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Sickjumps

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  1. i'm having trouble figuring out an auto combo, The combo works (the moves link into each other when i tap A,A,A,A ) but the 1st part is 2 hits, the 2nd part is 2 hits, 3rd is 4 hits and the last one is 1 hit. 

    my issue is that if i mash A it will go to the next part without finishing the move (1st part only 1 hit then goes into part 2), i'm wondering how i would get it to finish the animation before moving on to the next part (i want both hits to connect before moving to part 2). 

     

    Cns file autocombo parts 1 & 2:

     5A

    [Statedef 200]

    type = S ;State-type: S-stand, C-crouch, A-air, L-liedown

    movetype= A ;Move-type: A-attack, I-idle, H-gethit

    physics = S ;Physics: S-stand, C-crouch, A-air

    juggle = 1 ;Number of air juggle points move takes

    ;Commonly-used controllers:

    velset = 0,0 ;Set velocity (x,y) (Def: no change)

    ctrl = 0 ;Set ctrl (Def: no change)

    anim = 200 ;Change animation (Def: no change)

    poweradd = 20 ;Power to add (Def: 0)

    sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)

     

    [State 200, 1]

    type = HitDef

    trigger1 = AnimElem = 3

    attr = S, NA ;Attribute: Standing, Normal Attack

    damage = 23, 0 ;Damage that move inflicts, guard damage

    animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

    guardflag = MA ;Flags on how move is to be guarded against

    hitflag = MAF ;Flags of conditions that move can hit

    priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

    ;Hit/Miss/Dodge type (Def: Hit)

    pausetime = 6, 8 ;Time attacker pauses, time opponent shakes

    sparkno = 0 ;Spark anim no (Def: set above)

    sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

    ;Y-offset for the spark rel. to p1

    hitsound = 5, 0 ;Sound to play on hit

    guardsound = 6, 0 ;Sound to play on guard

    ground.type = High ;Type: High, Low, Trip (def: Normal)

    ground.slidetime = 5 ;Time that the opponent slides back

    ground.hittime = 11 ;Time opponent is in hit state

    ground.velocity = -4 ;Velocity at which opponent is pushed

    airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

    air.type = High ;Type: High, Low, Trip (def: same as ground.type)

    air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

    ;Y-velocity at which opponent is pushed

    air.hittime = 15 ;Time before opponent regains control in air

    trigger2 = AnimElem = 6

    attr = S, NA ;Attribute: Standing, Normal Attack

    damage = 23, 0 ;Damage that move inflicts, guard damage

    animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

    guardflag = MA ;Flags on how move is to be guarded against

    hitflag = MAF ;Flags of conditions that move can hit

    priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

    ;Hit/Miss/Dodge type (Def: Hit)

    pausetime = 8, 8 ;Time attacker pauses, time opponent shakes

    sparkno = 0 ;Spark anim no (Def: set above)

    sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

    ;Y-offset for the spark rel. to p1

    hitsound = 5, 0 ;Sound to play on hit

    guardsound = 6, 0 ;Sound to play on guard

    ground.type = High ;Type: High, Low, Trip (def: Normal)

    ground.slidetime = 5 ;Time that the opponent slides back

    ground.hittime = 11 ;Time opponent is in hit state

    ground.velocity = -4 ;Velocity at which opponent is pushed

    airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

    air.type = High ;Type: High, Low, Trip (def: same as ground.type)

    air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

    ;Y-velocity at which opponent is pushed

    air.hittime = 15 ;Time before opponent regains control in air

     

    [State 200, 2]

    type = PlaySnd

    trigger1 = Time = 1

    value = 0, 0

     

    [State 0, ChangeState]

    type = ChangeState

    trigger1 = movehit = 1 && command = "a"

    value = 201

     

    [State 200, 3]

    type = ChangeState

    trigger1 = AnimTime = 0

    value = 0

    ctrl = 1

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

    ; 5AA

    ; CNS difficulty: easy

    [Statedef 201]

    type = S ;State-type: S-stand, C-crouch, A-air, L-liedown

    movetype= A ;Move-type: A-attack, I-idle, H-gethit

    physics = S ;Physics: S-stand, C-crouch, A-air

    juggle = 1 ;Number of air juggle points move takes

    ;Commonly-used controllers:

    velset = 0,0 ;Set velocity (x,y) (Def: no change)

    ctrl = 0 ;Set ctrl (Def: no change)

    anim = 201 ;Change animation (Def: no change)

    poweradd = 20 ;Power to add (Def: 0)

    sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)

     

    [State 200, 1]

    type = HitDef

    trigger1 = AnimElem = 2

    attr = S, NA ;Attribute: Standing, Normal Attack

    damage = 23, 0 ;Damage that move inflicts, guard damage

    animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

    guardflag = MA ;Flags on how move is to be guarded against

    hitflag = MAF ;Flags of conditions that move can hit

    priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

    ;Hit/Miss/Dodge type (Def: Hit)

    pausetime = 8, 8 ;Time attacker pauses, time opponent shakes

    sparkno = 0 ;Spark anim no (Def: set above)

    sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

    ;Y-offset for the spark rel. to p1

    hitsound = 5, 0 ;Sound to play on hit

    guardsound = 6, 0 ;Sound to play on guard

    ground.type = High ;Type: High, Low, Trip (def: Normal)

    ground.slidetime = 5 ;Time that the opponent slides back

    ground.hittime = 11 ;Time opponent is in hit state

    ground.velocity = -4 ;Velocity at which opponent is pushed

    airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

    air.type = High ;Type: High, Low, Trip (def: same as ground.type)

    air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

    ;Y-velocity at which opponent is pushed

    air.hittime = 15 ;Time before opponent regains control in air

    trigger2 = AnimElem = 11

    attr = S, NA ;Attribute: Standing, Normal Attack

    damage = 23, 0 ;Damage that move inflicts, guard damage

    animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

    guardflag = MA ;Flags on how move is to be guarded against

    hitflag = MAF ;Flags of conditions that move can hit

    priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

    ;Hit/Miss/Dodge type (Def: Hit)

    pausetime = 8, 8 ;Time attacker pauses, time opponent shakes

    sparkno = 0 ;Spark anim no (Def: set above)

    sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

    ;Y-offset for the spark rel. to p1

    hitsound = 5, 0 ;Sound to play on hit

    guardsound = 6, 0 ;Sound to play on guard

    ground.type = High ;Type: High, Low, Trip (def: Normal)

    ground.slidetime = 5 ;Time that the opponent slides back

    ground.hittime = 11 ;Time opponent is in hit state

    ground.velocity = -4 ;Velocity at which opponent is pushed

    airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

    air.type = High ;Type: High, Low, Trip (def: same as ground.type)

    air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

    ;Y-velocity at which opponent is pushed

    air.hittime = 15 ;Time before opponent regains control in air

     

    [State 200, 2]

    type = PlaySnd

    trigger1 = Time = 1

    value = 0, 0

     

    [State 0, ChangeState]

    type = ChangeState

    trigger1 = movehit = 1 && command = "a"

    value = 202

     

    [State 200, 3]

    type = ChangeState

    trigger1 = AnimTime = 0

    value = 0

    ctrl = 1

     

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