ApolloAvalon Posted July 19, 2014 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‚©‚߂͂ߔg`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.
0 Ryon Posted July 19, 2014 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. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 Werewood Posted July 20, 2014 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. "I still care to share because I believe in Sharing is Caring" - Werewood
0 ApolloAvalon Posted July 20, 2014 Author 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...
0 Алексей Posted July 20, 2014 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 -[Все слова это только слова.]-
0 Ryon Posted July 21, 2014 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. - Characters - / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -
0 ApolloAvalon Posted July 21, 2014 Author Posted July 21, 2014 Is there anyway to fix that delay, or is it meant to be that?
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.
6 answers to this question
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