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 I need help with my char's attacks

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HappyDevil

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Posts : 29
Join date : 2013-04-30
Age : 17
Location : Las Vegas, Nevada

PostSubject: I need help with my char's attacks   June 1st 2013, 3:20 pm

Hey! Happy Devil/vendetta here! I need your help with a bigbigbigbigbig problem too me! My characters attack's don't work! I was reecommend to put "HitDef" as the type. But it didnt work! so I need your help! heres the code of the one that works:
Code:
 ; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
poweradd = 20         ;Power to add (Def: 0)
sprpriority = 2         ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 23, 0         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -4      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Help? thanks! - Hp/v
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YoungSamurai5

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Posts : 957
Join date : 2012-05-01
Age : 24

PostSubject: Re: I need help with my char's attacks   June 1st 2013, 6:36 pm

You need to watch a few coding tutorials
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borg117

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Posts : 51
Join date : 2013-02-26

PostSubject: Re: I need help with my char's attacks   June 19th 2013, 10:13 am

hm.., first of all, when you use Hitdef, try to change the trigger from your Time = 0 to !movecontact for example
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chuchoryu

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Posts : 3147
Join date : 2012-10-04
Age : 28
Location : Mèxico

PostSubject: Re: I need help with my char's attacks   June 19th 2013, 11:19 am

Vendetta wrote:
Hey! Happy Devil/vendetta here! I need your help with a bigbigbigbigbig problem too me! My characters attack's don't work! I was reecommend to put "HitDef" as the type. But it didnt work! so I need your help! heres the code of the one that works:
Code:
 ; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle  = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200 ;Change animation (Def: no change)
poweradd = 20 ;Power to add (Def: 0)
sprpriority = 2 ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 23, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Help? thanks! - Hp/v
Canyou send me your char? I can help you easy if you send me the chars I can fix the codding amigo

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