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Author Topic: Lady Deathstrike Stuck In Loop  (Read 2002 times)

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Offline I-Skorp-I

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Lady Deathstrike Stuck In Loop
« on: April 22, 2013, 12:49:38 PM »
Idk what it is but everytime the A.I. plays as her she gets stuck in the upper cut loop animation sometimes she gets out of it sometimes she don't and it got worse i noticed that the Havok char does it as well is there a way to fix this?



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Offline metamutant

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Re: Lady Deathstrike Stuck In Loop
« Reply #1 on: April 22, 2013, 12:57:41 PM »
Yeah that a launcher move but the AI is not coded properly to super jump after that hit and perform an aerial rave.

Offline ZVitor

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Re: Lady Deathstrike Stuck In Loop
« Reply #2 on: April 22, 2013, 01:23:18 PM »
its may comes from DCvM template, default to they AI have a high value to random at launcher (or dont have random, cant remember), check at cmd they launchers, probably 420, check if it is AI state, with trigger var(59), and replace/insert this "random < 200" at triggers, or another value.

Offline volzzilla

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Re: Lady Deathstrike Stuck In Loop
« Reply #3 on: April 22, 2013, 01:27:02 PM »
Please visit a DC/Marvel centered Mugen Community at: http://mugenmultiverse.forumotion.com/

Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #4 on: April 22, 2013, 06:46:22 PM »
She's being sent to state 708, it doesn't exist, search both CNS and CMD for

value = 708. See if it comes up anywhere, if it does, null the sctrl and see if it fixes anything.

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #5 on: April 22, 2013, 09:43:15 PM »
Yes volzzila i did download the new updated version they still have that error and iight cyanide ima try that
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Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #6 on: April 22, 2013, 10:05:33 PM »
its may comes from DCvM template, default to they AI have a high value to random at launcher (or dont have random, cant remember), check at cmd they launchers, probably 420, check if it is AI state, with trigger var(59), and replace/insert this "random < 200" at triggers, or another value.

Is this the state you were talking bout?

Code: [Select]
;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = numenemy > 0
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit = 1

;Super Jump
[State -1, super_jump]
type = ChangeState
value = 700
triggerall = roundstate = 2
triggerall = Var(59)
triggerall = statetype!=A
trigger1 = MoveHit
trigger1 = stateno = 420
trigger2 = numenemy > 0
trigger2 = (enemynear, Vel X >= 4) && ctrl

;[State -1, throw ai]
;type = ChangeState
;value = 800
;triggerall = MoveType != H && RoundState = 2 && !IsHelper && var(23) = 10000
;triggerall =  (p2bodydist x <= 15) && (p2bodydist y <= 10)
;trigger1 = Random <= 150 && (statetype = S) && Var(59)
;trigger1 = ctrl = 1
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Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #7 on: April 22, 2013, 10:28:44 PM »
I don't know if it's my screen or what, i'm seeing bizzarre numbers here. According to the screenshot, state 700 does not exist. Possibly, nor does 715,

See if you can find statedef 700 in ANY of the .cns files. If you can't, search out the actual super jump state, i think they've labeled it wrong for the AI.

Offline Arkady

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Re: Lady Deathstrike Stuck In Loop
« Reply #8 on: April 22, 2013, 11:07:18 PM »
it seems the state no should be 7000 not 700, i'll fix it now, i hadn't updated this new versions AI this release, either way it's a boo boo, from an AI stand point in the template used, thank you very much for picking up the bug, here are the two files updated, let me know if they are still causing issues

Download Lady D
Download Havok
 give me 10 mins to upload both
« Last Edit: April 22, 2013, 11:18:52 PM by Arch »

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #9 on: April 23, 2013, 05:51:50 AM »
Thanks they both still spam the upper cut launcher move tho but havok don't do it as much anymore like he used to...but lady deathstrike is still getting stuck tho sometime :/  :-??

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Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #10 on: April 23, 2013, 06:09:52 AM »
Christ i'm having trouble with your screenshots.

That looks like she's trying to get into state 1400, once more, it does not exist. Can't be 140 as that's a guard state and must exist so, as per before, unless it gets fixed

Search out value = 1400 in the .cmd and post it here.

I really really hate that template.

