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Mosse speciali char come si fa?

#1 L   neji123 

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  • Iscritto: 05-January 08

Inviato 16 January 2008 - 17:24

ho un char...ma non so fare la mossa speciale...

questo è il file cmd:

; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "HCB_a"
command = ~F, DF, D, DB, B, a

[Command]
name = "2QCF_y"
command = ~D, DF, F, D, DF, F, y

[command]
name = "QCF_P"
command = ~D, DF, F, b
time = 15

[Command]
name = "2b"
command = b, b
time = 10

[Command]
name = "5b"
command = b, b, b, b, b
time = 30

[Command]
name = "charge_B_F_z"
command = ~60$B, F, z
time = 10

[Command] ;Charge down, then up + c
name = "charge_D_U_c"
command = ~60$D, U, c
time = 10

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.


;-| Special Motions |------------------------------------------------------



;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Jump]
type = Changestate
value = 40
trigger1 = command = "holdup" && statetype = S && ctrl = 1

;---------------------------------------------------------------------------
[state -1, Combo1 part1]
type = changestate
value = 200
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1, Combo1 part2]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = stateno = 200
trigger1 = time >= 10

[State -1, combo1 part3]
type = ChangeState
value = 220
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = stateno = 210
trigger1 = time >= 22

;---------------------------------------------------------------------------
[state -1, Combo1 part1]
type = changestate
value = 230
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
[state -1, Combo1 part1]
type = changestate
value = 240
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
[state -1, Combo1 part1]
type = changestate
value = 250
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
[state -1, Combo1 part1]
type = changestate
value = 260
triggerall = command = "x"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
[state -1, Combo1 part1]
type = changestate
value = 270
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
[state -1, Teleport]
type = changestate
value = 300
triggerall = command = "c"
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
[State -1, Transform]
type = changestate
value = 1000
triggerall = command = "start"
triggerall = var(20) = 0
triggerall = power >= 3000
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Transform Back]
type = changestate
value = 1001
triggerall = command = "start"
triggerall = var(20) = 1
triggerall = life <= 500
trigger1 = statetype = S
trigger1 = ctrl

;-------------------------------------------------------------
[State -1, Teshi SendanM]
type = Changestate
value = 400
triggerall = var(20) = 1
triggerall = command = "a"
trigger1 = statetype = S
trigger1 = ctrl


Qualcuno mi s adire come si fanno le mosse speciali?
grazie
0

#2 L   Ciampa 

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  • Iscritto: 12-October 07

Inviato 16 January 2008 - 17:35

Posso sapere che char è??? Non si sa mai che ce l'abbia e sappia come si fa la hyper...
0

#3 L   neji123 

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  • Iscritto: 05-January 08

Inviato 16 January 2008 - 17:45

Visualizza MessaggiCiampa, su Jan 16 2008, 17:35, detto:

Posso sapere che char è??? Non si sa mai che ce l'abbia e sappia come si fa la hyper...


questo è il char di tayuya..
mi servirebbero anche tutte le possibili mosse dei ninja del suono(kifoumaro,sakon e gli altri)
grazie
0

#4 L   Ciampa 

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  • Iscritto: 12-October 07

Inviato 17 January 2008 - 17:02

Credo che quella sia la tayuya fatta meglio di tutte!! Anche io ho lo stesso problema, infatti volevo chiedere aiuto al Menjo...per gli altri del suono in teoria si trasformano con invio (start) oppure facendo D,F,x (giù,avanti,x) ma dovrei vedere il cmd...
0

#5 L   neji123 

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  • Messaggi: 20
  • Iscritto: 05-January 08

Inviato 18 January 2008 - 09:11

Visualizza MessaggiCiampa, su Jan 17 2008, 17:02, detto:

Credo che quella sia la tayuya fatta meglio di tutte!! Anche io ho lo stesso problema, infatti volevo chiedere aiuto al Menjo...per gli altri del suono in teoria si trasformano con invio (start) oppure facendo D,F,x (giù,avanti,x) ma dovrei vedere il cmd...


questo è il cmd di kidomaru:

; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional)
; buffer.time = time (optional)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas. Each of these
; buttons or directions is referred to as a "symbol".
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; greater-than (>) - means there must be no other keys pressed or released
; between the previous and the current symbol.
; egs. command = a, >~a ;press a and release it without having hit
; ;or released any other keys in between
; You can combine the symbols:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
;
; Note: Successive direction symbols are always expanded in a manner similar
; to this example:
; command = F, F
; is expanded when MUGEN reads it, to become equivalent to:
; command = F, >~F, >F
;
; It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This makes the command easier
; to do.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. The default
; value for this is set in the [Defaults] section below. A typical
; value is 15.
;
; - buffer.time (optional)
; Time that the command will be buffered for. If the command is done
; successfully, then it will be valid for this time. The simplest
; case is to set this to 1. That means that the command is valid
; only in the same tick it is performed. With a higher value, such
; as 3 or 4, you can get a "looser" feel to the command. The result
; is that combos can become easier to do because you can perform
; the command early. Attacks just as you regain control (eg. from
; getting up) also become easier to do. The side effect of this is
; that the command is continuously asserted, so it will seem as if
; you had performed the move rapidly in succession during the valid
; time. To understand this, try setting buffer.time to 30 and hit
; a fast attack, such as KFM's light punch.
; The default value for this is set in the [Defaults] section below.
; This parameter does not affect hold-only commands (eg. /F). It
; will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10


