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Bjay

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Posts posted by Bjay

  1. Actually I'm keen in general to play anyone. I do play competitively, but I'll play whatever rules people usually go by.

     

     

    Oh okay Cool! however I am currently re-unlocking everything  since my last 3ds was stolen. -_-

     

    So I probly do online battles later on. :-P

    Sorry to hear. Looking forward to playing you!

  2. So basically Boomer's characters immediately enter a dizzy state when certain moves are used on them.

     

    I've discovered so far that it can be done via (9)'s characters (from certain basic attacks), but I've yet to discover any other characters that can initiate the bug.

     

    I've fiddled with state 5000 but haven't been able to find a solution. How can I get rid of the problem (or at least get remove the characters' ability to be dizzy altogether)?

     

    Recording of the bug - http://recordit.co/K24p89POP6

     

    Also, does anyone know where I can contact Boomer?

     

    type = S
    movetype= H
    physics = N
    velset = 0,0
     
    [State 5000, 0]
    type = ChangeState
    trigger1 = !Alive & PrevStateNo = [120,159]
    value = 5999
     
    [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = GetHitVar(animtype) != [3,5]
    value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
     
    [State 5000, 2] ;Anim for HIT_BACK
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = GetHitVar(animtype) = [3,5]
    value = 5030
     
    [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
    type = ChangeAnim
    trigger1 = Time = 0
    trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
    value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
     
    [State 5000, 4] ;Freeze anim
    type = ChangeAnim
    trigger1 = Time > 0
    value = anim
     
    [State 5000, 5] ;State type gets set to aerial if getting hit up
    type = StateTypeSet
    trigger1 = Time = 0
    trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
    trigger2 = Pos Y != 0
    statetype = a
     
    [State 5000, FFB Light]
    type = ForceFeedback
    trigger1 = anim = 5000
    trigger2 = anim = 5010
    persistent = 0
    time = 6
    waveform = square
     
    [State 5000, FFB Medium]
    type = ForceFeedback
    trigger1 = anim = 5001
    trigger2 = anim = 5011
    persistent = 0
    time = 8
    waveform = sinesquare
    ampl = 110,-1,-.3
     
    [State 5000, FFB Hard]
    type = ForceFeedback
    trigger1 = anim = 5012
    trigger2 = anim = 5002
    trigger3 = anim = 5030
    persistent = 0
    time = 15
    waveform = sinesquare
    ampl = 140
     
    [State 5000, 6]
    type = ChangeState
    trigger1 = HitShakeOver
    trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
    value = 5001 ;Stand get-hit (knocked back)
     
    [State 5000, 7]
    type = ChangeState
    trigger1 = HitShakeOver
    value = 5030
    

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