------------------
I appreciate any help anyone has for this topic. Thank you all.
    

Re: How To Code Characters To Attack While Flying?

 November 02, 2021, 04:45:06 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

Okay, now I am able to get Lilith to attack in the air without cancelling the flight. I added this ChangeState to her jumping attacks.

[State 0, ChangeState]
type = ChangeState
triggerall = anim = animation of jumping attack
trigger1 = animtime = 0
value = 40005 (flight statedef)

However, in MVC2 characters could attack without losing their flight height and velocity. This value has to be added to the jumping attacks to make them not have the character drop and remain stationary while they are attacking in flight.

[state 451,3]
type = velset
trigger1 = 1
y = 0
x = 0

Thank you again Cyanide for your help! This thread is solved! 
    

Re: How To Code Characters To Attack While Flying?

 November 02, 2021, 01:04:41 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

Thank you for your help so far! After looking at it for a little while, I managed to get her attacks to come out while in flight. What I did was remove the ctrl from the trigger1 and instead put && (ctrl || stateno = flight statedef) in the cmd like in the Storm cmd list. It looks like this:

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = Var(59) <= 0
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact
;---------------------------------------------------------------------------
Here it is corrected

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = Var(59) <= 0
triggerall = command = "z"
trigger1 = statetype = A && (ctrl || stateno = 40005)
trigger2 = (stateno = 600) && movecontact
trigger3 = (stateno = 610) && movecontact
trigger4 = (stateno = 630) && movecontact
trigger5 = (stateno = 640) && movecontact

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

The only problem I have now is I do not know how to code the flight where it is not cancelled when Lilith does her attacks while flying. What do I put for that?
    

Re: How To Code Characters To Attack While Flying?

 November 01, 2021, 06:05:47 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

I apologize, but I have never seen what that looks like without adding it in the cns. In all the examples I have seen they reference some code in the cns. I took a look at some flight cmd entries with REDHOT's Storm and I noticed that Storms flight as a stateno is included in the aerial attacks like this

[State -1, Air Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A  && (ctrl || stateno = 1505)

;---------------------------------------------------------------------------
[State -1, Air Kick]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch 3]
type = ChangeState
value = 614
triggerall = !var(59)
triggerall = command = "holdup"
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch 2]
type = ChangeState
value = 612
triggerall = !var(59)
triggerall = command = "holddown"
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Kick]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Strong Punch]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact
trigger7 = stateno = 710 && movecontact
;---------------------------------------------------------------------------
[State -1, Air Strong Kick]
type = ChangeState
value = 720
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact
trigger7 = stateno = 710 && movecontact
trigger8 = stateno = 620 && movecontact
;---------------------------------------------------------------------------

However, it is also included as a changestate in her aerial attacks as in this example

;Air Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 40
ctrl = 0
anim = 610
sprpriority = 2
;velset = 0,0
facep2 = 1

[State 610]
type = PlaySnd
trigger1 = Time = 0
value = 210,0
volume = 100
channel = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 16 && var(15)
value = 1505


[state 410,3]
type = velset
triggerall = command = "holdfwd"
trigger1 = var(15)
y = 0
x = -2

[state 410,3]
type = velset
triggerall = command = "holdback"
trigger1 = var(15)
y = 0
x = 2

[state 410,3]
type = veladd
trigger1 = var(15)
y = 0
x = 0

[state 410,3]
type = velset
trigger1 = var(15)
y = 0
x = 0

[state 410,3]
type = veladd
triggerall = prevstateno = 600
triggerall = prevstateno = 700
triggerall = var(18)
trigger1 = floor (pos Y < -155)
y = 0.30

[State 610]
type = PlaySnd
trigger1 = Time = 7
value = 181,1
volume = 255
volumescale = 255
channel = 0

[State 610, VarSet]
type = VarSet
trigger1 = numtarget && prevstateno = [600,720)
trigger1 = target,statetype = A
var(16) = 1

[State 610]
type = PalFx
trigger1 = time%6
time = 1
add = 64,32,64
sinadd = 64,32,64,30

[State 610]
type = HitDef
trigger1 = animelem = 4
attr = A,NA
hitflag = MAF
guardflag = HA
animtype = Medium
air.animtype = up
damage = 35,0
getpower = 30,0
givepower = 20,0
pausetime = 7,9
guard.pausetime = 7,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-85
hitsound = -1
guardsound = S6+var(39),0
ground.type = High
ground.slidetime = 8
ground.hittime = 10
air.hittime = 12
yaccel = 1.32
ground.velocity = -9.5,0
guard.velocity = -9
down.velocity = -6,-7
ground.cornerpush.veloff = -8
air.cornerpush.veloff = 0
air.velocity = -0.3,-9
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -1
air.fall = 1
fall.recover = 0
palfx.time = 31
palfx.add = 40,96,240
palfx.mul = 176,240,240
palfx.sinadd = 8,32,64,4
palfx.color = 8
id = 1+8
p2facing = 1

[state 200, 1]
type = playsnd
trigger1 = movehit = 1 && numtarget
value = s5,6
channel = 7
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(39),1
channel = 6
ignorehitpause = 1
persistent = 0


[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8001, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -85
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0


[State 610, 3]
type = CtrlSet
trigger1 = animelem = 16
value = 1


[State 620, ChangeState]
type = ChangeState
triggerall = anim = 610
trigger1 = animelem = 16
value = 1211
ctrl = 1

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

[State -1]
type = ChangeState
value = 40001
triggerall = roundstate = 2 && !var(59) && var(6) < 2
triggerall = command = "214_KK"
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600 
trigger3 = stateno = 610
trigger4 = stateno = 630
trigger5 = stateno = 640
trigger6 = stateno = 650

[State -1]
type = ChangeState
value = 40000
triggerall = roundstate = 2 && !var(59) && var(6) < 2
triggerall = command = "214_KK"
trigger1 = statetype != A && ctrl
trigger2 = stateno = 200
trigger3 = stateno = 210
trigger4 = stateno = 220
trigger5 = stateno = 240
trigger6 = stateno = 300
trigger7 = stateno = 310
trigger8 = stateno = 320
trigger9 = stateno = 400
trigger10 = stateno = 410
trigger11 = stateno = 411
trigger12 = stateno = 420
trigger13 = stateno = 450
trigger14 = stateno = 500
trigger15 = stateno = 510
trigger16 = stateno = 511
trigger17 = stateno = 512
trigger18 = stateno = 520
trigger19 = stateno = 521
trigger20 = stateno = 522
trigger21 = stateno = 523

[State -1]
type = ChangeState
value = 40006
triggerall = roundstate = 2 && !var(59)
triggerall = command = "214_KK"
trigger1 = stateno = 40005
;---------------------------------------------------------------------------
If I do it without any reference in the cns would it look like this?

