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?
[Statedef1450]Type= A
MoveType= A
Physics= N
Juggle=0Ctrl=0VelSet=0,0Anim=1450SprPriority=2[State-1]Type=VarSetTrigger1=Time=0
V =2Value=0[State-1]Type=NotHitByTrigger1=Time=[8,21]Value= SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time=1[State-1]Type=WidthTrigger1=Anim=1450Trigger1=AnimElem=4,>=0Trigger1=AnimElem=11,<0Value=7,7[State-1]Type=WidthTrigger1=Anim=1451Trigger1=AnimElem=13,<0Trigger2=Anim=1452Trigger2=AnimElem=12,<0Player=0,5[State-1]Type=PlaySndTrigger1=Anim=1450Trigger1=AnimElem=2Value= s1450,0Channel=1IgnoreHitPause=1Persistent=0[State-1]Type=PlaySndTrigger1=Anim=1450Trigger1=AnimElem=1,=1Value= s30,3Channel=5IgnoreHitPause=1Persistent=0[State-1]Type=HelperTrigger1=Anim=1450Trigger1=AnimElem=5StateNo=1455
ID =1455PosType= P1
Pos=1,-99Ownpal=1[State-1]Type=AttackDistTrigger1=1Value=0[State-1]Type=ChangeAnimTrigger1=Anim=1450Trigger1=Time>24Trigger1=NumHelper(1455)=0Value=1451[State-1]Type=ChangeAnimTriggerAll=Var(59)<=0Trigger1=Anim=1451Trigger1=AnimElem=2Trigger1=Command="A溜め"||Command="B溜め"||Command="C溜め"Value=1452[State-1]Type=ChangeAnimTrigger1=Anim=1451Trigger1=AnimElem=2Value=1451Elem=3[State-1]Type=ChangeAnimTrigger1=Anim=1452Trigger1=Pos Y >=-20Trigger1=AnimElem=2,<0Value=1452Elem=2[State-1]Type=StateTypeSetTrigger1=Anim=1451Trigger1=AnimElem=3Trigger2=Anim=1452Trigger2=AnimElem=2StateType= S
MoveType= I
Physics= S
[State-1]Type=PosAddTrigger1=Anim=1452Trigger1=AnimElem=2,<0
Y =20[State-1]Type=PosSetTrigger1=Anim=1452Trigger1=AnimElem=2
Y =0[State-1]Type=PosSetTrigger1=Anim=1451Trigger1=AnimElem=3
X =EnemyNear(Var(3)),Pos X-42*Facing
Y =0[State-1]Type=ChangeStateTrigger1=Anim=[1451,1452]Trigger1=AnimTime=0Value=0Ctrl=1
The helper code
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[Statedef1455]Type= A
MoveType= A
Physics= N
SprPriority=4Anim=1457[State-1]Type=VarSetTrigger1=Parent,Var(0)%10=1
V =0Value=1IgnoreHitPause=1Persistent=1[State-1]Type=HitOverRideTrigger1=1Attr= SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time=-1IgnoreHitPause=1[State-1]Type=NotHitByTrigger1=1Value= SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time=1[State-1]Type=PlaySndTrigger1=Time=0Value= s30,2Channel=4IgnoreHitPause=1[State-1]Type=PlaySndTrigger1=Time>13Value= s30,2Channel=4IgnoreHitPause=1Persistent=12[State-1]Type=HelperTrigger1=Time=0StateNo=1465
ID =1456Ownpal=0[State-1]Type=HelperTrigger1=Time=0StateNo=1465
ID =1457Ownpal=0[State-1]Type=VelSetTrigger1=IsHelper(1455)Trigger1=Time=14
X =11.875[State-1]Type=VelSetTrigger1=IsHelper(1465)Trigger1=Time=14
X =7.925[State-1]Type=VarAddTrigger1=MoveContact=1Trigger2=MoveReversed=1
V =1Value=1IgnoreHitPause=0Persistent=1[State-1]Type=HitDefTriggerAll=Parent,Var(25)/10%10<3TriggerAll=IsHelper(1455)Trigger1=Time=2||Time=8||Time>15&&Time%6=4Attr= 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=UpHitFlag= MAFD
GuardFlag= MA
Priority=2,DodgePauseTime=1,4+4*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41)Guard.PauseTime=1,4HitSound= s20,0GuardSound= s120,0SparkNo=-1Guard.SparkNo=-1Ground.Type=HighAir.Type=HighGround.SlideTime=16Ground.HitTime=16AirGuard.CtrlTime=8Ground.Velocity=0,-13*Parent,FVar(36)Guard.Velocity=-9.5Air.Velocity=IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2)AirGuard.Velocity=-4,-1Down.Velocity=-4,-2*Parent,FVar(36)SprPriority=4Ground.CornerPush.VelOff=0Air.CornerPush.VelOff=0Down.CornerPush.VelOff=0Guard.cornerPush.VelOff=0Airguard.CornerPush.VelOff=0Fall.XVelocity=0Fall.YVelocity=0Down.Bounce=1EnvShake.Time=4EnvShake.Ampl=3EnvShake.Freq=90YAccel=.6Kill=1Guard.Kill=0Fall=1Air.Fall=1Fall.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=HitDefTriggerAll=Parent,Var(25)/10%10<3Trigger1=IsHelper(1465)Trigger1=Time=2||Time=5||Time=8||Time=11||Time=14||Time>15&&Time%3=1Attr= 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=UpHitFlag= MAFD
