I'm making a character on kfm template, i already coded in 2 attacks for that character, but it only can move around and jump.
i'm not able to post links so i'll only send the parts of the code related to the moves
cmd, states
cmd, inputCode:[Statedef -1] [State -1, jab] type = ChangeState value = 200 trigger1 = command = "b" && statetype = S && ctrl [State -1, Drink Spill] type = ChangeState value = 500 trigger1 = command = "rightAtk" && statetype = S && ctrl
cnsCode:[Command] name = "rightAtk";Required (do not remove) command = F + b time = 1
Code:;Drink Spill [Statedef 500] type = s movetype = A physics = S juggle = 0 anim = 200 sprpriority = 2 ctrl = 0 [State 500, 1] type = HitDef trigger1 = !time attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = M ;Flags of conditions that move can hit priority = 5, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 5, 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 = 500, 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 = 11 ;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 = Low ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -2,0 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 15 [State 500, 2] type = PlaySnd trigger1 = Time = 12 value = 500, 0 [State 500, ChangeState] type = ChangeState trigger1 = animtime = 28 value = 0 ctrl = 0 ;--------------------------------------------------------------------------- ;Jab [Statedef 200] type = s movetype = S physics = S juggle = 0 anim = 210 sprpriority = 2 ctrl = 0 [State 200, 1] type = HitDef trigger1 = !time attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage [State 200, ChangeState] type = ChangeState trigger1 = animtime = 17 value = 0 ctrl = 1


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