;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 15

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------
;The following two have the same name, but different motion.
;Either one will be detected by a "command = TripleKFPalm" trigger.
;Time is set to 20 (instead of default of 15) to make the move
;easier to do.
;

[command]
name = "X+Y"
command = x+y
time = 15

time = 20

;-| Special Motions |------------------------------------------------------


;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = /a
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdz";Required (do not remove)
command = /z
time = 1

[Command]
name = "holdx";Required (do not remove)
command = /x
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]




;===========================================================================
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;combo
[State -1, combo]
type = ChangeState
value = 200
triggerall = Var(0)=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;combo1
[State -1, combo1]
type = ChangeState
value = 210
triggerall = Var(0)=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
triggerall = stateno = 200
trigger2 = movecontact

;---------------------------------------------------------------------------
;combo2
[State -1, combo2]
type = ChangeState
value = 220
triggerall = Var(0)=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Throwover
[State -1, Throwover]
type = ChangeState
value = 800
triggerall = Var(0)=0
triggerall = anim != 21
triggerall = stateno = 20
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;hitup
[State -1, hit up]
type = ChangeState
value = 230
triggerall = Var(0)=0
trigger1 = command = "c"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Teleport
;—§‚¿‹­ƒLƒbƒN
[State -1, Teleport]
type = ChangeState
value = 700
triggerall = Var(0)=0
triggerall = command = "holdx"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Tessendan
[State -1, Tessendan]
type = ChangeState
value = 240
triggerall = Var(0)=0
triggerall = numhelper(245) = 0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;jumpatk
[State -1, jumpatk]
type = ChangeState
value = 600
triggerall = Var(0)=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;jumpatk2
[State -1, jumpatk2]
type = ChangeState
value = 610
triggerall = Var(0)=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
;teshi sendan
[State -1, teshi sendan]
type = ChangeState
value = 255
triggerall = Var(0)=0
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = ctrl = 1

;------------------------------------------------------------
;trasnformation
[State -1, CS2 Transformation]
type = ChangeState
value = 1000
triggerall = command = "start"
triggerall = power >= 1000
trigger1 = (statetype = s) && ctrl
triggerall = var(0) = 0

;------------------------------------------------------------
;light punch
[state -1, punch]
type = changestate
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = var(0)=90
trigger1 = statetype = s
trigger1 = ctrl
trigger2 = stateno = 10210
value = 10200

;---------------------------------------------------------------------------
;ram
[State -1, ram]
type = ChangeState
value = 10210
triggerall = var(0)=90
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = (statetype = s) && ctrl
Trigger2 = StateNo = 10200

;---------------------------------------------------------------------------
;tailwip
[State -1, tailwip]
type = ChangeState
value = 10220
triggerall = var(0)=90
trigger1 = command = "b"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;tailwip strong
[State -1, tailwip strong]
type = ChangeState
value = 10230
triggerall = var(0)=90
trigger1 = command = "b"
trigger1 = statetype = S
trigger1 = ctrl
Trigger2 = MoveContact
Trigger2 = StateNo = 10240

;---------------------------------------------------------------------------
;tailwip up
[State -1, tailwip up]
type = ChangeState
value = 10230
triggerall = var(0)=90
trigger1 = command = "c"
trigger1 = statetype = S
trigger1 = ctrl
;-------------------------------------------------------------------
;X+Y
[State -1, X+Y]
type = ChangeState
value = 10255
triggerall = command = "X+Y"
trigger1 = (statetype = s) && ctrl
;----------------------------------------------------------------------------
;jump punch
[State -1, jump punch]
type = ChangeState
value = 10600
triggerall = var(0)=90
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------
;jump punch strong
[State -1, jump punch strong]
type = ChangeState
value = 10255
triggerall = var(0)=90
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl

;----------------------------------------------------------------------------
; Tessendan
[State -1, Tessendan]
type = ChangeState
value = 10240
triggerall = var(0)=90
triggerall = numhelper(245) = 0
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = power >= 250
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Spinning attack
[State -1, spin]
type = changestate
value = 10310
triggerall = var(0)=90
triggerall = command = "y"
triggerall = power >= 2000
trigger1 = ctrl
triggerall = statetype = C

;---------------------------------------------------------------------------
;spikebone
[State -1, spikebone]
type = Changestate
value = 10300
triggerall = var(0)=90
triggerall = command = "c"
triggerall = power >= 1000
triggerall = statetype = C
trigger1 = ctrl
0

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