#1
Posted by varo_hades
in Captain Commando Stage Pack by Vegaz (Started by Vegaz_Parrelli May 24, 2024, 03:19:21 pmBoard: Your Releases, 1.0+
Few years passed since our last talk and looks like you respond because my post here. About the price you was not forced to accept since we made a deal, i ask about a comission and you gave me the price (something between 100 or 120 dollars). If the price was low, maybe a renegotiation could be a best option on that moment. Also i'm not calling you (or making something to sounds like that) asshole.
Okay, I'm now very certain that the written state controller IDs have zero effect and it's all about the order they're placed in the CNS file.That is correct. Their labeling is irrelevant, you can name every single block "[state 69, big whoop]" and it won't have any impact. Statedef 101 only ends when you define the next statedef header, not when you name a block "[state 102, whatever]". People frequently copy paste code from different states without bothering to change the numbers.
One thing I'm wondering now is how state overrides work. If I have state 100 in both commons1.cns and king.cns, which controllers will be run? The ones in common1.cns and king.cns, or only the ones in king.cns?Character specific files take priority over the common files, so in your example the statedef 100 defined in king.cns overrides common1.cns
Hi... Hope you re fine. Idk if you remember but few years Ago o comissioned a spritesheet for my Kairi and you never finished... I paid ALL of the comission amount and you just stoped respond me or even ask about gave me back the money (unless proporcional the finished sprites).
Best regards
;-----RUN
[Statedef 100]
type = S
movetype = I
physics = S
anim = 100
velset = 0
ctrl = 0
[State 100, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 101
[Statedef 101]
type = S
movetype = I
physics = S
anim = 101
ctrl = 0
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,3
loop = 1
channel = 1
[State 101, 3]
type = ChangeState
trigger1 = command = "holdup"
value = 40
[State 100, 5.1]
type = ChangeState
triggerall = var(9) = 0
trigger1 = AnimElem = 3, >= 0
trigger1 = command != "holdfwd"
value = 102
[State 100, 5.2]
type = ChangeState
trigger1 = var(9) = 1
trigger1 = AnimElem = 3, >= 0
trigger1 = P2bodydist X <= 40
value = 102
[Statedef 102]
type = S
movetype = I
physics = S
anim = 102
[State 102, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1; RUN_BACK2 (land)