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weird auto combo problem


Ultra Fatality

Question

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

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4 answers to this question

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[reading Ultra fatility's code] :hmm:

 

Hmm.. this looks tricky doe I believe it might be something to with the ChangState code in each Statedef of each basic punch:

 

From stand Light punch statdef:

 

[state 225, ChangeState]
type = ChangeState
trigger1 = command = "x" && movehit  <------- (same command trigger)
value = 210

 

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

 

 

 

From Standing Med punch statedef:

[state 200, ChangeState]
type = ChangeState
trigger1 = movecontact && command = "x" <-------(same command trigger)
value = 220
ctrl = 0

 

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

 

 

From Standing Strong Punch statdef:

 

[state 200, ChangeState]
type = ChangeState
trigger1 = movehit && command = "x" <-------(same command trigger)
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

 

 

The way I see it you have it setup for the character just to use that one command (button x) for him to do all the motions in a chain to follow up each value of the moves:

 

Other words You press just button X then he will follow up like this: Statedef 210+ Statedef 220 + Statedef 500 in one command

 

Unless you want the character to use different command triggers (e.g. trigger1 = command ="y" ; trigger1 = command ="z") in each ChangeState in order to pull a combo then that might help solve the problem.

 

However I think its best to ask Ryon or Laharl about this. since they have more expertise on coding combos. :-P

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[reading Ultra fatility's code] :hmm:

 

Hmm.. this looks tricky doe I believe it might be something to with the ChangState code in each Statedef of each basic punch:

 

From stand Light punch statdef:

 

[state 225, ChangeState]

type = ChangeState

trigger1 = command = "x" && movehit  <------- (same command trigger)

value = 210

 

[state 200, 3]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

 

 

 

From Standing Med punch statedef:

[state 200, ChangeState]

type = ChangeState

trigger1 = movecontact && command = "x" <-------(same command trigger)

value = 220

ctrl = 0

 

[state 300, ChangeState]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

 

 

From Standing Strong Punch statdef:

 

[state 200, ChangeState]

type = ChangeState

trigger1 = movehit && command = "x" <-------(same command trigger)

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

 

 

The way I see it you have it setup for the character just to use that one command (button x) for him to do all the motions in a chain to follow up each value of the moves:

 

Other words You press just button X then he will follow up like this: Statedef 210+ Statedef 220 + Statedef 500 in one command

 

Unless you want the character to use different command triggers (e.g. trigger1 = command ="y" ; trigger1 = command ="z") in each ChangeState in order to pull a combo then that might help solve the problem.

 

However I think its best to ask Ryon or Laharl about this. since they have more expertise on coding combos. :-P

 

Oh thoses guys can lock this post i forgot about it yeah dude i already solved the problem my self had to make an entire brand new command for some reason but it works now bringing my wip one step closer to being done

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