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Offline shin fuuma

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need help adding another move
« on: October 08, 2007, 11:19:30 PM »
im having a problem gettung this move working for some reason.
i changed the motin from D, DB, B, x to D, DF, F, a in the cmd area.
i also changed it in the cns.
it started out crashing mugen but i git that fixed now it just
doesnt do anything when i input the command with the joystick.
here is the code im trying to use, any help would be great! :)
 






;-------------------------------------------------------
;Hadou Combo
[StateDef 1700]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1700
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S800,0
volume = 0
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = s1100,5
volume = 1
channel = 8
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S1100,7
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
removeongethit = 1

[State 0, VarSet]
type = VarSet
trigger1 = command = "holdk"
v = 29
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = command != "holdk"
v = 29
value = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(1709) = 0
trigger1 = 1
anim = 1709
ID = 1709
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(17090) = 0
trigger1 = 1
anim = 1709
ID = 17090
pos = 35,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 0

[State 1000, 2]
type = ChangeState
triggerall = var(29) = 0
triggerall = anim = 1700 ; && animelem = 3
trigger1 = var(58) = 0
trigger1 = Time >= 10 ;,39]
value = 1701

[State 1000, 2]
type = ChangeState
trigger1 = anim = 1700; && animelem = 3
trigger1 = Time = 70 ;,39]
trigger2 = var(58) >= 1
trigger2 = Time = 10
value = 1701
;-----------------------------------------------------------
;hadou combo dash
[StateDef 1701]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 1704
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,2
volume = 0
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,4
volume = 0
channel = 8
freqmul = 1.0
loop = 0
pan = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 1709

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 17090

[State 0, Explod]
type = Explod
trigger1 = numexplod(17002) = 0
trigger1 = animelem = 3
anim = 17001
ID = 17002
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movehit
trigger2 = animelem = 4
id = 17002

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 1701
ID = 1701
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.5,1.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 1703
ID = 1701
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.5,1.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1= numexplod(1702) <=4
trigger1= time = [6,22]
anim = 1702
ID = 1702
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1= p2stateno = 1703
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 440, 3]
type = HitDef
trigger1 != time
attr = C, NA
damage    = 0,2
hitflag = MAF
guardflag = MA
pausetime = 10,15
snap = 45,0,0
sparkno = s10002;
sparkxy = 0,-83
hitsound   = s1,6
guardsound = s2,0
guard.sparkno = S4101
ground.type = high
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -1.5,-1
air.velocity = -3.3,-1
guard.ctrltime = 39
guard.velocity = -10
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand = 1
p2stateno = 1703

[State 0, StopSnd]
type = StopSnd
trigger1 = movehit
channel = 8

[State 0, VelSet]
type = Velset
trigger1 = animelem = 3
;trigger1 = time = [3,28]
x = 30
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
value = 1702
ctrl = 0

[State 3900, end]
type = ChangeState
;trigger1 = movehit
;triggerall = anim = 1700
trigger1 = AnimTime = 0
trigger2 = frontedgedist <= 0
value = 0
ctrl = 1





i added this to the cns



;---------------------Hadou combo------------
[Command]
name = "QCB_a"
command = ~D, DF, F, a
[Command]
name = "QCB_b"
command = ~D, DF, F, b
[Command]
name = "QCB_c"
command = ~D, DB, F, c



;-| Hold Button|--------------------------------------------------------------
[Command]
name = "holdx"
command = /x
time = 1
[Command]
name = "holdy"
command = /y
time = 1
[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "holdp"
command = /x
time = 1
[Command]
name = "holdp"
command = /y
time = 1
[Command]
name = "holdp"
command = /z
time = 1


[Command]
name = "holda"
command = /a
time = 1
[Command]
name = "holdb"
command = /b
time = 1
[Command]
name = "holdc"
command = /c
time = 1







i found this but wasnt sure if i need
it or if its just for ai?


[State -1,AI Hadou combo]
type = ChangeState
value = 1700
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = stateno = 440 && movehit
trigger2 = stateno = 410 && movehit
trigger3 = stateno = 215 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 245 && movehit
trigger6 = stateno = 240 && movehit ;&& time >= 15 ;&& p2bodydist X <=70
;trigger2 = stateno = 225 && movecontact
;trigger2 = p2bodydist y = [-90,-55]
;trigger2 = ctrl = 1



Offline ssjsongoku

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Re: need help adding another move
« Reply #1 on: October 09, 2007, 07:57:26 AM »
Quote
i added this to the cns
I hope you mean the cmd xD

