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
Question
Ultra Fatality
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
4 answers to this question
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