[State -1]
type = ChangeState
value = 600 (for the jumping light punch)
triggerall = roundstate = 2 && !var(59) && var(6) < 2
triggerall = command = "214_KK"
trigger1 = statetype = A && ctrl
trigger2 = command = "x" 

    

Re: How To Code Characters To Attack While Flying?

 November 01, 2021, 07:12:30 AM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

Okay. I see a general idea of what you are saying. Would that look like this?

I have included it in the changeanim section of the 40005 statedefs, differently from that section above

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 855, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -4

[State 855, VarSet]
type = VarSet
trigger1 = 1
var(11) = (command="holdfwd")|(command="holdback")*2|(command="holdup")*4|(command="holddown")*8

; ”͈͐§ŒÀ
[State 855, VarSet]
type = VarSet
trigger1 = pos y > -15
var(11) = var(11)&7

[State 855, VarSet]
type = VarSet
trigger1 = pos y = -270
var(11) = var(11)&11

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 855, PosSet]
type= PosSet
trigger1 = pos y =-270
y=-270
; ‘¬“x
[State 855, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&1
x = ifelse(var(11)&4||var(11)&4,4,7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&2
x = ifelse(var(11)&4||var(11)&4,-4,-7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&4
y = ifelse(var(11)&1||var(11)&6,-6,-6)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&8
y = ifelse(var(11)&1||var(11)&6,6,6)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1347
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1343
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1345
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1344
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1346
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1341
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1340
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1342
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = (enemy,pos x-pos x)*facing < -5
value = 100,4
volume = 255
volumescale = 255
channel = 1
loop = 0
pan = 0
persistent = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"  && command!="holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40013
trigger1 = command = "holdup"  && command!="holddown" && command!="holdfwd"  && command!="holdback"
value = 40013

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40017
trigger1 = command = "holddown"  && command!="holdup" && command!="holdfwd"  && command!="holdback"
value = 40017

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40015
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"  && command!="holdback"
value = 40015

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40014
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"  && command!="holdback"
value = 40014

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40016
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"  && command!="holdback"
value = 40016

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40011
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"  && command!="holdfwd"
value = 40011

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40010
trigger1 = command = "holdback" && command="holdup" && command!="holddown"  && command!="holdfwd"
value = 40010

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40012
trigger1 = command = "holdback" && command!="holdup" && command="holddown"  && command!="holdfwd"
value = 40012

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40023
trigger1 = command = "x"
value = 40023

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40024
trigger1 = command = "y"
value = 40024

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 0, 2]
type = Helper
trigger1 = NumHelper(6009) = 0
stateno = 6009
id = 6009

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 20, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -5

[State 20, PosSet]
type = PosSet
trigger1= pos y =-270
y =-270

[State 20, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse(command!="holdup"&&command!="holddown",1,1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = ifelse(command!="holdup"&&command!="holddown",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = ifelse(command!="holdfwd"&&command!="holdback",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = ifelse(command!="holdfwd"&&command!="holdback",1,1)

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40006
trigger1 = command = "holdup"
value = 40006

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command = "holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40001
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"
value = 40001

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40007
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"
value = 40007

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40004
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"
value = 40004

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40002
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"
value = 40002

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40008
trigger1 = command = "holdback" && command="holdup" && command!="holddown"
value = 40008

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40009
trigger1 = command = "holdback" && command!="holdup" && command="holddown"
value = 40009

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40023
trigger1 = command = "x"
value = 40023

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40024
trigger1 = command = "y"
value = 40024

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006
 
 
    

How To Code Characters To Attack While Flying?

 October 29, 2021, 05:48:09 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

Hi, everyone! I was trying to code aerial attacks into my character Lilith while flying, but I am not sure how or what to add. I have asked this question before and got an answer but I could not get it to work and the answer was not informative. I have looked at some characters such as MVC2 Storm in order to get somewhat of an understanding on coding attacks into flight and I see that they put a changestate into the coding of the aerial attacks of these characters like this:

;Air Dash Up
[Statedef 112]
type    = A
physics = N
movetype = I
anim = 1100
ctrl = 0 + (0*(var(55):=1))
velset = 0,0
sprpriority = 3

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 0
y = -9

[State 855, VarSet]
type = PosAdd
triggerall = var(15)
trigger1 = pos y < -170
y = 10

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 112, 3]
type = CtrlSet
trigger1 = time = 5
value = 1

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 112, 4]
type = ChangeState
triggerall = !var(15)
trigger1 = time = 21
value = 1211
ctrl = 1

[State 112, 4]
type = ChangeState
triggerall = var(15)
trigger1 = time = 21
value = 1505
ctrl = 1

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

; Star Flight
[StateDef 1505]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 855, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -4

[State 855, VarSet]
type = VarSet
trigger1 = 1
var(8) = (command="holdfwd")|(command="holdback")*2|(command="holdup")*4|(command="holddown")*8

; ”͈͐§ŒÀ
[State 855, VarSet]
type = VarSet
trigger1 = pos y > -15
var(8) = var(8)&7

[State 855, VarSet]
type = VarSet
trigger1 = pos y < -160
var(8) = var(8)&11

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y < -170
y = 10

; ‘¬“x
[State 855, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&1
x = ifelse(var(8)&4||var(8)&4,4,6)

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&2
x = ifelse(var(8)&4||var(8)&4,-4,-6)

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&4
y = ifelse(var(8)&1||var(8)&5,-5,-5)

