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


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