Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Topic started by: CheeseCakeBeats on April 09, 2018, 05:00:33 PM
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I want to create a combo. Light (x), medium (y) , and heavy (z). I want to link those attacks together when used in that order.
How would I do that without making the attack animations faster or the hitstun longer so the character won't be able to spam light (x) attack in the corner?
Sorry for all the posts lately.
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Sorry for all the posts lately.
This is not a problem, at all.
You just need to add the proper check (read the Triggers documentation under DOCS folder in your Mugen folder), take a look:
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
Will trigger if:
- The command is X
- AND you haven't held that button
- If your statype is S (standing)
- And if you have control
Its the same logic for the medium punch, you just add more checks
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200 || stateno = 230 || stateno = 400 || stateno = 430) && movecontact
ignorehitpause=1
Look at the TRIGGER2 line. It will trigger if you are in any of those state numbers (200,230,400,430) and the move has made contact, plus the all the previous conditions.
The same works for the hard attack
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 210 || stateno = 240 || stateno = 410 || stateno = 440|| stateno = 200|| stateno = 400||stateno = 230|| stateno = 430) && movecontact
ignorehitpause=1
Just avoid to inclued the same state of the attack (in other words, do not include stateno 220 for the Stand Strong Punch) or it will be a infinite combo.
About the spam in the corner, read in the manual for "juggle" and "ground.cornerpush". The info is all there.
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This is not a problem, at all.
You just need to add the proper check (read the Triggers documentation under DOCS folder in your Mugen folder), take a look:
Will trigger if:
- The command is X
- AND you haven't held that button
- If your statype is S (standing)
- And if you have control
Its the same logic for the medium punch, you just add more checks
Look at the TRIGGER2 line. It will trigger if you are in any of those state numbers (200,230,400,430) and the move has made contact, plus the all the previous conditions.
The same works for the hard attack
Just avoid to inclued the same state of the attack (in other words, do not include stateno 220 for the Stand Strong Punch) or it will be a infinite combo.
About the spam in the corner, read in the manual for "juggle" and "ground.cornerpush". The info is all there.
Thanks so much ^:)^
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Thanks so much ^:)^
Also it turns out that if I try to make other moves connect (Example: Light punch -> Medium kick -> Heavy punch or Light punch -> Medium Punch -> Heavy punch) I can infinitely press medium punch and medium kick.
I didn't list stateno 210 under state 210 OR stateno 240 under 240 etc. like you said. I need a way to stop medium punch and kick from being mashable. I think I should use changestate although I'm unsure...