Quote
[State -1,AI Hadou combo]
type = ChangeState
value = 1700
triggerall = var(58) = 1
triggerall = statetype != A
trigger1 = stateno = 440 && movehit
trigger2 = stateno = 410 && movehit
trigger3 = stateno = 215 && movehit
trigger4 = stateno = 210 && movehit
trigger5 = stateno = 245 && movehit
trigger6 = stateno = 240 && movehit ;&& time >= 15 ;&& p2bodydist X <=70
;trigger2 = stateno = 225 && movecontact
;trigger2 = p2bodydist y = [-90,-55]
;trigger2 = ctrl = 1


That one seems to be just for the AI, but you need another one for your move
so add something like this:

[State -1, AI Hadou combo]
type = ChangeState
value = 1700
triggerall = command = "QCB_a"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 440 && movehit
trigger3 = stateno = 410 && movehit
trigger4 = stateno = 215 && movehit
trigger5 = stateno = 210 && movehit
trigger6 = stateno = 245 && movehit
trigger7 = stateno = 240 && movehit ;&& time >= 15 ;&& p2bodydist X <=70
[/quote]

After you add that it should work.....
obviously modify it to suit the moves needs  :)




Offline shin fuuma

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Re: need help adding another move
« Reply #2 on: October 09, 2007, 08:56:56 AM »
thanks ssjsongoku :)
and yes i meant the cmd  :(|)

Offline shin fuuma

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Re: need help adding another move
« Reply #3 on: October 09, 2007, 11:38:26 PM »
ok i got the move to work........kinda.........heres my
problem, he does the charge up if i hold the button
and when i release the button he does the dash and when he
gets to the opponet he gets stuck in his dash animation.
i dont think he hits the oppenet but im not sure....
(yes i have the hit boxes put in)

here is the code im using as of right now,
what did i do wrong???



this is in the cns


;========================<Hadou Combo>=============================
[StateDef 1700]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1700
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S800,0
volume = 0
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = s1100,5
volume = 1
channel = 8
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S1100,7
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
removeongethit = 1

[State 0, VarSet]
type = VarSet
trigger1 = command = "holdk"
v = 29
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = command != "holdk"
v = 29
value = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(1709) = 0
trigger1 = 1
anim = 1709
ID = 1709
pos = -1,-1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 0

[State 1000, 2]
type = ChangeState
triggerall = var(29) = 0
triggerall = anim = 1700 ; && animelem = 3
trigger1 = var(58) = 0
trigger1 = Time >= 10 ;,39]
value = 1701

[State 1000, 2]
type = ChangeState
trigger1 = anim = 1700; && animelem = 3
trigger1 = Time = 70 ;,39]
trigger2 = var(58) >= 1
trigger2 = Time = 10
value = 1701

;========================<Hadou Combo Dash>=============================
[StateDef 1701]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 1704
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,2
volume = 0
channel = 7
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,4
volume = 0
channel = 8
freqmul = 1.0
loop = 0
pan = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 1709

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 17090

[State 0, Explod]
type = Explod
trigger1 = numexplod(17002) = 0
trigger1 = animelem = 3
anim = 17001
ID = 17002
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movehit
trigger2 = animelem = 4
id = 17002

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 1701
ID = 1701
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.5,1.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 1703
ID = 1701
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.5,1.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1= numexplod(1702) <=4
trigger1= time = [6,22]
anim = 1702
ID = 1702
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 1

[State 0, Explod]
type = Explod
trigger1= p2stateno = 1703
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 440, 3]
type = HitDef
trigger1 != time
attr = C, NA
damage    = 0,2
hitflag = MAF
guardflag = MA
pausetime = 10,15
snap = 45,0,0
sparkno = s10002;
sparkxy = 0,-83
hitsound   = s1,6
guardsound = s2,0
guard.sparkno = S4101
ground.type = high
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -1.5,-1
air.velocity = -3.3,-1
guard.ctrltime = 39
guard.velocity = -10
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcestand = 1
p2stateno = 1703

[State 0, StopSnd]
type = StopSnd
trigger1 = movehit
channel = 8

[State 0, VelSet]
type = Velset
trigger1 = animelem = 3
;trigger1 = time = [3,28]
x = 30
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
value = 1702
ctrl = 0

[State 3900, end]
type = ChangeState
;trigger1 = movehit
;triggerall = anim = 1700
trigger1 = AnimTime = 0
trigger2 = frontedgedist <= 0
value = 0
ctrl = 1








i added this to cmd under "hold button"

[Command]
name = "holdk"
command = /a
time = 1
[Command]
name = "holdk"
command = /b
time = 1
[Command]
name = "holdk"
command = /c
time = 1



i added this in the cmd under "special motions"

[Command]
name = "QCF_a"
command = ~D, DF, F, a
[Command]
name = "QCF_b"
command = ~D, DF, F, b
[Command]
name = "QCF_c"
command = ~D, DF, F, c


i added this in the cmd under "-1 states"

