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Added basic Chain Combo system to a character, does not work?


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Posted

I tried to add Chain Combos to Warusaki3's most updated version of Kyo Kusanagi, but in game, he is unable to perform them? I usually add Chain Combos by adding "stateno && movecontact" under command ChangeStates in a character's .cmd file, yet he and a few other characters this refuses to allow the chain combos.

 

So far, I have tried:

 

-Looking for variables buried in his code, it has fixed one or two characters I have had this issue in the past with if I remember correctly.

-Using ";"s in front of variable related coding under all his basic attacks.

 

Anyone have an idea on what the issue with this guy is? Really driving me up a wall honestly.

Everything close to me fades away. (Insert emoji here)

 

6 answers to this question

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  • 1
Posted

Is this for AI purposes or for Human/Player purposes? The distinction is important.
If there is no Var(59) = 1, a !Var(59), or a Command = "command" on the Trigger List of the move, then it would be an AI move.
Judging by what I'm seeing, I didn't notice Warusaki differentiate between what's AI and what isn't necessarily in an easy to read way.

Try looking further down for the Normals with Command = "command" style text, say 200 -> 210 and try making some changes there.

Please post the State Controllers as you have them, in addition, any footage of the phenomena you might be experiencing is very helpful.
I will experiment myself momentarily, and check if there's any funkiness going on given the Groove System cvskyo by Warusaki3 seems to be using.

  • 1
Posted

Frustratingly, after erm, Lobotomizing the character
Removing all of StateDef -2, all of StateDef -3, removing Config.txt in the .cns
Removing every Trigger except for the one's we want to allow for chaining.
Removing NoChainID and the VarSets from 210/211 in the .cns

Only after that did the Chain Attack work, it's pretty impressive I had to rip out so much honestly in order to try and isolate what the problem is.

StateDef -2 is gargantuan, taking up nearly 20% of the .cns, there are many VarSets and potential conditionals inside of it. 
Of course, it would be easier if I could translate the Var List but I'm not so lucky.

I'm only trying to remove as little as possible in order to get this to work, and it's of course foggy, even for me.
When something like this happens, you should try stripping as much as possible to try and isolate what the issue is, then work from there.
Unless you have prior knowledge about what might be causing the problem.

I checked for things like StateTypeSet conditions, MoveType Conditions, things like that.

It looks like the issue is arising from StateDef -2, you might want to poke around some more in there.
I'll keep on looking.

  • 1
Posted

Alright.

If you remove StateDef -2, remove the VarSets from States 200/201 210/211 in the .cns, remove the nochainID from the HitDefs

You can now combo from 200/201 -> 210/211! Fun! That's progress since I've shrunk down what might be causing the problem.

  • 1
Posted

It's totally fine!

A State Controller is anything that looks like this!

[State ### - Label]
Type = What does this State Controller do?
TriggerAll = What conditions MUST be met before it passes?
Trigger 1 = In a vacuum, if TriggerAll passes, what else must happen to pass?
Trigger 2... = All Numbered Trigger Groups act independently of one another
Parameters = The specifics of what the State Controller does

This is true for every single State Controller, from the simplest to the most complex.
The reason why it's so hard for me to isolate exactly what is causing the problem is because I cannot read the variable labels and then reverse engineer what exactly is causing this problem to happen - which means in order to isolat it I, or you, would have to go Controller by Controller, based purely on vibes, using Ctrl + ; tool in Fighter Factory to comment out whatever we think is preventing him from chaining LP -> MP.

I would just have to bash my head against a wall until I figure it out, but it makes me wonder if MUGEN/IKEMEN have anyway to flag Variable Changes outside of external tools that I could use as a vague heatmap to check amongst a specific set of variables. That would be very helpful, if it existed. Perhaps I might suggest a feature like that so I don't have to rely on something even more complicated like Cheat Engine.

Don't worry, to be honest, the fix is probably extremely simple to execute - it's just finding a needle in a haystack really. If you can get Fighter Factory or Notepad, or Notepad ++ to open with the correct Japanese Text (I am assuming Warusaki is Japanese but I am uninformed.) and then Translate the Variables List it'd make life probably a lot easier for both you and for me. I just thought of this now, I don't know why I didn't try it earlier... I already have a Japanese Language Pack installed though on Windows so I suppose I was confused.

So it's either shoot in the dark, test MUGEN, and see if LP -> MP w/ the Chain Inputs
Or try finding out what's what on the Variables using a translation tool (DeepL or your brain!) Best of luck!

  • 0
Posted

Thank you very much for the guidance, sorry I was unable to answer, this is for human player control purposes. Will skim through his files on what a State Controller is again, kind of foggy on that.

Everything close to me fades away. (Insert emoji here)

 

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