Bjay Posted January 17, 2015 Posted January 17, 2015 Move info: Warachia has a move which is performed in the air where he spins to the end with black fx. It works fine in 1.0, but in 1.1 the black fx don't disappear and spazs out. How can I get the fx to vanish? Gif of the move in action: http://gifyu.com/image/LAo The move code [Statedef 1450] Type = A MoveType= A Physics = N Juggle = 0 Ctrl = 0 VelSet = 0,0 Anim = 1450 SprPriority = 2 [State -1] Type = VarSet Trigger1 = Time = 0 V = 2 Value = 0 [State -1] Type = NotHitBy Trigger1 = Time = [8,21] Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP Time = 1 [State -1] Type = Width Trigger1 = Anim = 1450 Trigger1 = AnimElem = 4, >= 0 Trigger1 = AnimElem = 11, < 0 Value = 7,7 [State -1] Type = Width Trigger1 = Anim = 1451 Trigger1 = AnimElem = 13, < 0 Trigger2 = Anim = 1452 Trigger2 = AnimElem = 12, < 0 Player = 0,5 [State -1] Type = PlaySnd Trigger1 = Anim = 1450 Trigger1 = AnimElem = 2 Value = s1450, 0 Channel = 1 IgnoreHitPause = 1 Persistent = 0 [State -1] Type = PlaySnd Trigger1 = Anim = 1450 Trigger1 = AnimElem = 1, = 1 Value = s30, 3 Channel = 5 IgnoreHitPause = 1 Persistent = 0 [State -1] Type = Helper Trigger1 = Anim = 1450 Trigger1 = AnimElem = 5 StateNo = 1455 ID = 1455 PosType = P1 Pos = 1,-99 Ownpal = 1 [State -1] Type = AttackDist Trigger1 = 1 Value = 0 [State -1] Type = ChangeAnim Trigger1 = Anim = 1450 Trigger1 = Time > 24 Trigger1 = NumHelper(1455) = 0 Value = 1451 [State -1] Type = ChangeAnim TriggerAll = Var(59) <= 0 Trigger1 = Anim = 1451 Trigger1 = AnimElem = 2 Trigger1 = Command = "A溜め" || Command = "B溜め" || Command = "C溜め" Value = 1452 [State -1] Type = ChangeAnim Trigger1 = Anim = 1451 Trigger1 = AnimElem = 2 Value = 1451 Elem = 3 [State -1] Type = ChangeAnim Trigger1 = Anim = 1452 Trigger1 = Pos Y >= -20 Trigger1 = AnimElem = 2, < 0 Value = 1452 Elem = 2 [State -1] Type = StateTypeSet Trigger1 = Anim = 1451 Trigger1 = AnimElem = 3 Trigger2 = Anim = 1452 Trigger2 = AnimElem = 2 StateType = S MoveType= I Physics = S [State -1] Type = PosAdd Trigger1 = Anim = 1452 Trigger1 = AnimElem = 2, < 0 Y = 20 [State -1] Type = PosSet Trigger1 = Anim = 1452 Trigger1 = AnimElem = 2 Y = 0 [State -1] Type = PosSet Trigger1 = Anim = 1451 Trigger1 = AnimElem = 3 X = EnemyNear(Var(3)),Pos X-42*Facing Y = 0 [State -1] Type = ChangeState Trigger1 = Anim = [1451,1452] Trigger1 = AnimTime = 0 Value = 0 Ctrl = 1 The helper code [Statedef 1455] Type = A MoveType = A Physics = N SprPriority = 4 Anim = 1457 [State -1] Type = VarSet Trigger1 = Parent,Var(0)%10 = 1 V = 0 Value = 1 IgnoreHitPause = 1 Persistent = 1 [State -1] Type = HitOverRide Trigger1 = 1 Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP Time = -1 IgnoreHitPause = 1 [State -1] Type = NotHitBy Trigger1 = 1 Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP Time = 1 [State -1] Type = PlaySnd Trigger1 = Time = 0 Value = s30, 2 Channel = 4 IgnoreHitPause = 1 [State -1] Type = PlaySnd Trigger1 = Time > 13 Value = s30, 2 Channel = 4 IgnoreHitPause = 1 Persistent = 12 [State -1] Type = Helper Trigger1 = Time = 0 StateNo = 1465 ID = 1456 Ownpal = 0 [State -1] Type = Helper Trigger1 = Time = 0 StateNo = 1465 ID = 1457 Ownpal = 0 [State -1] Type = VelSet Trigger1 = IsHelper(1455) Trigger1 = Time = 14 X = 11.875 [State -1] Type = VelSet Trigger1 = IsHelper(1465) Trigger1 = Time = 14 X = 7.925 [State -1] Type = VarAdd Trigger1 = MoveContact = 1 Trigger2 = MoveReversed = 1 V = 1 Value = 1 IgnoreHitPause = 0 Persistent = 1 [State -1] Type = HitDef TriggerAll = Parent,Var(25)/10%10 < 3 TriggerAll = IsHelper(1455) Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4 Attr = A, SP Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(35-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*4) AnimType = Up HitFlag = MAFD GuardFlag = MA Priority = 2, Dodge PauseTime = 1,4+4*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41) Guard.PauseTime = 1,4 HitSound = s20,0 GuardSound = s120,0 SparkNo = -1 Guard.SparkNo = -1 Ground.Type = High Air.Type = High Ground.SlideTime = 16 Ground.HitTime = 16 AirGuard.CtrlTime = 8 Ground.Velocity = 0,-13*Parent,FVar(36) Guard.Velocity = -9.5 Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2) AirGuard.Velocity = -4,-1 Down.Velocity = -4,-2*Parent,FVar(36) SprPriority = 4 Ground.CornerPush.VelOff = 0 Air.CornerPush.VelOff = 0 Down.CornerPush.VelOff = 0 Guard.cornerPush.VelOff = 0 Airguard.CornerPush.VelOff = 0 Fall.XVelocity = 0 Fall.YVelocity = 0 Down.Bounce = 1 EnvShake.Time = 4 EnvShake.Ampl = 3 EnvShake.Freq = 90 YAccel = .6 Kill = 1 Guard.Kill = 0 Fall = 1 Air.Fall = 1 Fall.Recover = IfElse(P2MoveType = A,0,1) Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35)) GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*30), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*30) GivePower = Floor(Parent,FVar(31)*30), Floor(0.50*Parent,FVar(31)*30) [State -1] Type = HitDef TriggerAll = Parent,Var(25)/10%10 < 3 Trigger1 = IsHelper(1465) Trigger1 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1 Attr = A, SP Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(28-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*3) AnimType = Up HitFlag = MAFD GuardFlag = MA Priority = 2, Dodge PauseTime = 1,1+1*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41) Guard.PauseTime = 1,1 HitSound = s20,0 GuardSound = s120,0 SparkNo = -1 Guard.SparkNo = -1 Ground.Type = High Air.Type = High Ground.SlideTime = 16 Ground.HitTime = 16 AirGuard.CtrlTime = 8 Ground.Velocity = 0,-13*Parent,FVar(36) Guard.Velocity = -9.5 Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2) AirGuard.Velocity = -4,-1 Down.Velocity = -4,-2*Parent,FVar(36) SprPriority = 4 Ground.CornerPush.VelOff = 0 Air.CornerPush.VelOff = 0 Down.CornerPush.VelOff = 0 Guard.cornerPush.VelOff = 0 Airguard.CornerPush.VelOff = 0 Fall.XVelocity = 0 Fall.YVelocity = 0 Down.Bounce = 1 YAccel = .6 Kill = 1 Guard.Kill = 0 Fall = 1 Air.Fall = 1 Fall.Recover = IfElse(P2MoveType = A,0,1) Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35)) GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*15), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*15) GivePower = Floor(Parent,FVar(31)*15), Floor(0.50*Parent,FVar(31)*15) [State -1] Type = ParentVarSet Trigger1 = MoveContact = 1 FV = 25 Value = 0 IgnoreHitPause = 1 Persistent = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 4 Value = 1 IgnoreHitPause = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 5 Value = 1 IgnoreHitPause = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 6 Value = 1 IgnoreHitPause = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 7 Value = 1 IgnoreHitPause = 1 [State -1] Type = VarRandom Trigger1 = Time = 0 V = 8 Range = 0,31 IgnoreHitPause = 1 Persistent = 0 [State -1] Type = VarRandom Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 8 Range = 0,31 IgnoreHitPause = 1 [State -1] Type = ParentVarSet Trigger1 = 1 V = 8 Value = Var(8) IgnoreHitPause = 1 [State -1] Type = VarSet Trigger1 = IsHelper(1455) Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4 Trigger2 = IsHelper(1465) Trigger2 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1 V = 38 Value = Parent,Var(38) IgnoreHitPause = 1 [State -1] Type = ParentVarAdd TriggerAll = Parent,Var(0)/10000%10 = 0 TriggerAll = MoveGuarded = 1 && HitPauseTime = 0 Trigger1 = Parent,FVar(7) = [40,99] Trigger2 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 != [1,7]) V = 35 Value = -Floor(40*Parent,FVar(22)) IgnoreHitPause = 1 [State -1] Type = ParentVarAdd TriggerAll = Parent,Var(0)/10000%10 = 0 TriggerAll = MoveGuarded = 1 && HitPauseTime = 0 Trigger1 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 = [1,7]) V = 35 Value = Ceil(Parent,Var(32)*(0.05+(-EnemyNear(Parent,Var(3)),Var(36)+100)*0.0005)) IgnoreHitPause = 1 [State -1] Type = TargetState TriggerAll = Parent,Var(0)/10000%10 = 0 TriggerAll = Parent,Var(58) = 0 TriggerAll = RoundState = 2 Trigger1 = Parent,Var(35) < 0 Trigger1 = Parent,FVar(23) = 0 Trigger1 = EnemyNear(Parent,Var(3)),StateNo = 150 || EnemyNear(Parent,Var(3)),StateNo = 152 || EnemyNear(Parent,Var(3)),StateNo = 154 Value = 5310 IgnoreHitPause = 1 [State -1] Type = Helper Trigger1 = IsHelper(1455) Trigger1 = MoveHit = 1 && HitPauseTime = 0 Trigger1 = P2MoveType = H StateNo = 16100 ID = 16100+IfElse(Var(38)=0,0,10) PosType = P2 Pos = 0,-55+Ceil(P2BodyDist Y/6) Ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State -1] Type = Helper Trigger1 = IsHelper(1465) Trigger1 = MoveHit = 1 && HitPauseTime = 0 Trigger1 = P2MoveType = H StateNo = 16100 ID = 16101+IfElse(Var(38)=0,0,10) PosType = P2 Pos = 0,-55+Ceil(P2BodyDist Y/6) Ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State -1] Type = Explod Trigger1 = MoveGuarded = 1 && HitPauseTime = 0 Trigger1 = P2StateNo != 5310 && P2MoveType = H Anim = IfElse((1.00*Parent,Var(35)/Parent,Var(32)=[0.00,0.34]),10122,10121) ID = 10120 PosType = P2 Pos = 15,-55+Ceil(P2BodyDist Y/6) Random = 30,30 Scale = 0.5,0.5 Ownpal = 1 SprPriority = 5 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State -1] Type = AssertSpecial Trigger1 = 1 Flag = Noshadow IgnoreHitPause = 1 [State -1] Type = DestroySelf Trigger1 = FrontEdgeDist < -52
0 NotAGoodName Posted January 20, 2015 Posted January 20, 2015 Another one! Tested fine with Warachia that I found from this link. http://www.mediafire.com/download/5jk78y4ptqx8b04/Warachia_AA.7z And yes it's at worst from the same author. I used the code you posted to look in the CMD so I could figure out how to even do that move.
0 yaminogun Posted January 20, 2015 Posted January 20, 2015 the screenpack custom lifebar cause that! using default lifebar work fine Signature removed for violation of rules.
0 Bjay Posted January 20, 2015 Author Posted January 20, 2015 In the end I came up with a band-aid solution. I borrowed the effects from the super version and implemented that into the move. The move is back to normal, it just looks different now, haha. Thanks for your helps guys.
0 Bjay Posted January 22, 2015 Author Posted January 22, 2015 Ack, the super version was not a good idea after testing with others.
Question
Bjay
Move info:
Warachia has a move which is performed in the air where he spins to the end with black fx. It works fine in 1.0, but in 1.1 the black fx don't disappear and spazs out. How can I get the fx to vanish?
Gif of the move in action: http://gifyu.com/image/LAo
The move code
The helper code
4 answers to this question
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