[State -1, Hadou Combo]
type = ChangeState
value = 1700
triggerall = power >=1000
triggerall = var(58) = 0
triggerall = command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact




Offline Fallen_Angel

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Re: need help adding another move
« Reply #4 on: October 10, 2007, 10:17:29 AM »
Shin Fumma, the problem is that you haven't set the var(58),


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Offline shin fuuma

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Re: need help adding another move
« Reply #5 on: October 10, 2007, 04:25:38 PM »
what do i need to set it to? what does it do? (this way ill learn ;) )

Offline Fallen_Angel

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Re: need help adding another move
« Reply #6 on: October 10, 2007, 05:48:33 PM »
I dont know what does it make, but the var(58) its on the triggers of the changestate, so its a condition, that when its fulfilled, the char change to the other state, you need to find a varset, with that values


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Offline shin fuuma

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Re: need help adding another move
« Reply #7 on: October 10, 2007, 08:48:32 PM »
ok i found this and added it also....


;---------------------------------------------------------------------------
;Hit by hadou combo
[Statedef 1703]
type    = S
movetype= H
physics = S
velset = 0,0
sprpriority = 1

;[State 1703, Turn]
;type = Turn
;trigger1 = P2bodydist x < 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = 1
statetype = S       ;S,A,C,L
movetype = H        ;I,A,H
physics = S         ;A,C,S,N

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NA;,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 906, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =1706

[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno != [1700,1702]
value = 0
ctrl = 1


but i cant figure out what to do with the var(58) i tried 1 and 28 (saw these elswhere) but the the move dont work at all  :|

any idea where to look for it at?

and thanks for helping me again :)


Offline Fallen_Angel

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Re: need help adding another move
« Reply #8 on: October 10, 2007, 08:57:23 PM »
Can you explain what does the code that you put does, I mean what's exactly the problem??


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Offline shin fuuma

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Re: need help adding another move
« Reply #9 on: October 10, 2007, 11:28:02 PM »
this is the hadou combo from vyn's sf3 evil ryu. this move was done with a QCB+P if you hold P he stabds still and powers up (it doesnt affect the power of the move just the timing that he will start the dash part) when you release P he dashes forward, if the move hits he does a small (4 hit) combo with the last hit poping the oppenent into the air for a juggle, the problem i am having is this. i do the motion and if i hold the button he "charges" until i let go of the button (this part works fine) once i let go of the button he does the dash and if i miss the enemy everything is fine. BUT if i hit the enemy he gets stuck in the "dash" animation and i have to reset to get out of it. he does not go into the "combo" part of the move like he should.

hope that makes sence  ;*))

Offline Fallen_Angel

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Re: need help adding another move
« Reply #10 on: October 11, 2007, 08:53:10 AM »
Youre problem its becausing youre missinf these part of the code

;golpes en piso
[StateDef 1702]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1708
poweradd = 0
sprpriority = 3

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 17002

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = p2life >= 1
trigger1 = animelem  = 3
trigger2 = animelem  = 5
trigger3 = animelem  = 9
trigger4 = animelem  = 14
value = S0,2
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
removeongethit =1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem  = 3
trigger2 = animelem  = 5
trigger3 = animelem  = 9
value = S1000,0
volume = 0
channel = 12
freqmul = 1.0
loop = 0
pan = 0
removeongethit =1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem  = 14
value = S3,1
volume = 0
channel = 12
freqmul = 1.0
loop = 0
pan = 0
removeongethit =1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem  = 3
trigger2 = animelem  = 5
trigger3 = animelem  = 9
trigger4 = animelem  = 14
value = S1100,0
volume = 0
channel = 11
freqmul = 1.0
loop = 0
pan = 0
removeongethit =1