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&8
y = ifelse(var(8)&1||var(8)&5,5,5)

[State 0, 2]
type = Helper
triggerall = anim = 0
trigger1 = NumHelper(7041) = 0
stateno = 7041
id = 7041

[State 0, 2]
type = Helper
triggerall = anim = 0
trigger1 = NumHelper(7042) = 0
stateno = 7042
id = 7042

[State 20]
type = Helper
triggerall = Anim = 20
trigger1 = NumHelper(7000) = 0
stateno = 7000
id = 7000


[State 20]
type = Helper
triggerall = Anim = 20
trigger1 = NumHelper(7001) = 0
stateno = 7001
id = 7001


[State 20]
type = Helper
triggerall = Anim = 21
trigger1 = NumHelper(7002) = 0
stateno = 7002
id = 7002


[State 20]
type = Helper
triggerall = Anim = 21
trigger1 = NumHelper(7003) = 0
stateno = 7003
id = 7003

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"  && command!="holddown"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1100
trigger1 = command = "holdup"  && command!="holddown" && command!="holdfwd"  && command!="holdback"
value = 1100

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1101
trigger1 = command = "holddown"  && command!="holdup" && command!="holdfwd"  && command!="holdback"
value = 1101

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 20
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"  && command!="holdback"
value = 20

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 20
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"  && command!="holdback"
value = 20

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 20
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"  && command!="holdback"
value = 20

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 21
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"  && command!="holdfwd"
value = 21

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 21
trigger1 = command = "holdback" && command="holdup" && command!="holddown"  && command!="holdfwd"
value = 21

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 21
trigger1 = command = "holdback" && command!="holdup" && command="holddown"  && command!="holdfwd"
value = 21

[State 855, ChangeState]
type = ChangeState
trigger1 = var(15) = 0
value = 1510

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

; Flight End
[StateDef 1510]
type = A
movetype = I
physics = A
ctrl = 0
anim = 48
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(15) = 0

;------------------------------------------------------------------------
With Magneto there is a section where there is a ChangeAnim that corresponds to a value with a command for Magneto to perform attacks in the air:

[Statedef 6000]     ;Flight
type = S
movetype = I
anim = 341
ctrl = 0
physics = A
sprpriority = 5

[State 6000, VarSet]
type = VarSet
trigger1 = Time = 9
v = 12    ;fv = 10
value = 12

[State 6000, VelAdd]
type = VelAdd
triggerall = command = "Flight"
triggerall = var(12) != 12
trigger1 = time = 0
;x = 0
y = -7.75

[State 6000, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 6001
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1

;-------------------------------------------------
[Statedef 6001]
Type = A
movetype = I
anim = 0
ctrl = 0
velset = 0,0

[State 6001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 6001, Turn]
type = Turn
trigger1 = p2dist x < -3

[State 6001, VarSet]
type = VarSet
triggerall = command = "Flight"
trigger1 = Time = 0
v = 12    ;fv = 10
value = 0

[State 6001, ChangeState]
type = ChangeState
trigger1 = command = "Flight"
value = 50
ctrl = 0

[State 6001, Helper]  ;-----Cape
type = Helper
triggerall = Anim = 0
trigger1 = NumHelper(6000) = 0
helpertype = normal ;player
ID = 6000
stateno = 1
pos = -14,-9
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 6001, VelSet]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = time = 0
x = 0

[State 6001, VelSet]
type = VelSet
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = time = 0
y = 0

[State 6001, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)*2

[State 6001, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)*1.8

[State 6001, 1]
type = VelSet
trigger1 = command = "holdup"
y = -3.5*1.5

[State 6001, 1]
type = VelSet
trigger1 = command = "holddown"
y = 3.5*1.5

[State 6001, PosSet]
type = PosSet
trigger1 = pos y >= -25
y = -25

[State 6001, PosSet]
type = PosSet
trigger1 = pos y <= -250
y = -250

;---- BASICS -------

[State 6001, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 6001, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 6001, 4]
type = ChangeAnim
triggerall = vel y < 0
trigger1 = command = "holdup"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
trigger1 = anim != 341
value = 341

[State 6001, 4]
type = null;ChangeAnim
trigger1 = anim != 343
trigger1 = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
value = 343

[State 6001, 4]
type = ChangeAnim
triggerall = vel y > 0
trigger1 = command = "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = anim != 342
value = 342

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
trigger1 = command != "holdup"
value = 0

[State 6000, ChangeState]
type = ChangeState
trigger1 = Win
trigger2 = Lose
value = 50
ctrl = 0

;----- ATTACKS -----

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "x"
value = 6005

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "y"
value = 6006

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "z"
value = 6007

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "a"
value = 6008

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "b"
value = 600

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "c"
value = 6010

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "Metal Shard"
value = 6500

;----------------------------------------
[Statedef 6005]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600

[State 6005, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 20,10
pausetime = 9,10
ground.hittime = 10
;pausetime = 0,0
sparkno = 0
guard.sparkno = 40
sparkxy = -15,-30
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = -2,0
;guard.velocity = 0
air.velocity = -2,-5
;airguard.velocity = 0,0
sprpriority = 1

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;--------------------------
[Statedef 6006]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 28
ctrl = 0
anim = 610

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 610, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
air.animtype = medium
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 30,0
pausetime = 10,8
ground.hittime = 10
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-38
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = -5,0
;guard.velocity = 0
air.velocity = -.5,-3
;airguard.velocity = 0,0
sprpriority = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;-----------------------
[Statedef 6007]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 620

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 620, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 30,0
ground.hittime = 10
pausetime = 10,7
sparkno = 2
guard.sparkno = 42
sparkxy = -14,-270
hitsound =5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 10
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,-1
;airguard.velocity = 0,0
sprpriority = 1

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;--------------------------
[Statedef 6008]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 630, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 20,10
;hittime = 0,0
pausetime = 10,7
ground.hittime = 10
sparkno = 0
guard.sparkno = 40
sparkxy = 0,-60
hitsound =5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,-1
;airguard.velocity = 0,0
sprpriority = 1

