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Author Topic: Auto Combo System  (Read 2120 times)

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Offline Hellzone

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Auto Combo System
« on: April 19, 2013, 11:03:42 PM »
; Auto Combo 1 - Light Punch
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 200
poweradd = 15
sprpriority = 4

[State 201, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = s7700
sparkxy = -10, -75
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.type = Low
air.hittime = 15
air.velocity = -3,-5
envshake.time = 1
envshake.ampl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit=1 && command = "x"
value = 202
ctrl = 0

[State 201, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
length = 20

;------------------------
; Auto Combo 2 - Strong Punch
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 11
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 202, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = s7700
sparkxy = -10,-37
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit=1 && command = "x"
value = 240
ctrl = 0

[State 202, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 20
length = 20

So ive been watching Ryons turtoial videos and on one of his videos he explains how to make an auto combo system for the x command, Above is what he says to do with the change state so it changes to the next attack by pressing X again, so maybe im doing something wrong with my change states or the coding i'm using is all wrong, i dont know. Please help :D)



Offline Cyanide

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Re: Auto Combo System
« Reply #1 on: April 19, 2013, 11:26:28 PM »
Movehit = 1 is too restrictive. Use animelemtime(frame value of some sort) >= 0 instead. That way you can do the combo even if you miss.

Offline Hellzone

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Re: Auto Combo System
« Reply #2 on: April 19, 2013, 11:36:30 PM »
so more of something along the lines of this trigger1 = animelemtime(5 = 0) && command = "x" ?

Offline Cyanide

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Re: Auto Combo System
« Reply #3 on: April 20, 2013, 03:54:10 AM »
No. mugen\docs\triggers.html Read what animelemtime looks like. What you have is nowhere close to what i posted in terms of syntax.

Offline Hellzone

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Re: Auto Combo System
« Reply #4 on: April 20, 2013, 03:58:32 AM »
yeah lol, so heres a new problem, i got it to work on kung fu man but not my red ranger.

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