GuardFlag= MA
Priority=2,DodgePauseTime=1,1+1*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41)Guard.PauseTime=1,1HitSound= s20,0GuardSound= s120,0SparkNo=-1Guard.SparkNo=-1Ground.Type=HighAir.Type=HighGround.SlideTime=16Ground.HitTime=16AirGuard.CtrlTime=8Ground.Velocity=0,-13*Parent,FVar(36)Guard.Velocity=-9.5Air.Velocity=IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2)AirGuard.Velocity=-4,-1Down.Velocity=-4,-2*Parent,FVar(36)SprPriority=4Ground.CornerPush.VelOff=0Air.CornerPush.VelOff=0Down.CornerPush.VelOff=0Guard.cornerPush.VelOff=0Airguard.CornerPush.VelOff=0Fall.XVelocity=0Fall.YVelocity=0Down.Bounce=1YAccel=.6Kill=1Guard.Kill=0Fall=1Air.Fall=1Fall.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=ParentVarSetTrigger1=MoveContact=1
FV =25Value=0IgnoreHitPause=1Persistent=1[State-1]Type=ParentVarAddTrigger1=MoveHit=1&&HitPauseTime=0
V =4Value=1IgnoreHitPause=1[State-1]Type=ParentVarAddTrigger1=MoveHit=1&&HitPauseTime=0
V =5Value=1IgnoreHitPause=1[State-1]Type=ParentVarAddTrigger1=MoveHit=1&&HitPauseTime=0
V =6Value=1IgnoreHitPause=1[State-1]Type=ParentVarAddTrigger1=MoveHit=1&&HitPauseTime=0
V =7Value=1IgnoreHitPause=1[State-1]Type=VarRandomTrigger1=Time=0
V =8Range=0,31IgnoreHitPause=1Persistent=0[State-1]Type=VarRandomTrigger1=MoveHit=1&&HitPauseTime=0
V =8Range=0,31IgnoreHitPause=1[State-1]Type=ParentVarSetTrigger1=1
V =8Value=Var(8)IgnoreHitPause=1[State-1]Type=VarSetTrigger1=IsHelper(1455)Trigger1=Time=2||Time=8||Time>15&&Time%6=4Trigger2=IsHelper(1465)Trigger2=Time=2||Time=5||Time=8||Time=11||Time=14||Time>15&&Time%3=1
V =38Value=Parent,Var(38)IgnoreHitPause=1[State-1]Type=ParentVarAddTriggerAll=Parent,Var(0)/10000%10=0TriggerAll=MoveGuarded=1&&HitPauseTime=0Trigger1=Parent,FVar(7)=[40,99]Trigger2=(Parent,FVar(7)=[1,39])&&(Target,Var(42)%10!=[1,7])
V =35Value=-Floor(40*Parent,FVar(22))IgnoreHitPause=1[State-1]Type=ParentVarAddTriggerAll=Parent,Var(0)/10000%10=0TriggerAll=MoveGuarded=1&&HitPauseTime=0Trigger1=(Parent,FVar(7)=[1,39])&&(Target,Var(42)%10=[1,7])
V =35Value=Ceil(Parent,Var(32)*(0.05+(-EnemyNear(Parent,Var(3)),Var(36)+100)*0.0005))IgnoreHitPause=1[State-1]Type=TargetStateTriggerAll=Parent,Var(0)/10000%10=0TriggerAll=Parent,Var(58)=0TriggerAll=RoundState=2Trigger1=Parent,Var(35)<0Trigger1=Parent,FVar(23)=0Trigger1=EnemyNear(Parent,Var(3)),StateNo=150||EnemyNear(Parent,Var(3)),StateNo=152||EnemyNear(Parent,Var(3)),StateNo=154Value=5310IgnoreHitPause=1[State-1]Type=HelperTrigger1=IsHelper(1455)Trigger1=MoveHit=1&&HitPauseTime=0Trigger1= P2MoveType = H
StateNo=16100
ID =16100+IfElse(Var(38)=0,0,10)PosType= P2
Pos=0,-55+Ceil(P2BodyDist Y/6)Ownpal=1IgnoreHitPause=1SuperMoveTime=9999PauseMoveTime=9999[State-1]Type=HelperTrigger1=IsHelper(1465)Trigger1=MoveHit=1&&HitPauseTime=0Trigger1= P2MoveType = H
StateNo=16100
ID =16101+IfElse(Var(38)=0,0,10)PosType= P2
Pos=0,-55+Ceil(P2BodyDist Y/6)Ownpal=1IgnoreHitPause=1SuperMoveTime=9999PauseMoveTime=9999[State-1]Type=ExplodTrigger1=MoveGuarded=1&&HitPauseTime=0Trigger1= P2StateNo !=5310&& P2MoveType = H
Anim=IfElse((1.00*Parent,Var(35)/Parent,Var(32)=[0.00,0.34]),10122,10121)
ID =10120PosType= P2
Pos=15,-55+Ceil(P2BodyDist Y/6)Random=30,30Scale=0.5,0.5Ownpal=1SprPriority=5IgnoreHitPause=1SuperMoveTime=9999PauseMoveTime=9999[State-1]Type=AssertSpecialTrigger1=1Flag=NoshadowIgnoreHitPause=1[State-1]Type=DestroySelfTrigger1=FrontEdgeDist<-52
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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