[State 630, PosFreeze]
type = PosFreeze
triggerall = movehit
trigger1 = time = 0
value = 1

[State 630, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;----------------------------
[Statedef 6009]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 640

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 640, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 30,0
ground.hittime = 10
pausetime = 10,7
sparkno = 1
guard.sparkno = 41
sparkxy = 0,-60
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,-1
;airguard.velocity = 0,0
sprpriority = 1

[State 640, PosFreeze]
type = PosFreeze
triggerall = movehit
trigger1 = time = 0
value = 1

[State 640, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1,2

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;----------------------------
[Statedef 6010]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 650

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 650, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 40,19
ground.hittime = 10
pausetime = 3,5
air.pausetime = 0,0
sparkno = 2
guard.sparkno = 41
sparkxy = 0,0
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = -3,0
ground.dist = -5
;guard.velocity = 0
air.velocity = -8.2,6
air.dist = -10
;airguard.velocity = 0,0
sprpriority = 1

[State 650, ScreenBound]
type = null;ScreenBound
triggerall = movehit
trigger1 = 1
value = 1
movecamera = 1,1

[State 650, PosFreeze]
type = PosFreeze
triggerall = movehit
trigger1 = time = 0
value = 1

[State 650, PlaySnd]
type = PlaySnd
trigger1 = Time = 3
value = 1,3

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001
;----------------------------------------
;-----------------------------------------------------
[Statedef 6500] ;Metal Shard Super
type = A
Movetype = A
Anim = 3100
poweradd = -1000
ctrl = 0
velset = 0,0

[State 6500, Explod]
type = Explod
trigger1 = Time = 0
anim = 6010
pos = -190,0
postype = back  ;p2,front,back,left,right
;bindtime =
vel = 5,0
accel = -.1,0
removetime = 52
supermove = 1
supermovetime = 500
scale = 1,1.1
sprpriority = -3
ontop = 1
ownpal = 1

[State 6500, Explod]
type = Explod
trigger1 = Time = 0
anim = 6005
pos = -28,0
postype = back  ;p2,front,back,left,right
removetime = 52
supermove = 1
scale = 1,1.1
sprpriority = 0

[State 6500, Explod]
type = Explod
trigger1 = Time = 1
anim = 6006
pos = -0,0
postype = back  ;p2,front,back,left,right
removetime = 40
;supermove = 1
scale = 1,1.1
sprpriority = 0

[State 6500, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = 4000
sound = S500, 0
pos = 7, -110
;move =
darken = 1
unhittable = 1

[State 6500, Helper]
type = Helper
trigger1 = GameTime%3 = 0
helpertype = normal ;player
name = "Shard"
ID = 2550
stateno = 2550
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1

[State 6500]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1
;---------------------------------------

I am not sure however what to add for my Lilith with the flight coding I have here. I have tried doing a ChangeAnim like in Magneto's code but that only made her do the beginning frame of her aerial attacks with no attack coming out. Here is her code here:

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

[Statedef 40000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 40000
velset = 0,-4
sprpriority = 2

[State 850, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,4
volume = 255
volumescale = 255

[State 850, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 460

[State 850, VelMul]
type = VelMul
trigger1 = 1
y = .92

[State 850, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 40005
 
[Statedef 40001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 40000
velset = 0,-4
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,4
volume = 255
volumescale = 255

[State 851, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 851, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 460

[State 851, VelMul]
type = VelMul
trigger1 = 1
y = .92

[State 851, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 40005

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 855, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -4

[State 855, VarSet]
type = VarSet
trigger1 = 1
var(11) = (command="holdfwd")|(command="holdback")*2|(command="holdup")*4|(command="holddown")*8

; ”͈͐§ŒÀ
[State 855, VarSet]
type = VarSet
trigger1 = pos y > -15
var(11) = var(11)&7

[State 855, VarSet]
type = VarSet
trigger1 = pos y = -270
var(11) = var(11)&11

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 855, PosSet]
type= PosSet
trigger1 = pos y =-270
y=-270
; ‘¬“x
[State 855, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&1
x = ifelse(var(11)&4||var(11)&4,4,7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&2
x = ifelse(var(11)&4||var(11)&4,-4,-7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&4
y = ifelse(var(11)&1||var(11)&6,-6,-6)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&8
y = ifelse(var(11)&1||var(11)&6,6,6)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1347
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1343
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1345
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1344
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1346
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1341
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1340
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1342
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = (enemy,pos x-pos x)*facing < -5
value = 100,4
volume = 255
volumescale = 255
channel = 1
loop = 0
pan = 0
persistent = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"  && command!="holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40013
trigger1 = command = "holdup"  && command!="holddown" && command!="holdfwd"  && command!="holdback"
value = 40013

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40017
trigger1 = command = "holddown"  && command!="holdup" && command!="holdfwd"  && command!="holdback"
value = 40017

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40015
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"  && command!="holdback"
value = 40015

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40014
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"  && command!="holdback"
value = 40014

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40016
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"  && command!="holdback"
value = 40016

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40011
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"  && command!="holdfwd"
value = 40011

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40010
trigger1 = command = "holdback" && command="holdup" && command!="holddown"  && command!="holdfwd"
value = 40010

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40012
trigger1 = command = "holdback" && command!="holdup" && command="holddown"  && command!="holdfwd"
value = 40012

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 0, 2]
type = Helper
trigger1 = NumHelper(6009) = 0
stateno = 6009
id = 6009

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 20, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -5

[State 20, PosSet]
type = PosSet
trigger1= pos y =-270
y =-270

[State 20, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse(command!="holdup"&&command!="holddown",1,1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = ifelse(command!="holdup"&&command!="holddown",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = ifelse(command!="holdfwd"&&command!="holdback",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = ifelse(command!="holdfwd"&&command!="holdback",1,1)

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40006
trigger1 = command = "holdup"
value = 40006

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command = "holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40001
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"
value = 40001

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40007
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"
value = 40007

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40004
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"
value = 40004

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40002
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"
value = 40002

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40008
trigger1 = command = "holdback" && command="holdup" && command!="holddown"
value = 40008

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40009
trigger1 = command = "holdback" && command!="holdup" && command="holddown"
value = 40009

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006
 
[Statedef 40006]
type = A
movetype = I
physics = A
ctrl = 0
anim = 57
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 0
;------------------------------------------------------------------------------------------------------------

What must I add to make Lilith able to attack during flight? I appreciate any help anyone can give on this subject.
    

