ApolloAvalon Posted July 19, 2014 Share Posted July 19, 2014 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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0 Ryon Posted July 19, 2014 Share Posted July 19, 2014 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. Link to comment Share on other sites More sharing options...
0 Werewood Posted July 20, 2014 Share Posted July 20, 2014 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<=20value=3007ignorehitpause=1 - in [statedef 3006]: [State 3006, End]type=changestate trigger1=root,time<=20value=3007ignorehitpause=1 - in [statedef 3007]: [State 3007, DestroySelf]type = DestroySelftrigger1=time>=16trigger2=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. Link to comment Share on other sites More sharing options...
0 ApolloAvalon Posted July 20, 2014 Author Share Posted July 20, 2014 Yeah, that didn't do anything, I think I'll recode the projectile and not rely on copying someone else's... Link to comment Share on other sites More sharing options...
0 Алексей Posted July 20, 2014 Share Posted July 20, 2014 Yeah, that didn't do anything, I think I'll recode the projectile and not rely on copying someone else's... Excellent idea. ApolloAvalon 1 Link to comment Share on other sites More sharing options...
0 Ryon Posted July 21, 2014 Share Posted July 21, 2014 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. Link to comment Share on other sites More sharing options...
0 ApolloAvalon Posted July 21, 2014 Author Share Posted July 21, 2014 Is there anyway to fix that delay, or is it meant to be that? Link to comment Share on other sites More sharing options...
Question
ApolloAvalon
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]
[spoiler = Code for Super]
[spoiler = Helper for Super]
I really want this beta to be played this weekend, so any help will be greatly appreciated.
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