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Author Topic: How do I alter air combo's on a character adapted from a 4-6 button style?  (Read 394 times)

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Offline Alexziq

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A poster discovered this problem on a character I edited from a 4 button style to a 6 button style.

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Cause when I air combo, after I LP,LK, if I MP he attacks with his HP. But if I LP again, the MP is triggered. So the air combo is LP, LK, LP, LK, MP or MK instead of LP,LK,MP,MK,HP or HK

Im sure its simple, but Ive never encountered this b4. What part of the code designates the triggers for the combos so i can fix that?



Offline Fallen_Angel

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Re: How do I alter air combo's on a character adapted from a 4-6 button style?
« Reply #1 on: November 17, 2008, 12:40:12 PM »
It depends on the combo system, it has 1 value changed, search for changestates


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Offline Alexziq

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Re: How do I alter air combo's on a character adapted from a 4-6 button style?
« Reply #2 on: November 17, 2008, 01:53:29 PM »
It depends on the combo system, it has 1 value changed, search for changestates

Could you be more specific? thats pretty vague. Where am I looking for changestates at?

Where would the value 1 be at that Youre speaking of?
« Last Edit: November 17, 2008, 03:01:14 PM by ALEXZIQ »

Offline Fallen_Angel

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Re: How do I alter air combo's on a character adapted from a 4-6 button style?
« Reply #3 on: November 17, 2008, 06:06:44 PM »
Most of the times the combo system is made using changestates (directly on the statedef or in a negativ state), or directly in th cmd , but th cmd system its directly (what I mean its that you use as trigger =stateno =xxx && movehit   , and the othr use stateno = xxx && movehit && command =xx...so the issue could be that it changes you to a diffrent state


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Offline Alexziq

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Re: How do I alter air combo's on a character adapted from a 4-6 button style?
« Reply #4 on: November 18, 2008, 11:02:14 AM »
Most of the times the combo system is made using changestates (directly on the statedef or in a negativ state), or directly in th cmd , but th cmd system its directly (what I mean its that you use as trigger =stateno =xxx && movehit   , and the othr use stateno = xxx && movehit && command =xx...so the issue could be that it changes you to a diffrent state

Okay I think I get it. So the state it jumps to when it does a combo, is in the cmd trigger script for each move. So I would want to make sure the air hard punch, matches up to the following normal hard punch, and so on?

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