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Author Topic: physical combos  (Read 414 times)

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Offline 3rdstring

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physical combos
« on: July 13, 2015, 09:05:47 PM »
I'm a spriter mostly but just started coding my own chars and I'm having a problem making physical combos. I got the aspect of super hyper and auto combos, but not button for button combos i look up tutorials for this problem but there weren't really any good one none really at all and wondering can anyone help me



Offline Cyanide

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Re: physical combos
« Reply #1 on: July 14, 2015, 04:56:43 AM »
Simple enough. Each attack has a second set of triggers to them. Here's a rubbish combo where light punch chains into itself

[State -1]
type = changestate
triggerall = command = "x" && command != "holddown"
trigger1 = statetype = S
trigger2 = stateno = 200 && movecontact
value = 200

So, if you're standing, you get state 200, or if you're in 200, and you hit the opponent, you get 200. The trigger2 is the important line. You can extend it out with additional triggers, for example

trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact

I am making numbers up. You often want to restrict them more than this, but in simple terms, this is your basic button mash combo method.

Offline 3rdstring

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Re: physical combos
« Reply #2 on: July 16, 2015, 12:40:17 PM »
Woah I got it some what. It works in the game but in fighter factory cns section if I press the state number it says index invalid. My question to you is........ Is there anything to worry about with that as long it's not effecting game play and thank a million cyanide

Offline Cyanide

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Re: physical combos
« Reply #3 on: July 17, 2015, 04:26:57 AM »
Technically no. If it doesn't affect the character in any way you can ignore it. I would suggest working out what it is and correcting it though. It may cause you issues later on if you don't know what might break.

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