vale, mira como lo tengo, de momento no hace daño ni nada, pero eso supongo que lo tendre que poner despues.
en el cns tengo puesto
;--------KAME---------------------------
;kame KF
[Statedef 8000]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2
[State 7000, Projectile]
type = Projectile
trigger1 = moveType = A
ProjID = 7000
projanim = 7000
projhitanim = 7000
projremanim = 7000
projcancelanim = 7000
projscale = 0.5,0.5
projremove = 1
projremovetime = 0
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 20
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1 ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 20,0
givepower = 0,0
;affectteam = E ;B,E,F
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
priority = 4,Hit ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,0
;guard.pause,0
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High ;Low,Trip,None
;air.type = High
ground.slide = 0
;guard.slide = 0
ground.hit = 0
;guard.hit = 0
air.hittime = 20
;guard.ctrl = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,0
;airguard.velocity = 0,0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
;down.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;airguard.ctrl = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
sprpriority = 1
;p1sprpriority = 0;(winmugen only)
;p2sprpriority = 0;(winmugen only)
;p1facing = 0
p1getp2facing = 0
;p2facing = 1
;p1stateno = 0
;p2stateno = 0
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hit
down.bounce = 0
;id = 0
;chainID = -1
;nochainID = -1
;hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;palfx.time = 0
;palfx.mul = 0,0,0
;palfx.add = 0,0,0
;envshake.time = 0,0
;envshake.freq = 0
;envshake.ampl = 0
;envshake.phase = 0
;fall.envshake.time = 0,0
;fall.envshake.freq = 0
;fall.envshake.ampl = 0
;fall.envshake.phase = 0
;ignorehitpause =
;persistent =
;(afterimage winmugen only)
;afterimage.time =
;afterimage.length =
;afterimage.palcolor =
;afterimage.palinvertall =
;afterimage.palbright = 0,0,0
;afterimage.palcontrast = 0,0,0
;afterimage.palpostbright =0,0,0
;afterimage.paladd = 0,0,0
;afterimage.palmul = 0,0,0
;afterimage.timegap =
;afterimage.framegap =
;afterimage.trans = ;none,add,add1,addalpha,sub
;ignorehitpause =
;persistent =
[State 8000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Y en el cmd
[State -1, KameKF]
type = ChangeState
value = 8000
triggerall = command = "KameKF"
triggerall = power >= 100
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,7000)
trigger2 = movecontact
[State -1, KameKF]
type = Projectile
value = 7000
triggerall = command = "KameKF"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
Ahora mirad lo que me pasa:
Aparecen y desaparecen bien, pero cuando aparecen, se amontonan los fx (que son 17 imagenes) uno encima de otro.
PD:Aparecen cortados porque los sprites son asii... xD
Bueno, espero que me podais ayudar... saludos