Have been very busy editing characters for personal play lately, very addicted to it currently. I really needed help with 3 main recurring bugs that pop up with the tweaks I make however, any help or guidance is greatly appreciated.
First, what is the best method for giving a character that normally cannot chain basic attacks that ability, like in Marvel vs. Capcom? A strategy I had stumbled on and still use is to add "attack stateno && movecontact" coding under various basic attack codes in the .cmd file, which normally works perfectly fine. Occasionally, a nasty glitch occurs where the attack I have listed before "&& movecontact" immediately is launched without my input if the attack the code string is under lands at all, reguardless of the command input normally needed. Is there a specific reason this happens as far as anyone knows? Or is there a better way to add chain comboing entirely to bypass this bug?
Second, an edit I found and really like has the very obnoxious animation loop bug, but only if said move is blocked. I checked the normal variants of said attack in both .cns and coding, and the code that handles how the attack ends seem to be the same. Is there a common reason for this bug? I can post the character coding if need be.
Lastly, a small amount of edits I liked have a "forcenofall" property if their basic attacks hit a foe in the air while they are in a knockdown state. However, nowhere in their codes have Forcenofall or Forcestand, and adding the codes with "0" or a Air Fall parameter does not change this either. Is there any other reason this happens? Would really like to have hits after knockdowns still cause foes to fall after.
Thanks in advance.
Everything close to me fades away. (Insert emoji here)
Question
Gaulbetti
Have been very busy editing characters for personal play lately, very addicted to it currently. I really needed help with 3 main recurring bugs that pop up with the tweaks I make however, any help or guidance is greatly appreciated.
First, what is the best method for giving a character that normally cannot chain basic attacks that ability, like in Marvel vs. Capcom? A strategy I had stumbled on and still use is to add "attack stateno && movecontact" coding under various basic attack codes in the .cmd file, which normally works perfectly fine. Occasionally, a nasty glitch occurs where the attack I have listed before "&& movecontact" immediately is launched without my input if the attack the code string is under lands at all, reguardless of the command input normally needed. Is there a specific reason this happens as far as anyone knows? Or is there a better way to add chain comboing entirely to bypass this bug?
Second, an edit I found and really like has the very obnoxious animation loop bug, but only if said move is blocked. I checked the normal variants of said attack in both .cns and coding, and the code that handles how the attack ends seem to be the same. Is there a common reason for this bug? I can post the character coding if need be.
Lastly, a small amount of edits I liked have a "forcenofall" property if their basic attacks hit a foe in the air while they are in a knockdown state. However, nowhere in their codes have Forcenofall or Forcestand, and adding the codes with "0" or a Air Fall parameter does not change this either. Is there any other reason this happens? Would really like to have hits after knockdowns still cause foes to fall after.
Thanks in advance.
Everything close to me fades away. (Insert emoji here)
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