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MAKING A NORMAL MOVE HIT MULTIPLE TIMES

 

-Example :Ryu's Standing Forward  Kick (Ryu By Mugenite)

 

In this case we want a normal move to hit twice. First we define the hit colission boxes in AIRVIEW or Mugenerator,as shown below.

 

 

As seen above,when frame 3 and 4 make contact with the enemy,we want them to hit, for an automatic 2 hit combo.

 

To achieve this:

 

CMD FILE

 

;-------------------------

[State -1]

type = ChangeState

value = 240

triggerall = command = "b"

triggerall = command != "holddown"

trigger1 = statetype = S

trigger1 = ctrl = 1

 

Standard stuff, we check if the player pressed "b" (command="b"), if he is standing(stateype=S) and can make moves (ctrl=1). If this conditions are met we go to state 240 in the CNS (value=240).

 

CNS FILE

 

;---------------------------------------------------------------------------

;STAND_B

 

[Statedef 240]

type = S                        STANDING MOVE

 

movetype= A              ATTACK MOVE  

physics = N

 

juggle = 4                    THIS MOVE WILL JUGGLE P2 IN THE AIR IF HE HAS 4 OR     

                                   MORE POINTS LEFT IN HIS (player1)  JUGGLE COUNTER.

 

poweradd= 40            GAIN 40 POINTS OF SUPERBAR AFTER PERFORMING THIS                                        MOVE 

 

ctrl = 0                         PLAYER CAN'T PRESS KEYS DURING THIS MOVE    

 

anim = 240                    NUMBER OF THE ANIMATION IN THE SFF FILE

 

velset = 0,0                   NO CHANGE IN PLAYER SPEED

 

 

[State 240, 1]

type = NULL ;PlaySnd    PLAY SOUND OF THIS MOVE

trigger1 = Time = 1

value = 0, 1

 

 

[State 240, 2]                            DEFINE HOW THIS MOVE HITS.

type = HitDef

 

trigger1 = AnimElem = 3    THIS MOVE HITS WHEN WE RE IN ANIMATION 

                                              FRAME 3 

                                              OR 4 (AnimElem=3,AnimElem=4)

trigger2 = AnimElem = 4    AND THIS IS WHAT WE WANTED....CLICK HERE TO 

                                              SEE THE FRAMES

 

attr = S, NA                            THIS MEANS THAT THIS MOVE IS A "STANDING 

                                               NORMAL ATTACK" (S,NA)

 

damage = 57                           57 points of damage

 

animtype = Med                    P2 WILL MAKE HIS MEDIUM HIT ANIMATION WHEN 

                                             THIS MOVE CONECTS

 

guardflag = MA                    P2 CAN BLOCK THIS HIGH OR LOW (HENCE THE 'M') OR 

                                            IN THE AIR (THE 'A')

 

pausetime = 10,10                P1 WILL BE FREEZED 10 GAME TICKS AFTER 

                                            PERFORMING THIS MOVE,P2 WILL 

                                            FREEZED  10 GAME TICKS AFTER BEING HIT FROM 

                                            THE   MOVE (10,10)

 

sparkxy = 0,-84                    POSITION OF THE HIT SPARK IF THIS MOVE HITS

 

hitsound = 5,2                    SOUNDS IF THIS MOVE HITS (hitsound) OR IS 

                                          BLOCKED(guardsound)

guardsound = 6,0

 

ground.type = High

ground.slidetime = 13

ground.hittime = 17

ground.velocity = -2.5

air.type = Low

air.velocity = -3.1,-3.3

airguard.velocity = -3.5,-2.5

 

[State 240, 3]                    GIVE CONTROL AGAIN TO THE PLAYER (CTRL=1) WHEN 

                                        THE ANIMATION ENDS (Animtime=0)

type = ChangeState        

trigger1 = AnimTime = 0

value = 0

ctrl = 1

 

After programming the move in the CMD and CNS file,we re ready to try it,if succesful ,Ryu's Standing Forward will hit like this:

 

 

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