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Helper for Super Move doesn't appear


ApolloAvalon

Question

I'm close to a beta 2 release for my Kid Goku.

For the level 1 super for his Kamehameha, the beam itself doesn't appear, despite being coded properly.



[spoiler = Command for Super]
[State -1, Kamehameha!]
type = ChangeState
value = 3000
triggerall = command = "Kamehameha!"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 1000, power >= 0)
triggerall = ctrl || StateNo = 40 || StateNo = 52 || var(6)
trigger1 = NumHelper(3005) <= 0
trigger2 = NumHelper(3005) <= 1
trigger2 = Helper(3005),StateNo = [3006,3007]



[spoiler = Code for Super]

[Statedef 3000]
type=S
movetype=A
physics=N
anim=3000
poweradd=-1000
ctrl=0
velset=0,0
sprpriority=1
facep2=1

[State 3000, No Corner Push]
type=VarSet
trigger1=!time
fvar(5)=0
[State 3000, Unguardable]
type=VarSet
trigger1=!time && NumEnemy
var(17)=Ifelse((EnemyNear, StateNo=[120,155]),0,50)
[State 3000, Super Cancel Flag]
type=VarSet
trigger1=!Time
var(21)=(PrevStateNo=[1000,2999]) && var(6)
[State 3000, Hyper Cancel Flag]
type=VarSet
trigger1=!Time
var(22)=((prevstateno=[3000,4999]) && var(7)) || var(20)
[State 3000, Super Cancel Flash]
type=PalFX
trigger1=var(21) || var(22)
trigger1=!(Time % 2) && Time <=12
time=1
add=255,255,255
ignoreHitPause=1

[State 3000, SuperPause FX]
type=Helper
trigger1=!time
helperType=Normal
stateNo=8500
ID=8500
name="Superpause FX"
posType=P1
pos=0,-30
superMoveTime=255
size.xScale=1
size.yScale=1
ownPal=1
[State 3000, SuperPause]
type=SuperPause
trigger1=AnimElem = 3
time=50
moveTime=49
p2DefMul=1
unHittable=1
anim=-1
sound=s8500,0
darken=0
poweradd=0

[State 3000, 1];wŒ‚‚‰¹x
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,0

[State 3000, 1];w‚©‚ß‚Í‚ß”g`Ix
type = PlaySnd
trigger1 = AnimElem = 3
value = 1400,0

[State 3000, Width]
type=Width
trigger1=AnimElemTime(5)>=0
value=65,0

[State 3000, NotHitBy]
type=NotHitBy
trigger1=AnimElemTime(6) < 0
time=1
value=SCA

[State 3000, Kamehameha]
type = helper
trigger1 =animelem=4
helpertype = normal
stateno = 3005
ID = 3005
name = "Kamehameha"
postype = p1
pos = 0,0
ownpal = 1
persistent=0
pauseMoveTime=255

[State 3000, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



[spoiler = Helper for Super]

[Statedef 3005]
type=A
physics=N
movetype=A
ctrl=0
velset=0, 0
sprpriority=4

[State 3005, HitOverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA, AA, AP, AT
stateno=Ifelse(var(8)<10,3005,3006)
ignorehitpause=1
[State 3005, HB]
type=hitby
trigger1=1
time=-1
value=SCA, NP, SP, HP
ignorehitpause=1

[State 3005, BindToRoot]
type = BindToRoot
trigger1 =1
pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000,0,25) * const(size.yScale))
ignorehitpause =1

[State 3005, ChangeAnim]
type=ChangeAnim
trigger1 =!time&&!prevstateno
value=3005

[State 3005, movehitvar]
type=varset
trigger1=movecontact && numtarget
trigger1=!(target, ishelper)
var(3)=1
ignorehitpause=1
[State 3005, VarAdd]
type=VarAdd
trigger1 =!time
var(8)=1

[State 3005, Assert]
type=trans
trigger1=1
trans=addalpha
alpha=256, 256
ignorehitpause=1
[State 3005, HitSound]
type=playsnd
trigger1=movehit && numtarget
trigger1=target, time=0 && target, movetype=H
value=2, 6
channel=20+random%4
persistent=0
ignorehitpause=1
[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3005, hit]
type=hitdef
trigger1=1
priority=4, Hit
ID=3005
attr=A, HP
damage=floor(20*Ifelse(root,var(13)>14,root,fvar(10)/2,root,fvar(10))),4
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=4,1
guard.pausetime=4,12
sparkNo=-1
guard.sparkNo=-1
sparkXY=-1
guardsound=s130,1
ground.type=High
ground.slidetime=2
ground.hittime=32
air.hittime=32
ground.velocity=-4,-3
guard.velocity=-5
air.velocity=-4,-0.5
airguard.velocity=-4,-1
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
fall=1
air.recover=0
fall.recover=0
getpower=0,0
givepower=18,18
palFX.time=12
palFX.add=255,255,255
palFX.sinAdd=-255,-255,-255,48
envshake.time=12
envshake.ampl=5
sprpriority=4
forcestand=1