Re: How Do You Code A MVC3 X-Factor for A Character?

 October 10, 2021, 04:05:38 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A MVC3 X-Factor for A Character? (Started by Ki$@1st456v October 08, 2021, 03:37:09 PM
 Board: M.U.G.E.N Configuration Help

To add more information, I used the xfactor code of kart's MVC3 Ryu which is below.

;X Factor
[Statedef 197]
type = A
movetype=I
physics = N
poweradd = 0
ctrl = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3012
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos Y >= 0
statetype = S
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 41
elem = 6
persistent = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
trigger1 = statetype  = S
value = 196
elem = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = ifelse(vel x !=0,vel x/2,0)
y =0
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .5
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State assert, *]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 0, Pause]
type = Pause
trigger1 =time=0
time =30
movetime = 30
endcmdbuftime = 30
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time>17
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S195,0

[State 0, VarSet]
type = VarSet
trigger1 =time=8
v =21    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time=8
fv =21    ;fv = 10
value = 1000
[State 0, PosFreeze]
type = PosFreeze
trigger1 = time <8
value = 1

[State 0, Aura]
type = Helper
trigger1 = time = 0
ID = 198
name = "X-Factor Aura"
stateno = 198
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 8
trigger1 = statetype != S
physics = A         ;A,C,S,N
[State cs, *]
type = ChangeState
trigger1 = statetype = S
trigger1 = animtime=0
value = 0
ctrl = 1

[State 0, Aura]
type = Helper
trigger1 = time = 0
ID = 198
name = "X-Factor Aura"
stateno = 198
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999

Lilith does the animation showing that the move works when I do it in training mode. However, I tried to add Kamekaze's red aura effect code to it but it did not work.

;X-Factor Aura
[Statedef 198]
type = A
movetype = I
physics = N
velset = 0,0
anim = 13003
sprpriority = -3

[State 198, Bind]
type= BindToRoot
trigger1 = 1
pos = 0,0

[State 198, Turn]
type = Turn
trigger1 = facing != Root, facing

[State 198, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 198, Var]
type = VarSet
trigger1 = Root, hitpausetime = 0
var(0) = Root, AnimElemNo(0)

[State 198, Anim]
type = ChangeAnim
trigger1 = SelfAnimExist (Root, Anim)
trigger1 = AnimExist (Root, Anim)
value = Root, Anim
elem = Root, AnimElemNo(0)

[State 198, Cena]
type = AssertSpecial
trigger1 = time <= 0
trigger2 = !SelfAnimExist (Root, Anim)
trigger3 = !AnimExist (Root, Anim)
flag = invisible

[State 198, Angle]
type = AngleDraw
trigger1 = 1
scale = 1+var(1)*.002,1+var(1)*.0015

[State 198, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

[State 198, Pal]
type = PalFX
trigger1 = 1
time = 1
add = 255,-220,-220
invertall = 0
color = 256

[State 198, Var]
type = VarAdd
trigger1 = 1
var(2) = 1

[State 198, Var]
type = VarAdd
trigger1 = var(2) <= 30
var(1) = 1

[State 198, Var]
type = VarAdd
trigger1 = var(2) > 30
var(1) = -1

[State 198, Var]
type = VarSet
trigger1 = var(2) > 60
var(2) = 0

[State 198, Done]
type = Destroyself
trigger1 = root, var(58) = 0

What must I do to get the aura to work?
    

How Do You Code A MVC3 X-Factor for A Character?

 October 08, 2021, 03:37:09 PM View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Code A MVC3 X-Factor for A Character? (Started by Ki$@1st456v October 08, 2021, 03:37:09 PM
 Board: M.U.G.E.N Configuration Help

I was trying to code a MVC3 X-Factor with the red aura effect, is there a way to add that because I am not sure how?
    

Re: How To Code Characters To Attack While Flying?

 September 28, 2021, 05:45:45 AM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v September 26, 2021, 01:44:37 PM
 Board: M.U.G.E.N Configuration Help

I have changed it to that without adding anything to it, but for some reason it is not working and no aerial light punch is coming out. I do not know why.
    

Re: How To Code Characters To Attack While Flying?

 September 27, 2021, 05:25:49 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v September 26, 2021, 01:44:37 PM
 Board: M.U.G.E.N Configuration Help

I rewrote the trigger in the command to be this:

[State -1, Jump Light Punch]
type = ChangeState
value = 40007
triggerall = !var(59) <= 0
triggerall = command = "x"
trigger1 = stateno = 40006

However, that did not work, then I did this command below and it still did not solve the problem

[State -1, Jump Light Punch]
type = ChangeState
value = 40007
triggerall = !var(59) <= 0
triggerall = command = "x"
trigger1 = stateno = 40006
trigger1 = ctrl
 
Should I try a different trigger?
    

Re: How To Code Characters To Attack While Flying?

 September 27, 2021, 07:46:45 AM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v September 26, 2021, 01:44:37 PM
 Board: M.U.G.E.N Configuration Help

I have tried to set a separate statedef for the flying attacks. I did this below:

;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2
hitcountpersist = 1

[State 600, 1] ;Swing Sound
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 15
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S9103
sparkxy = -10,-58
hitsound = S5544,0                 ;Sound to play on hit
guardsound = S6,0
guard.sparkno = s9101
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = 0,-8
yaccel = .6

[state 451,3]
type = veladd
trigger1 = var(3) = 1
y = -0.1

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 460

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

;Flying Light Punch
[Statedef 40007]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2
hitcountpersist = 1

[State 600, 1] ;Swing Sound
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 15
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = S9103
sparkxy = -10,-58
hitsound = S5544,0                 ;Sound to play on hit
guardsound = S6,0
guard.sparkno = s9101
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = 0,-8
yaccel = .6

[state 451,3]
type = veladd
trigger1 = var(3) = 1
y = -0.1

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 5 && var(21)
value = 40006
ctrl = 1
;---------------------------------------------------------------------------

This is for the CMND list

;---------------------------------------------------------------------------
[State -1, Jump Light Punch]
type = ChangeState
value = 40007
triggerall = !var(59) <= 0
triggerall = command = "x"
trigger1 = statetype = A && (ctrl || stateno = 40006)
;---------------------------------------------------------------------------

Yet it still is not working. Am I still missing something?
    

