Jump to content

Ultra Fatality

Creator
  • Posts

    976
  • Joined

  • Last visited

Posts posted by Ultra Fatality

  1. Can someone please help me with this it is pissing me right the hell off so basically im trying to do an auto combo for a character and the problem is when i press one command he goes into 2 commands instead sometimes 3 its a bit hard to explain but like i said i press one thing and he does multiple things what is up with that i'll post my code...............

     

    ;---------------------------------------------------------------------------
    ; Stand Light Punch
    ; CNS difficulty: easy
    [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 = 10                    ;Power to add (Def: 0)
    sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

    [state 200,1]
    type = PlaySnd
    trigger1 = Time = 1
    value = 200,0+random%5

    [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 = 8, 8                 ;Time attacker pauses, time opponent shakes
    sparkno = 0                      ;Spark anim no (Def: set above)
    sparkxy = -40, -304              ;X-offset for the "hit spark" rel. to p2,
    ;Y-offset for the spark rel. to p1
    hitsound = s1,1                  ;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  = 10             ;Time opponent is in hit state
    ground.velocity = -16            ;Velocity at which opponent is pushed
    airguard.velocity = -7.6,-3.2    ;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 = -5.6,-12          ;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 = 5
    value = 0, 2
    volumescale = 200

    [state 225, ChangeState]
    type = ChangeState
    trigger1 = command = "x" && movehit
    value = 210

     

    [state 200, 3]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1

    ;---------------------------------------------------------------------------
    ; Standing Med punch
    ; CNS difficulty: easy
    ; Note the width controller. It makes KFM's push box larger, so he doesn't
    ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his
    ; feet.
    ; The sprpriority for this state is at -1, instead of the usual 2 for
    ; attacks. This makes KFM appear behind the opponent initially.
    ; The SprPriority controller in [state 210, 4] brings KFM to the front when
    ; his arm has swung over.
    ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in
    ; [state 210, 3] that detects if the hit has come in contact with the
    ; opponent during that frame, and switches to the next animation element
    ; (notice the elem=6 parameter). If you don't see what I mean, try commenting
    ; out that controller, then hit someone with this attack.
    [statedef 210]
    type    = S
    movetype= A
    physics = S
    juggle  = 1
    poweradd= 30
    ctrl = 0
    velset = 0,0
    anim = 210
    sprpriority = -1

    [state 200,1]
    type = PlaySnd
    trigger1 = Time = 1
    value = 210,0+random%4

    [state 200, Hitdef]
    type = HitDef
    trigger1 = !time
    attr = S, NA
    damage = ifelse(var(22)=1,30,45), 2
    animtype = Medium
    guardflag = MA
    hitflag = MAF
    priority = 3, Hit
    pausetime = 8, 8
    guard.pausetime = 4,4
    sparkno = s8001
    guard.sparkno = 40
    sparkxy = -100, -229
    hitsound = s1, 2
    guardsound = s6, 0
    ground.type = Low
    air.type = Low
    ground.slidetime = 5
    ground.hittime  = 20
    air.hittime = 20
    ground.velocity = -4,0
    air.velocity = -1.4,-3
    airguard.velocity = -1.9,-.8
    fall = 0
    envshake.time = 8
    envshake.freq = 60
    envshake.ampl = -8
    envshake.phase = 120
    ;ground.cornerpush.veloff = 0
    ;air.cornerpush.veloff = 0
    ;down.cornerpush.veloff = 0
    ;guard.cornerpush.veloff = 0
    ;airguard.cornerpush.veloff = 0
    ;getpower = 0,0

    [state 300, PlaySnd]
    type = PlaySnd
    trigger1 = !time
    value = s0,3
    volumescale = 200

     

    [state 200, ChangeState]
    type = ChangeState
    trigger1 = movecontact && command = "x"
    value = 220
    ctrl = 0

     

    [state 300, ChangeState]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1

    ;---------------------------------------------------------------------------
    ; Standing Strong Punch -Chargable
    ; CNS difficulty: easy
    [statedef 220]
    type    = S
    movetype= A
    physics = S
    juggle  = 1
    poweradd= 11
    ctrl = 0
    velset = 0,0
    anim = 220
    sprpriority = 2

    [state 200,1]
    type = PlaySnd
    trigger1 = Time = 1
    value = 220,0+random%4

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 1
    anim = 306 ;307 308
    pos = -280,-110
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 1
    anim = 307
    pos = -200,-160
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 1
    anim = 308
    pos = -198,-158
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 0
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 2
    anim = 306
    pos = -280,-132
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 2
    anim = 307
    pos = -200,-170
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 2
    anim = 308
    pos = -198,-168
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 0
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 3
    anim = 309 ;307 308
    pos = 105,-50
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 3
    anim = 303
    pos = 100,-130
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 4
    anim = 310 ;307 308
    pos = -180,-500
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 4
    anim = 311
    pos = -125,-430
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 5
    anim = 310
    pos = -150,-503
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

    [state 0, Explod]
    type = Explod
    trigger1 = animelem = 5
    anim = 311
    pos = -100,-430
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = 1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = -2
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 1
    removeongethit = 1
    ignorehitpause = 0

     

    [state 230, 2]
    type = HitDef
    trigger1 = Time = 0
    attr = S, NA
    animtype  = Medium
    damage    = 26
    guardflag = MA
    pausetime = 12,12
    sparkno = 0
    sparkxy = -40,-148
    hitsound   = s1,3
    guardsound = 6,0
    ground.type = Low
    ground.slidetime = 12
    ground.hittime  = 14
    ground.velocity = -20
    air.velocity = -10,-14

    [state 200, 2]
    type = PlaySnd
    trigger1 = Time = 5
    value = 0, 4
    volumescale = 200

     

    [state 200, ChangeState]
    type = ChangeState
    trigger1 = movehit && command = "x"
    value = 500

    [state 200, ChangeState]
    type = ChangeState
    trigger1 = movehit && command = "You cant run EX"
    value = 1006

     

    [state 230, 3]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1

     

    so if someone could please help me with this that'd be great

  2. From what I understand, DarkFlare is one of those guys, who want to literally loathe Kuromaru, Minotaur, or anything that has got only remotely to do with H-MUGEN...

     

    Thats funny H-Mugen is even funnier lol oh well sorry they were created for a reason for us to get a good laugh or a good relief  :=D:

×
×
  • Create New...