[State 3005, TargetState]
type = TargetState
trigger1= movehit && numtarget(3005)
trigger1= target(3005),Movetype=H&& !(target, time)
value =3080
ID = 3005
ignorehitpause =1
[State 3005, HitSpark]
type=Helper
trigger1= movecontact=1 && numtarget
trigger1=(enemynear, movetype=H) && !(target,time)
helperType=Normal
stateNo=ifElse(MoveGuarded, 8001, 8005)
ID=8000
name="Spark"
pos= ceil(p2bodydist x+20),ceil(-10+50*(root,statetype=A&&p2bodydist y>=-25))
ownpal = 1
facing = -1
ignorehitpause = 1
persistent=0
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535

[State 3005, Counter FX]
type=Helper
trigger1=MoveContact=1 && numtarget && var(9)
trigger1=!(Target, HitShakeOver)
helperType=Normal
stateNo=8290
ID=8290
name="Counter FX"
posType=P1
pos=ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), 0
ownPal=1
pauseMoveTime=65535
superMoveTime=65535
ignoreHitPause=1

[State 3005, HitCount]
type=ParentVarAdd
trigger1=Movehit=1 && NumTarget
var(13)=1
ignorehitpause = 1
persistent=0
[State 3005, Juggle Points]
type=ParentVarAdd
trigger1=MoveContact=1 && NumTarget
var(15)=1
ignorehitpause = 1
persistent=0
[State 3005, ProjContact]
type=VarSet
trigger1=MoveContact=1 && NumTarget
var(18)=1
ignorehitpause = 1
persistent=0
[State 3005, ProjContact]
type=ParentVarSet
trigger1=MoveContact=1 && NumTarget
trigger1=Root,StateNo=[3000,3025]
var(18)=1
ignorehitpause = 1
persistent=0

[State 3005, End]
type=changestate
trigger1=root,time<=20
value=3007
ignorehitpause=1
[State 3005, End]
type=destroyself
trigger1=root,Movetype=H
trigger2=root,stateno!=3000&&root,stateno!=3025
trigger3=(root,stateno=3000|root,stateno=3025)&&root,animelemtime(19)>=0
ignorehitpause=1
[State 3005, Change]
type=changestate
trigger1=movecontact
value=Ifelse(var(8)<10,3005,3006)
ignorehitpause=1
[State 3005, Change]
type=changestate
trigger1=root,animelemtime(15)>=0
value=3006
ignorehitpause=1
;------------------------------------------------------------------
[Statedef 3006]
type=A
physics=N
movetype=I
ctrl=0
velset=0,0
sprpriority=4

[State 3006, NotHitBy]
type=NotHitBy
trigger1 =1
value=SCA
ignorehitpause =1
[State 3006, BindToRoot]
type = BindToRoot
trigger1 =1
pos = ceil(80 * const(size.xScale)),ceil(Ifelse(root,stateno=3000|root,stateno=3050,-62,-84) * const(size.yScale))
ignorehitpause =1
[State 3006, AngleDraw]
type = AngleDraw
trigger1 =1
scale =1,1-.075*time
ignorehitpause =1
[State 3006, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3006, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256-16*time,256
ignorehitpause =1

[State 3006, End]
type=changestate
trigger1=root,time<=20
value=3007
ignorehitpause=1
[State 3006, DestroySelf]
type = DestroySelf
trigger1=root,stateno!=3000
trigger2=root,stateno=!3000&&root,animelemtime(19)>=0
trigger3=root,Movetype=H
ignorehitpause =1
;------------------------------------------------------------------
[Statedef 3007]
type=A
physics=N
movetype=I
anim=9999
ctrl=0
velset=0,0
sprpriority=0

[State 3007, NotHitBy]
type=NotHitBy
trigger1 =1
value=SCA
ignorehitpause =1
[State 3005, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2= Invisible
ignorehitpause = 1

[State 3007, DestroySelf]
type = DestroySelf
trigger1=time>=16
trigger2=root,Movetype=H
ignorehitpause =1



I really want this beta to be played this weekend, so any help will be greatly appreciated.

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6 answers to this question

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it all looks good.

 

i personally cant tell you whats wrong with this unless i look at it myself and completely check out the issue.

if you feel to be up for it send it to me by PM.

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Spotted two (2) things:

 

- "trigger3=(root,stateno=3000|root,stateno=3025)&&root,animelemtime(19)>=0" in [statedef 3005]  DestroySelf

  => 3000|root     shouldn't it be 3000||root?

- "trigger2=root,stateno=!3000&&root,animelemtime(19)>=0"in [statedef 3006]  DestroySelf

  => root,stateno=!3000    shouldn't it be root,stateno!=3000?

 

And, please double-check the validity of the following animation Actions:

- [begin Action 3005]

- [begin Action 9999]

 

Moreover, the Time Trigger values seem so short:

- in [statedef 3005]:

[State 3005, End]
type=changestate
trigger1
=root,time<=20
value=3007
ignorehitpause=1

 

- in [statedef 3006]:

[State 3006, End]
type=changestate
trigger1
=root,time<=20
value=3007
ignorehitpause=1

 

- in [statedef 3007]:

[State 3007, DestroySelf]
type = DestroySelf
trigger1=time>=16
trigger2=root,Movetype=H
ignorehitpause
=1

 

It looks like Helper(3005), if not hitting P2, can ChangeState to [statedef 3007] VERY FAST and then get destroyed at the end of [statedef 3007] EVEN FASTER.

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after testing the character myself.

 

the error was in his changestate, as Werewood said, but it also delved a bit deeper than just that.

 

regardless he did recode the special, and it works now with a minor delay.

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