How To Code Characters To Attack While Flying?

 September 26, 2021, 01:44:37 PM View in topic context
avatar  Posted by Ki$@1st456v  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v September 26, 2021, 01:44:37 PM
 Board: M.U.G.E.N Configuration Help

I was trying to code aerial attacks into my character Lilith while flying, but I am not sure how or what to add. I have asked this question before and got an answer but I could not get it to work and the answer was not informative. I have looked at some characters such as MVC2 Storm in order to get somewhat of an understanding on coding attacks into flight and I see that they put a changestate into the coding of the aerial attacks of these characters like this:

;Air Dash Up
[Statedef 112]
type    = A
physics = N
movetype = I
anim = 1100
ctrl = 0 + (0*(var(55):=1))
velset = 0,0
sprpriority = 3

[State 117, 1]
type = VelSet
trigger1 = time >= 1
x = 0
y = -9

[State 855, VarSet]
type = PosAdd
triggerall = var(15)
trigger1 = pos y < -170
y = 10

[State 111, 1]
type = VelSet
trigger1 = time >= 20
x = 0
y = 0

[State 112, 3]
type = CtrlSet
trigger1 = time = 5
value = 1

[State 117, 2] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 112, 4]
type = ChangeState
triggerall = !var(15)
trigger1 = time = 21
value = 1211
ctrl = 1

[State 112, 4]
type = ChangeState
triggerall = var(15)
trigger1 = time = 21
value = 1505
ctrl = 1

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

; Star Flight
[StateDef 1505]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 855, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -4

[State 855, VarSet]
type = VarSet
trigger1 = 1
var(8) = (command="holdfwd")|(command="holdback")*2|(command="holdup")*4|(command="holddown")*8

; ”͈͐§ŒÀ
[State 855, VarSet]
type = VarSet
trigger1 = pos y > -15
var(8) = var(8)&7

[State 855, VarSet]
type = VarSet
trigger1 = pos y < -160
var(8) = var(8)&11

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y < -170
y = 10

; ‘¬“x
[State 855, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&1
x = ifelse(var(8)&4||var(8)&4,4,6)

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&2
x = ifelse(var(8)&4||var(8)&4,-4,-6)

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&4
y = ifelse(var(8)&1||var(8)&5,-5,-5)

[State 855, VelSet]
type = VelSet
trigger1 = var(8)&8
y = ifelse(var(8)&1||var(8)&5,5,5)

[State 0, 2]
type = Helper
triggerall = anim = 0
trigger1 = NumHelper(7041) = 0
stateno = 7041
id = 7041

[State 0, 2]
type = Helper
triggerall = anim = 0
trigger1 = NumHelper(7042) = 0
stateno = 7042
id = 7042

[State 20]
type = Helper
triggerall = Anim = 20
trigger1 = NumHelper(7000) = 0
stateno = 7000
id = 7000


[State 20]
type = Helper
triggerall = Anim = 20
trigger1 = NumHelper(7001) = 0
stateno = 7001
id = 7001


[State 20]
type = Helper
triggerall = Anim = 21
trigger1 = NumHelper(7002) = 0
stateno = 7002
id = 7002


[State 20]
type = Helper
triggerall = Anim = 21
trigger1 = NumHelper(7003) = 0
stateno = 7003
id = 7003

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"  && command!="holddown"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1100
trigger1 = command = "holdup"  && command!="holddown" && command!="holdfwd"  && command!="holdback"
value = 1100

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1101
trigger1 = command = "holddown"  && command!="holdup" && command!="holdfwd"  && command!="holdback"
value = 1101

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 20
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"  && command!="holdback"
value = 20

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 20
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"  && command!="holdback"
value = 20

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 20
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"  && command!="holdback"
value = 20

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 21
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"  && command!="holdfwd"
value = 21

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 21
trigger1 = command = "holdback" && command="holdup" && command!="holddown"  && command!="holdfwd"
value = 21

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 21
trigger1 = command = "holdback" && command!="holdup" && command="holddown"  && command!="holdfwd"
value = 21

[State 855, ChangeState]
type = ChangeState
trigger1 = var(15) = 0
value = 1510

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

; Flight End
[StateDef 1510]
type = A
movetype = I
physics = A
ctrl = 0
anim = 48
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(15) = 0

;------------------------------------------------------------------------
With Magneto there is a section where there is a ChangeAnim that corresponds to a value with a command for Magneto to perform attacks in the air:

[Statedef 6000]     ;Flight
type = S
movetype = I
anim = 341
ctrl = 0
physics = A
sprpriority = 5

[State 6000, VarSet]
type = VarSet
trigger1 = Time = 9
v = 12    ;fv = 10
value = 12

[State 6000, VelAdd]
type = VelAdd
triggerall = command = "Flight"
triggerall = var(12) != 12
trigger1 = time = 0
;x = 0
y = -7.75

[State 6000, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 6001
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1

;-------------------------------------------------
[Statedef 6001]
Type = A
movetype = I
anim = 0
ctrl = 0
velset = 0,0

[State 6001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 6001, Turn]
type = Turn
trigger1 = p2dist x < -3

[State 6001, VarSet]
type = VarSet
triggerall = command = "Flight"
trigger1 = Time = 0
v = 12    ;fv = 10
value = 0

[State 6001, ChangeState]
type = ChangeState
trigger1 = command = "Flight"
value = 50
ctrl = 0

[State 6001, Helper]  ;-----Cape
type = Helper
triggerall = Anim = 0
trigger1 = NumHelper(6000) = 0
helpertype = normal ;player
ID = 6000
stateno = 1
pos = -14,-9
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1