[State 440, 3]
type = HitDef
trigger1 = animelem  = 3
attr = C, NA
damage   = 20,5
hitflag = MAF
guardflag = MA
;snap = 15,0,0
pausetime = 7,27
sparkno = s10007
sparkxy = -20,-65
hitsound   = s1,8
guardsound = s2,0
guard.sparkno = S4101
ground.type = low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
guard.velocity = -9
air.velocity = -8,-4
guard.ctrltime = 39
animtype = heavy
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 440, 3]
type = HitDef
trigger1 = animelem  = 5
attr = C, NA
damage   = 20,5
hitflag = MAF
guardflag = MA
;snap = 15,0,0
pausetime = 7,27
sparkno = s10006
sparkxy = -20,-95
hitsound   = s1,8
guardsound = s2,0
guard.sparkno = S4101
ground.type = high
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
guard.velocity = -9
air.velocity = -8,-4
guard.ctrltime = 39
animtype = heavy
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 440, 3]
type = HitDef
trigger1 = animelem  = 9
attr = C, NA
damage   = 20,5
hitflag = MAF
guardflag = MA
;snap = 15,0,0
pausetime = 7,27
sparkno = s10007
sparkxy = -20,-65
hitsound   = s1,8
guardsound = s2,0
guard.sparkno = S4101
ground.type = low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8,0
guard.velocity = -9
air.velocity = -8,-4
guard.ctrltime = 39
animtype = heavy
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 440, 3]
type = HitDef
trigger1 = animelem  = 14
attr = C, NA
damage   = 30,5
hitflag = MAF
guardflag = MA
pausetime = 8,9
;snap = 50,0,0
sparkno = s10006
sparkxy = -10,-85
hitsound   = s11,1
guardsound = s2,0
guard.sparkno = S4101
ground.type = high
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -1.1*ifelse(p2dist x>=0,1,-1),-9
guard.velocity = -9
air.velocity = -1.1*ifelse(p2dist x>=0,1,-1),-7
guard.ctrltime = 39
animtype = heavy
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
fall.recovertime = 30
persistent = 1
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 3900, end]
type = ChangeState
;trigger1 = movehit
trigger1 = AnimTime = 0
value = 0
ctrl = 1

In the statedef 1700, you can change the trigger that has var(58) for trigger = animelem = 3


sig made by shullbocka

Offline shin fuuma

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Re: need help adding another move
« Reply #11 on: October 11, 2007, 10:07:50 AM »
ok so i need to add the above code (statedef 1702) AND change "triggerall = var(58) = 0" to "trigger = animelem = 3"

or did you mean to make it like this "triggerall = var(58) = 3" ??

and again thanks :):)

Offline Fallen_Angel

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Re: need help adding another move
« Reply #12 on: October 11, 2007, 10:25:13 AM »
add the statedef 1702 and change these


[State 1000, 2]
type = ChangeState
triggerall = var(29) = 0
triggerall = anim = 1700 ; && animelem = 3
trigger1 = var(58) = 0  <- - - - - animelem = 3
trigger1 = Time >= 10 ;,39]
value = 1701

[State 1000, 2]
type = ChangeState
trigger1 = anim = 1700; && animelem = 3
trigger1 = Time = 70 ;,39]
trigger2 = var(58) >= 1    < - - - -  - animelem = 3
trigger2 = Time = 10
value = 1701


sig made by shullbocka

Offline shin fuuma

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Re: need help adding another move
« Reply #13 on: October 11, 2007, 11:53:11 AM »
thanks Fallen_Angel, ill try this out when i get home!! you da man  :w00t:

Offline shin fuuma

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Re: need help adding another move
« Reply #14 on: October 11, 2007, 06:58:05 PM »
i did a little tweaking but that did it!!!! again thanks Fallen_Angel!!!

 ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ ^:)^ :thumbsup:

Offline shin fuuma

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Re: need help adding another move
« Reply #15 on: October 12, 2007, 07:17:56 AM »
ok its working pretty good now but i have a few bugs. when i do the motion for the move he stoped "charging" with the button being held. (meaning he does the dash weather i hold the button or not. this i can live with but would like to fix it. the other thing is that i can cancel out of this move once it hits and di it again and again, so instead of a 4 hit combo i can do it as many times as i want. i do need to fix this part.

thanks for any help

Offline Fallen_Angel

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Re: need help adding another move
« Reply #16 on: October 13, 2007, 12:04:45 AM »
shin fuuma, I have never tried these but maybe it work, try adding these on the cmd

triggerall = prevstateno != 1700

these means that the attack will not trigger if the previous state was the 1700, maybe you need to change it to 1702, you need to try it if not, maybe you can check the timing in the anim,


sig made by shullbocka

Offline shin fuuma

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Re: need help adding another move
« Reply #17 on: October 15, 2007, 12:31:00 PM »
sorry i was gone this weekend and didnt see this until today, ill try it out tonight and let you know if it worked. i add this to the hit def right?

Offline TrunkJunky

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    • TrunJunky MUGEN Partay Mode!!!
Re: need help adding another move
« Reply #18 on: October 15, 2007, 01:24:51 PM »
No, that goes in the CMD list under the Statedef -1 version of the move.

Offline shin fuuma

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Re: need help adding another move
« Reply #19 on: October 16, 2007, 06:15:53 PM »
i tried adding that and i couldnt tell a differance :( but thats ok ill move on to something else for a little while since its not crashing mugen or anythig, just a bug  ;D ill come back to it later when im not so frustrated with it. had another problem awhile ago and when i went back to it i figured it out first try. hope that happens this time  ;*))

anyway thanks for all the help  :w00t:

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