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #11 on: April 23, 2013, 12:48:15 PM »
Iight there is too value = 1400 so ima just post both and sorry but that's the best screenshot i can take i guess lol

Code: [Select]
[State -1, Barrage]
type = ChangeState
value = 1400
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = (!IsHelper)
triggerALL = (command = "Barragex") || (command = "Barragey") || (command = "Barragez")
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (movecontact >= 1)
trigger3 = (stateno = 210) && (movecontact >= 1)
trigger4 = (stateno = 215) && (movecontact >= 1)
trigger5 = (stateno = 220) && (movecontact >= 1)
trigger6 = (stateno = 230) && (movecontact >= 1)
trigger7 = (stateno = 240) && (movecontact >= 1)
trigger8 = (stateno = 245) && (movecontact >= 1)
trigger9 = (stateno = 250) && (movecontact >= 1)
trigger10 = (stateno = 400) && (movecontact >= 1)
trigger11 = (stateno = 410) && (movecontact >= 1)
trigger12 = (stateno = 420) && (movecontact >= 1)
trigger13 = (stateno = 430) && (movecontact >= 1)
trigger14 = (stateno = 440) && (movecontact >= 1)
trigger15 = (stateno = 450) && (movecontact >= 1)


;[State -1, Throw]
;type = ChangeState
;value = 800
;trigger1 = command = "holdfwd" && command = "z"
;triggerall = !Var(59)
;triggerall = statetype = S && p2statetype = S
;triggerall = p2bodydist x <= 20

Code: [Select]
[State -1, Artificial Intelligence]
type = ChangeState
value = 1400
triggerall = var(59) && ctrl && P2BodyDist X > 80
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, statetype != A && random < 200

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Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #12 on: April 23, 2013, 08:22:27 PM »
must be a leftover. type = null for both of them

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #13 on: April 24, 2013, 02:48:00 PM »
I put in null and this error message showed up


Code: [Select]
Error message: invalid trigger: null
error parsing [state -1, artificial intelligence]
error in [statedef -1]
error in ladydeathstrike.cmd
error loading chars/ladydeathstrike/ladydeathstrike.def
error loading p2

library error message: died parsing null

 :-??
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Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #14 on: April 24, 2013, 06:53:45 PM »
It's not a trigger. If it was a trigger i would have written trigger1 = null.

TYPE = null. Swap the changestate for null.

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #15 on: April 24, 2013, 07:44:56 PM »
It's not a trigger. If it was a trigger i would have written trigger1 = null.

TYPE = null. Swap the changestate for null.


OOO my fault you gotta be more pacific lol and i put it under value and not trigger but yea ima do that and see if it works
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Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #16 on: April 24, 2013, 08:07:44 PM »
Iight i inserted null in changestate but it is still doing it

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Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #17 on: April 24, 2013, 08:27:18 PM »
She's no longer in a looping state. There is a problem with statedef 420 itself, or the triggers for 420's changestate in the cmd are terrible.

Post both changestates for 420 in here, as well as statedef 420 in its entirety.

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #18 on: April 24, 2013, 10:36:14 PM »
I assume this is it?

Code: [Select]
;---------------------------------------------------------------------------
; AI Launcher/Super jump/Throw
;---------------------------------------------------------------------------
;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = numenemy > 0
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit = 1
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Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #19 on: April 24, 2013, 10:55:17 PM »
That's some of it. It's not everything i asked for though.

Provide BOTH changestates as well as ALL of statedef 420.

I can see one trigger in there that is either stupid or impossible.

trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit

This, this is dumb. p2 won't be in anim 5300 (which is usually dizzy...) if you've hit him, if he's in dizzy, you shouldn't really be in state 420, because it doesn't cause dizzy. If state 420 causes insta dizzy, then this will look, causing dizzy anim over and over, alterantively a custom anim has been used for launcher and they picked 5300, which would also break things.

Lets assume worst situation. Put a ; in front of that line and change the trigger2 to a trigger1. And THEN you can show me the other changestate for 420 as well as the entirety of statedef 420 in case there is something dumb in there.

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Re: Lady Deathstrike Stuck In Loop
« Reply #20 on: April 24, 2013, 11:34:42 PM »
 o.O# o.O#Ahh i knew that iight here you go lol

Code: [Select]
;===========================================================================
;Artificial Intelligence
;===========================================================================
[Statedef -1]
[State -1, AI Activation]
type = varset
triggerall = AILevel > 2
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= ((AILevel-2)*100)
v = 59
value = 1

[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 7
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0