[State 6001, VelSet]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = time = 0
x = 0

[State 6001, VelSet]
type = VelSet
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = time = 0
y = 0

[State 6001, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)*2

[State 6001, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)*1.8

[State 6001, 1]
type = VelSet
trigger1 = command = "holdup"
y = -3.5*1.5

[State 6001, 1]
type = VelSet
trigger1 = command = "holddown"
y = 3.5*1.5

[State 6001, PosSet]
type = PosSet
trigger1 = pos y >= -25
y = -25

[State 6001, PosSet]
type = PosSet
trigger1 = pos y <= -250
y = -250

;---- BASICS -------

[State 6001, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 6001, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

[State 6001, 4]
type = ChangeAnim
triggerall = vel y < 0
trigger1 = command = "holdup"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
trigger1 = anim != 341
value = 341

[State 6001, 4]
type = null;ChangeAnim
trigger1 = anim != 343
trigger1 = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
value = 343

[State 6001, 4]
type = ChangeAnim
triggerall = vel y > 0
trigger1 = command = "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = anim != 342
value = 342

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 0
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holddown"
trigger1 = command != "holdup"
value = 0

[State 6000, ChangeState]
type = ChangeState
trigger1 = Win
trigger2 = Lose
value = 50
ctrl = 0

;----- ATTACKS -----

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "x"
value = 6005

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "y"
value = 6006

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "z"
value = 6007

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "a"
value = 6008

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "b"
value = 600

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "c"
value = 6010

[State 6001, ChangeAnim]
type = ChangeState
trigger1 = command = "Metal Shard"
value = 6500

;----------------------------------------
[Statedef 6005]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600

[State 6005, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 20,10
pausetime = 9,10
ground.hittime = 10
;pausetime = 0,0
sparkno = 0
guard.sparkno = 40
sparkxy = -15,-30
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = -2,0
;guard.velocity = 0
air.velocity = -2,-5
;airguard.velocity = 0,0
sprpriority = 1

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;--------------------------
[Statedef 6006]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 28
ctrl = 0
anim = 610

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 610, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = medium          ;light,medium,hard,back,up,diagup
air.animtype = medium
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 30,0
pausetime = 10,8
ground.hittime = 10
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-38
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = -5,0
;guard.velocity = 0
air.velocity = -.5,-3
;airguard.velocity = 0,0
sprpriority = 1

[State 610, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;-----------------------
[Statedef 6007]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 620

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 620, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 30,0
ground.hittime = 10
pausetime = 10,7
sparkno = 2
guard.sparkno = 42
sparkxy = -14,-270
hitsound =5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 10
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,-1
;airguard.velocity = 0,0
sprpriority = 1

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;--------------------------
[Statedef 6008]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 630, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 20,10
;hittime = 0,0
pausetime = 10,7
ground.hittime = 10
sparkno = 0
guard.sparkno = 40
sparkxy = 0,-60
hitsound =5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,-1
;airguard.velocity = 0,0
sprpriority = 1

[State 630, PosFreeze]
type = PosFreeze
triggerall = movehit
trigger1 = time = 0
value = 1

[State 630, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;----------------------------
[Statedef 6009]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 640

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 640, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 30,0
ground.hittime = 10
pausetime = 10,7
sparkno = 1
guard.sparkno = 41
sparkxy = 0,-60
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,-1
;airguard.velocity = 0,0
sprpriority = 1

[State 640, PosFreeze]
type = PosFreeze
triggerall = movehit
trigger1 = time = 0
value = 1

[State 640, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1,2

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001

;----------------------------
[Statedef 6010]
type    = A
movetype= A
;physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 650

[State 1010, VelSet]
type = VelSet
trigger1 =  Time = 0
x = 0
y = 0

[State 650, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 40,19
ground.hittime = 10
pausetime = 3,5
air.pausetime = 0,0
sparkno = 2
guard.sparkno = 41
sparkxy = 0,0
hitsound = 5,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.hittime = 20
ground.velocity = -3,0
ground.dist = -5
;guard.velocity = 0
air.velocity = -8.2,6
air.dist = -10
;airguard.velocity = 0,0
sprpriority = 1

[State 650, ScreenBound]
type = null;ScreenBound
triggerall = movehit
trigger1 = 1
value = 1
movecamera = 1,1

[State 650, PosFreeze]
type = PosFreeze
triggerall = movehit
trigger1 = time = 0
value = 1

[State 650, PlaySnd]
type = PlaySnd
trigger1 = Time = 3
value = 1,3

[State 6005, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 6001
;----------------------------------------
;-----------------------------------------------------
[Statedef 6500] ;Metal Shard Super
type = A
Movetype = A
Anim = 3100
poweradd = -1000
ctrl = 0
velset = 0,0

[State 6500, Explod]
type = Explod
trigger1 = Time = 0
anim = 6010
pos = -190,0
postype = back  ;p2,front,back,left,right
;bindtime =
vel = 5,0
accel = -.1,0
removetime = 52
supermove = 1
supermovetime = 500
scale = 1,1.1
sprpriority = -3
ontop = 1
ownpal = 1

[State 6500, Explod]
type = Explod
trigger1 = Time = 0
anim = 6005
pos = -28,0
postype = back  ;p2,front,back,left,right
removetime = 52
supermove = 1
scale = 1,1.1
sprpriority = 0

[State 6500, Explod]
type = Explod
trigger1 = Time = 1
anim = 6006
pos = -0,0
postype = back  ;p2,front,back,left,right
removetime = 40
;supermove = 1
scale = 1,1.1
sprpriority = 0

[State 6500, SuperPause]
type = SuperPause
trigger1 = Time = 0
time = 30
anim = 4000
sound = S500, 0
pos = 7, -110
;move =
darken = 1
unhittable = 1

[State 6500, Helper]
type = Helper
trigger1 = GameTime%3 = 0
helpertype = normal ;player
name = "Shard"
ID = 2550
stateno = 2550
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1

[State 6500]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1
;---------------------------------------

