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 A conflict between a normal attack and charged version of it

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Minun

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Posts : 142
Join date : 2015-03-08

PostSubject: A conflict between a normal attack and charged version of it   12/06/15, 11:21 pm

Apparently, only one attack with the same button combination concept can be used.
Both of these commands have F and X as their button combinations however one you have to hold and one you don't have to.
; Stand Strong Punch
[State -1, Neutral A Fwd]
type = ChangeState
value = 2500
triggerall = command = "hold_x" && command = "fwd" ||  command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl

You need to tap Forward and X at the same time to use it. However It doesn't work. Instead I use it like a regular forward attack where you press X while moving.

;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Neutral A Fwd]
type = ChangeState
value = 250
triggerall = command = "x"
triggerall = stateno = 20
trigger1 = statetype = S
trigger1 = ctrl

This doesn't work either. It is supposed to play once you are moving (Walk animation playing) and you press X while you are at it.
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borewood2013

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PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 01:50 pm

It might be easier to do so directly inside a StateDef, something like this:

Disable the ChangeState to StateDef 2500 in the CMD file, then,

In your StateDef 250:

[State 250, Neutral A Fwd]
type = ChangeState
trigger1 = command = "hold_x"
value = 2500
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Minun

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Posts : 142
Join date : 2015-03-08

PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 02:14 pm

Doesn't work. Now it does the charged attack no matter what or how long I have been pressing fwd.
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borewood2013

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PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 02:50 pm

@Minun wrote:
Doesn't work. Now it does the charged attack no matter what or how long I have been pressing fwd.

Hmmmmmmm........might be the other way around?

Something like this:

Disable the ChangeState to StateDef 250 in the CMD file, then,

In your StateDef 2500:

[State 2500, Neutral A Fwd]
type = ChangeState
trigger1 = command != "hold_x"
value = 250
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Minun

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Posts : 142
Join date : 2015-03-08

PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 04:09 pm

(I posted it on the wrong topic.)

You are getting there. It works but I can't really use it like an attack.

Maybe this code will help you. Basically it determines how long the player has held the charge.


[State 0, 25% charge]
type = ChangeState
trigger1= time < 25
trigger1 = command != "hold_x" && command = "holdfwd"
value = 2501
ctrl = 0

[State 0, 50% charge]
type = ChangeState
trigger1= time > 50 && time < 26
trigger1 = command != "hold_x" && command != "holdfwd"
value = 2502
ctrl = 0

[State 0, 75% charge]
type = ChangeState
trigger1= time > 75 && time < 100
trigger1 = command != "hold_x" && command != "holdfwd"
value = 2503
ctrl = 0


[State 0, 100% charge]
type = ChangeState
trigger1 = time > 100
trigger1 = command = "hold_x" && command = "holdfwd"
value = 2504
ctrl = 0
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Minun

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PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 05:17 pm

Hi
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borewood2013

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PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 06:46 pm

I would like to see how you defined "hold_x" in your CMD file........... cyclops
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Minun

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Posts : 142
Join date : 2015-03-08

PostSubject: Re: A conflict between a normal attack and charged version of it   13/06/15, 07:22 pm

@borewood2013 wrote:
I would like to see how you defined "hold_x" in your CMD file........... cyclops


[Command]
name = "hold_x"
command = /x
time = 35

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