;[State -1, AIActivate]
;type = VarSet
;triggerall = RoundState != 3
;trigger1  = command = "CPU1"
;trigger2  = command = "CPU2"
;trigger3  = command = "CPU3"
;trigger4  = command = "CPU4"
;trigger5  = command = "CPU5"
;trigger6  = command = "CPU6"
;trigger7  = command = "CPU7"
;trigger8  = command = "CPU8"
;trigger9  = command = "CPU9"
;trigger10  = command = "CPU10"
;trigger11  = command = "CPU11"
;trigger12  = command = "CPU12"
;trigger13  = command = "CPU13"
;trigger14  = command = "CPU14"
;trigger15  = command = "CPU15"
;trigger16  = command = "CPU16"
;trigger17  = command = "CPU17"
;trigger18  = command = "CPU18"
;trigger19  = command = "CPU19"
;trigger20  = command = "CPU20"
;trigger21  = command = "CPU21"
;trigger22  = command = "CPU22"
;trigger23  = command = "CPU23"
;trigger24  = command = "CPU24"
;trigger25  = command = "CPU25"
;trigger26  = command = "CPU26"
;trigger27  = command = "CPU27"
;trigger28  = command = "CPU28"
;trigger29  = command = "CPU29"
;trigger30  = command = "CPU30"
;var(59) = 1

[State -1, AI Forward Recovery Roll]
type = ChangeState
value = 890
triggerall = Var(59) = 1
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = life > 0
triggerall = random <= 100
trigger1 = stateno = 5120
trigger1 = alive = 1

[State -1, AI Backward Recovery Roll]
type = ChangeState
value = 895
triggerall =  Var(59) = 1
triggerall = command = "holdback"
triggerall = time = 1
triggerall = life > 0
triggerall = random <= 100
trigger1 = stateno = 5120
trigger1 = alive = 1

[State -1, AI Guard Push]
type = ChangeState
value = 890
triggerall = Var(59) = 1
triggerall = (StateType = S) && (StateType != L)
triggerall = P2life != 0
triggerall = random <= 100
trigger1 = StateNo = [150,153]
trigger1 = P2BodyDist X >= 71
trigger1 = Time >= 5

;===========================================================================
;===========================================================================
; A.I Commands
;-----------------------------------------------------------------------
[State -1, Combo Chooser]
type = VarRandom
trigger1 = var(59) = 1 && stateno = [5000,5300]
trigger2 = movetype != A
v = 48
range = 0,4

;---------------------------------------------------------------------------
; AI Defense
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
triggerall = var(59) =1=1 && StateType != A && Ctrl
triggerall = Random <= 300
triggerall = roundstate = 2
trigger1 = P2bodydist X >= 100 && P2moveType != A
value = 100
persistent = 0

[State -1]
type = ChangeState
triggerall = var(59) =1 =1 && StateType != A && P2moveType = A
triggerall = Random <= 50
triggerall = roundstate = 2
trigger1 = Ctrl
value = 105
persistent = 0

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) )
triggerall = (Ctrl) && (p2movetype = A) && (statetype = S)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 130

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) )
triggerall = (Ctrl) && (p2movetype = A) && (statetype = C)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 131

[State -1]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) )
triggerall = (Ctrl) && (p2movetype = A) && (statetype = A)
trigger1 = (p2bodydist X <= 250) && (random <= 799)
value = 132

; AI Combos Start-------------------------------------------------------------
; Stand light Punch
[State -1, Combo 1]
type = ChangeState
value = 200
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400

; Stand Med Punch
[State -1, Stand Med Punch]
type = ChangeState
value = 210
triggerall = var(59) && var(48) = 0 && RoundState = 2 && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 200) && movecontact

; Stand Hard Punch
[State -1, Stand Hard Punch]
type = ChangeState
value = 220
triggerall = var(59) && var(48) = 0 && RoundState = 2 && statetype != A
triggerall = p2bodydist x <= 40
trigger1 = (stateno = 210) && movecontact

;-------------------------------------------------------------------------------
; Stand light kick
[State -1, Combo 2]
type = ChangeState
value = 230
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400

; Stand Med kick
[State -1, Stand Med kick]
type = ChangeState
value = 240
triggerall = var(59) && var(48) = 0 && RoundState = 2 && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 230) && movecontact

; Stand Hard kick
[State -1, Stand Hard Kick]
type = ChangeState
value = 250
triggerall = var(59) && var(48) = 0 && RoundState = 2 && statetype != A
triggerall = p2bodydist x <= 40
trigger1 = (stateno = 240) && movecontact

;------------------------------------------------------------------------------
; Stand Med Kick
[State -1, Combo 3]
type = Changestate
value = 240
triggerall = var(59) && var(48) = 6 && statetype != A && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400

; Stand ligh Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = var(59) && var(48) = 6 && RoundState = 2  && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 240) && movecontact

; Stan Medium Punch
[State -1, Stand Med Punch]
type = ChangeState
value = 210
triggerall = var(59) && var(48) = 6 && RoundState = 2 && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 200) && movecontact

