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Thread: Help! How can i fix this infinite attack? Urien???

  1. #1
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    Default Help! How can i fix this infinite attack? Urien???

    This character would be pretty good but has a problem with his standing light punch...
    you could spam this attack and take out a whole life bar
    how can I fix it???
    here is his basic




    ; 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 = 2 ;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, Hitdef]
    type = HitDef
    trigger1 = Time = 0
    attr = S, NA ;Attribute: Standing, Normal Attack
    damage = (1000.0/160.0)*(2.0) ;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, 10 ;Time attacker pauses, time opponent shakes
    sparkno = S(7770+random%3) ;Spark anim no (Def: set above)
    sparkxy = -10,-70 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to P1
    hitsound = S200, 1 ;Sound to play on hit
    guardsound = S120, 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
    ground.cornerpush.veloff = -12.5
    air.cornerpush.veloff = -12.5
    guard.velocity = -3

    [State 200, PlaySnd]
    type = PlaySnd
    trigger1 = animelem = 3
    value = 200, 0

    [State 215, Changestate]
    type = CtrlSet
    trigger1 = Time >= 12
    value = 1

    [State 200, Changestate]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1



  2. #2
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    Default Re: Help! How can i fix this infinite attack? Urien???

    That's pretty obvious but change the damage of your [State 200, Hitdef] from 1000 to something around 30 or 40.

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    Default Re: Help! How can i fix this infinite attack? Urien???

    it seems like that just masks the problem is there a way that I can make the attack only hit once
    so that its not able to be spammed

    I can literally just hold forward and keep pushing Q until the opponent loses
    it creates a infinite combo

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    Default Re: Help! How can i fix this infinite attack? Urien???

    Yes, you just need to create a new command for that move.
    Copy/paste one of your normal moves into the cmd file and change the state and command.
    By the way, moving this to dev help.

  5. #5
    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: Help! How can i fix this infinite attack? Urien???

    Just increase the pausetime for p1 and less for the opponent like:

    pausetime = 10,5

    or give it less hittime

    hittime= 5

    also remove:

    [State 215, Changestate]
    type = CtrlSet
    trigger1 = Time >= 12
    value = 1

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    Default Re: Help! How can i fix this infinite attack? Urien???

    Quote Originally Posted by mulambo View Post
    Just increase the pausetime for p1 and less for the opponent like:

    pausetime = 10,5

    or give it less hittime

    hittime= 5

    also remove:

    [State 215, Changestate]
    type = CtrlSet
    trigger1 = Time >= 12
    value = 1
    It will still be spammed but with a lower frequency, the best way to fix this is following what i said, just create a new move with a different key combination.
    Doing this, that move will become like the others that require more buttons pressed to be performed, i think this is what the author of the topic want.

  7. #7
    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: Help! How can i fix this infinite attack? Urien???

    Well, I don't know, I just saw that the light attack thing (light kick or punch + forward) is a common minor mistake that I've found in many chars too, and probably the first thing that I check when making a new char (as it goes pretty unnoticed, but you can see it many chars). it always worked for me that way, with a lower pausetime/hittime the opponent can regain control faster (and the combo count cancels too), so the light attack could serve alone or as first "input" for a more complex combo.
    it all depends on what he wants the char to do, what I suggested is the easiest and fastest way (why complicating things for just a light attack...)..

    also we don't know how much time is the light punch animation, as Urien regains ctrl after 12 ticks (maybe an error because the light punch animation may be less than 12 ticks so the engine doesn't read that, Urien regains ctrl not with the CtrlSet, but with the ChangeState if that's so).
    Last edited by mulambo; Mar 03, 2018 at 21:24.

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