I am not sure however what to add for my Lilith with the flight coding I have here. I have tried doing a ChangeAnim like in Magneto's code but that only made her do the beginning frame of her aerial attacks with no attack coming out. Here is her code here:

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

[Statedef 40000]
type = A
movetype = I
physics = N
ctrl = 0
anim = 40000
velset = 0,-4
sprpriority = 2

[State 850, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,4
volume = 255
volumescale = 255

[State 850, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 460

[State 850, VelMul]
type = VelMul
trigger1 = 1
y = .92

[State 850, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 40005
 
[Statedef 40001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 40000
velset = 0,-4
sprpriority = 2

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,4
volume = 255
volumescale = 255

[State 851, VarSet]
type = VarSet
trigger1 = time = 0
var(1) = 0

[State 851, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 460

[State 851, VelMul]
type = VelMul
trigger1 = 1
y = .92

[State 851, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 40005

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 855, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -4

[State 855, VarSet]
type = VarSet
trigger1 = 1
var(11) = (command="holdfwd")|(command="holdback")*2|(command="holdup")*4|(command="holddown")*8

; ”͈͐§ŒÀ
[State 855, VarSet]
type = VarSet
trigger1 = pos y > -15
var(11) = var(11)&7

[State 855, VarSet]
type = VarSet
trigger1 = pos y = -270
var(11) = var(11)&11

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 855, PosSet]
type= PosSet
trigger1 = pos y =-270
y=-270
; ‘¬“x
[State 855, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&1
x = ifelse(var(11)&4||var(11)&4,4,7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&2
x = ifelse(var(11)&4||var(11)&4,-4,-7)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&4
y = ifelse(var(11)&1||var(11)&6,-6,-6)

[State 855, VelSet]
type = VelSet
trigger1 = var(11)&8
y = ifelse(var(11)&1||var(11)&6,6,6)

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1347
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1343
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1345
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1344
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1346
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1341
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1340
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = anim = 1342
value = 100,4
volume = 255
volumescale = 255
channel = 7
loop = 0
pan = 0
persistent = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = (enemy,pos x-pos x)*facing < -5
value = 100,4
volume = 255
volumescale = 255
channel = 1
loop = 0
pan = 0
persistent = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"  && command!="holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40013
trigger1 = command = "holdup"  && command!="holddown" && command!="holdfwd"  && command!="holdback"
value = 40013

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40017
trigger1 = command = "holddown"  && command!="holdup" && command!="holdfwd"  && command!="holdback"
value = 40017

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40015
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"  && command!="holdback"
value = 40015

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40014
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"  && command!="holdback"
value = 40014

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40016
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"  && command!="holdback"
value = 40016

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40011
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"  && command!="holdfwd"
value = 40011

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40010
trigger1 = command = "holdback" && command="holdup" && command!="holddown"  && command!="holdfwd"
value = 40010

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40012
trigger1 = command = "holdback" && command!="holdup" && command="holddown"  && command!="holdfwd"
value = 40012

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006

[Statedef 40005]
type = A
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 2

[State 0, 2]
type = Helper
trigger1 = NumHelper(6009) = 0
stateno = 6009
id = 6009

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 855, PosAdd]
type = PosAdd
trigger1 = pos y = -270
y = 10

[State 20, Turn]
type = Turn
trigger1 = (enemy,pos x-pos x)*facing < -5

[State 20, PosSet]
type = PosSet
trigger1= pos y =-270
y =-270

[State 20, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = ifelse(command!="holdup"&&command!="holddown",1,1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = ifelse(command!="holdup"&&command!="holddown",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holdup"
y = ifelse(command!="holdfwd"&&command!="holdback",-1,-1)

[State 20, VelSet]
type = VelSet
trigger1 = command = "holddown"
y = ifelse(command!="holdfwd"&&command!="holdback",1,1)

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0
trigger1 = command != "holdfwd" &&command != "holdback" && command != "holdup"
value = 0

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40006
trigger1 = command = "holdup"
value = 40006

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40005
trigger1 = command = "holddown"
value = 40005

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40001
trigger1 = command = "holdfwd" && command!="holdup" && command!="holddown"
value = 40001

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40007
trigger1 = command = "holdfwd" && command="holdup" && !command="holddown"
value = 40007

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40004
trigger1 = command = "holdfwd" && !command="holdup" && command="holddown"
value = 40004

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40002
trigger1 = command = "holdback" && command!="holdup" && command!="holddown"
value = 40002

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40008
trigger1 = command = "holdback" && command="holdup" && command!="holddown"
value = 40008

[State 855, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 40009
trigger1 = command = "holdback" && command!="holdup" && command="holddown"
value = 40009

[State 855, ChangeState]
type = ChangeState
trigger1 = var(21) = 0
value = 40006
 
[Statedef 40006]
type = A
movetype = I
physics = A
ctrl = 0
anim = 57
velset = 0,0
sprpriority = 2

[State 856, VarSet]
type = VarSet
trigger1 = time = 0
var(21) = 0
;------------------------------------------------------------------------------------------------------------

What must I add to make Lilith able to attack during flight? I appreciate any help anyone can give on this subject.
    

Shinzankuro Lilith Effects On Projectiles and Moves Help?

 September 10, 2021, 07:35:27 PM View in topic context
avatar  Posted by Ki$@1st456v  in Shinzankuro Lilith Effects On Projectiles and Moves Help? (Started by Ki$@1st456v September 10, 2021, 07:35:27 PM
 Board: M.U.G.E.N Configuration Help

Hi, everyone! I have been trying to make the animations and effects better for Lilith's moves, and I do not know how to code them into her definitions. (1. One of the effects I have been trying to do is the bat glow that Lilith has over herself when she does the multi-beam super in this video (https://www.youtube.com/watch?v=quoAIVozEaA) at 1:39-1:44. (2. In this same video she has the dust trail that is connected to her Soul Flash fireball on the ground at 1:03-1:08. (3. Finally, in the same video at 1:39-1:44 there is the projectile hit effect to those beams when they make contact with the opponent.

What coding do I need in the states and definitions to add those effects to her moves? I appreciate any help you have with these moves and projectiles. Thank you!