Editing basic attacks

Started by YourImagination, February 14, 2013, 07:29:15 AM

Previous topic - Next topic

YourImagination

I was some successful of editing Sean Altly's Haggar to fit the 6 button configuration (attacks, specials, hypers & all). I am currently editing his skullo to fit the 6 button config. But I hit a snag...

This... His Forward Kick isn't giving any type of damage, it just goes through the sprite.


Help would be really appreciated, here's the code from both the cns & the cmd.

CNS CODE: ;---------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 235]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 235
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 235, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

[State 235, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


CMD CODE: ; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 235
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl || (stateno=[100,101])

GT

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


This is the problem. The character is going into an idle movetype before the attack starts, so its attack is being nulled. Change the animelemtime(4) trigger to animelem = 5 (or an animelem that doesn't have any activate frames).

YourImagination

Quote from: Shimmer on February 14, 2013, 07:52:39 AM
[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I


This is the problem. The character is going into an idle movetype before the attack starts, so its attack is being nulled. Change the animelemtime(4) trigger to animelem = 5 (or an animelem that doesn't have any activate frames).
Oh okay. I did what you said & it works. Thank you, now I'm in the right track.