Every time I try to use the move, usually at the beginning of the battle, it just closes MUGEN out with no error
Basically this allows the user to continue using this attack every time they mash X.
CMD:
;---------------------------------------------------------------------------
;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) != 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = time >= 26 && command = "x" && stateno = 200
CNS:
;---------------------------------------------------------------------------
;Neutral combo
; 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 = 10 ;Number of air juggle points move takes
;Commonly-used controllers: ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200 ;Change animation (Def: no change)
poweradd = 30 ;Power to add (Def: 0)
sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)
[State 200, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 10, 0 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAFLDP
guardflag = MAFLDP ;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 = 5, 5 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = 0, -10 ;X-offset for the "hit spark" rel. to p2,
hitsound = s0, 29 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10 ;Time that the opponent slides back
ground.hittime = 25 ;Time opponent is in hit state
ground.velocity = -1,0 ;Velocity at which opponent is pushed
airguard.velocity = -1,-2 ;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 = 0,0 ;X-velocity at which opponent is pushed,
air.hittime = 25 ;Time before opponent regains control in air
fall.recover = 0
air.fall = 1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 8
channel = 2
[State 200, 7]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1