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Author Topic: is it possible to take away chain combos and air combos from mvc type ppl?  (Read 619 times)

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Offline Nutty-Da-Kid

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Is it possible? If so can someone tell me how?



Offline El Chupacabras

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Re: is it possible to take away chain combos and air combos from mvc type ppl?
« Reply #1 on: December 18, 2008, 12:20:40 AM »
You'll have to get rid of the triggers in the changestates of the attacks inside the cmd. In other words, you have to know how to add combos to understand how to remove them.

Offline Nutty-Da-Kid

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Re: is it possible to take away chain combos and air combos from mvc type ppl?
« Reply #2 on: December 19, 2008, 08:01:02 PM »
can u explain in more detail? im not gettin this at all  o.O#

Offline Reza

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Re: is it possible to take away chain combos and air combos from mvc type ppl?
« Reply #3 on: December 20, 2008, 11:02:33 PM »
Okay dog take it from the master of combos :DxDie

Here's some coding from my Terry
Code: [Select]
; Buster Wolf
[State -1, Buster Wolf]
type = ChangeState
value = 3000
triggerall = var(58) < 1
triggerall = command = "Buster Wolf"
triggerall = power > 1000
trigger1 = (statetype = S) && ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact
trigger4 = stateno = 220
trigger4 = movecontact
trigger5 = stateno = 230
trigger5 = movecontact
trigger6 = stateno = 240
trigger6 = movecontact
trigger7 = stateno = 250
trigger7 = movecontact
trigger8 = stateno = 400
trigger8 = movecontact
trigger9 = stateno = 410
trigger9 = movecontact
trigger10 = stateno = 420
trigger10 = movecontact
trigger11 = stateno = 430
trigger11 = movecontact
trigger12 = stateno = 440
trigger12 = movecontact
trigger13 = stateno = 450
trigger13 = movecontact
trigger14 = ((stateno = [1000,1002]) && (AnimElem = 1, > 0))
trigger15 = ((stateno = [1019,1021]) && (AnimElem = 1, > 0))


This just an example of what you well need to look for when deleting combos.

Remove from "trigger2" to the very last trigger, in the case is "trigger15" remember that not everyone code the same way but the triggers should be almost the same.

Your probably wondering what does this mean:
trigger2 = stateno = 200
trigger2 = movecontact

Well all that is just the characters attacking states and when to connect, "stateno = 200" is the characters "Low Punch" state number and "movecontact" is the trigger for when it must connect.

Here's a list of character's default states:

200 to 250 are Basic Standing Attacks
400 to 450 are Basic Crouching Attacks
600 to 650 are Basic Jumping Attacks
1000 to 2999 are Special Moves
3000 to 3999 are Super Moves

Note: Triggers may vary

If done correctly your coding should look like this:
Code: [Select]
; Buster Wolf
[State -1, Buster Wolf]
type = ChangeState
value = 3000
triggerall = var(58) < 1 <----------------- This variable is just the AI related
triggerall = command = "Buster Wolf"
triggerall = power > 1000
trigger1 = (statetype = S) && ctrl


Hope this helps


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Offline Nutty-Da-Kid

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Re: is it possible to take away chain combos and air combos from mvc type ppl?
« Reply #4 on: December 21, 2008, 09:34:03 PM »
REZA U ARE godly thank u man i learned it u made it sound simple ^:)^ guess a old dog can learn new tricks ^-^



Edit: a man do u know how to make it where there launch attack does not launch people in the air? once i know that i will be complete.
« Last Edit: December 21, 2008, 10:12:24 PM by Nutpatch »

Offline Reza

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Re: is it possible to take away chain combos and air combos from mvc type ppl?
« Reply #5 on: December 23, 2008, 05:22:17 PM »
REZA U ARE godly thank u man i learned it u made it sound simple ^:)^ guess a old dog can learn new tricks ^-^

Edit: a man do u know how to make it where there launch attack does not launch people in the air? once i know that i will be complete.

Yeah thanks man i know how hard it was to learn coding especially when you go away for a while then come back, like i do sometimes and I'm still learning. ^-^

Okay on to the topic at hand.

This is the characters Hitdef coding, again its from my Terry.

Quote
[State 250, HitDef]
type = HitDef
trigger1 = Movecontact!
attr = S, NA
damage = 60
animtype = Diagup
air.animtype = Diagup
fall.animtype = Up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = S6012
sparkxy = -10, -110
guard.sparkno = S6008
hitsound = S200, 8
guardsound = S120, 0
ground.type = Low
air.type = High
ground.slidetime = 20
ground.hittime = 20
air.hittime = 20
guard.ctrltime = 20
ground.velocity = -1,-15
guard.velocity = -6
air.velocity = -1,-15
airguard.velocity = -6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -6
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
persistent = 0
fall = 1
air.fall = 1
fall.recover = 1
air.recover = 1
yaccel = .5
fall.envshake.time = 20
fall.envshake.freq = 180
fall.envshake.ampl = -2
fall.envshake.phase = 90

In the characters Hitdef look for those 2 that are highlighted, now you should see that there are numbers next to it something like what i have here, ground.velocity = -1,-15.

Okay the -1 is how far the character goes left or right when he/she is hit by that attack, a negative value means that the character would go forward and a positive means backward. As for the second value which is the -15 that's how high the character goes when he/she is hit by that attack, a negative value means how high and a positive means how low.

Hope this helps out.


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Offline Nutty-Da-Kid

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Re: is it possible to take away chain combos and air combos from mvc type ppl?
« Reply #6 on: December 23, 2008, 07:24:46 PM »
Good Lookin out Reza u done it again  ^^(PM)^ Thanx my ninja.

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