; Stand light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = var(59) && var(48) = 6 && RoundState = 2 && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 210) && movecontact

; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = var(59) && var(48) = 6 && RoundState = 2 && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 230) && movecontact

; Stand Strong kick
[State -1, Stand Strong Kick]
type = ChangeState
value = 250
triggerall = var(59) && var(48) = 6 && RoundState = 2 && statetype != A
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 220) && movecontact

;------------------------------------------------------------------------------
; Stand Med Punch
[State -1, Combo 4]
type = Changestate
value = 210
triggerall = var(59) && var(48) = 6 && statetype = S && RoundState = 2 && ctrl && random > 500
triggerall = p2statetype != L
trigger1 = (p2bodydist x = [-40, 40]) && random > 300
trigger2 = stateno = 100
trigger2 = P2BodyDist X = [0,40]
trigger2 = random <= 400

; Stand light kick
[State -1, Stand Light kick]
type = ChangeState
value = 230
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 210) && movecontact

; Stan Medium kick
[State -1, Stand Med kick]
type = ChangeState
value = 240
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 230) && movecontact

; Stand light punch
[State -1, Stand Light punch]
type = ChangeState
value = 200
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 240) && movecontact

; Stand Strong Punch
[State -1, Stand Strong kick]
type = ChangeState
value = 250
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 200) && movecontact

; Stand Strong kick
[State -1, Stand Strong punch]
type = ChangeState
value = 220
triggerall = var(59) && var(48) = 6 && RoundState = 2
triggerall = (p2bodydist x = [-40, 40])
trigger1 = (stateno = 250) && movecontact

;---------------------------------------------------------------------------
; AI Launcher/Super jump/Throw
;---------------------------------------------------------------------------
;crouch Strong punch (launcher)
[State -1, Crouch launcher]
type = ChangeState
value = 420
triggerall = numenemy > 0
triggerall = var(59) && ctrl
triggerall = StateType != A && MoveType != H && RoundState = 2 && !IsHelper
trigger1 = p2bodydist X <= 20 && (enemynear, anim = 5300) && (StateNo = 420) && movehit
trigger2 = p2bodydist X <= 20 && (enemynear, statetype != A) && Random = [150,850] ;&& (StateNo = 420) && (MoveHit = 1

;Super Jump
[State -1, super_jump]
type = ChangeState
value = 7000
triggerall = roundstate = 2
triggerall = Var(59)
triggerall = statetype!=A
trigger1 = MoveHit
trigger1 = stateno = 420
trigger2 = numenemy > 0
trigger2 = (enemynear, Vel X >= 4) && ctrl

;[State -1, throw ai]
;type = ChangeState
;value = 800
;triggerall = MoveType != H && RoundState = 2 && !IsHelper && var(23) = 10000
;triggerall =  (p2bodydist x <= 15) && (p2bodydist y <= 10)
;trigger1 = Random <= 150 && (statetype = S) && Var(59)
;trigger1 = ctrl = 1

;---------------------------------------------------------------------------
; Crouching basics
; Punches: 400, 410, 420
; Kicks: 430, 440, 450
;---------------------------------------------------------------------------
; Crouch Light Punch
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 60 && enemynear, movetype != A && (Random <= 600&& random >400))

;---------------------------------------------------------------------------
; Crouch Medium Punch
[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl

; (chain combos)
trigger1 = (stateno = 400) && movecontact

;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2

; (chain combos)
trigger1 = (stateno = 410) && movecontact

;---------------------------------------------------------------------------
; Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl
trigger1 = (enemynear, p2dist x <= 65 && enemynear, movetype != A && (Random <= 900&& random >600))

;---------------------------------------------------------------------------
; Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = var(59) && statetype = C && RoundState = 2 && ctrl

; (chain combos)
trigger1 = (stateno = 430) && movecontact

;---------------------------------------------------------------------------
; Crouch Hard Kick
[State -1, Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = var(59) && statetype != A && RoundState = 2

; (chain combos)
trigger1 = (stateno = 440) && movecontact

;---------------------------------------------------------------------------
; Air basics
; Punches: 600, 610, 620
; Kicks: 630, 640, 650
;---------------------------------------------------------------------------
; Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A && ctrl
trigger1 = p2dist X < 60 && (p2dist Y > -3 && p2dist Y < 3)

;---------------------------------------------------------------------------
; Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 630) && movecontact

;---------------------------------------------------------------------------
; Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 620
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = stateno = 640 && movecontact

;---------------------------------------------------------------------------
; Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 630
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 600) && (movecontact = 1)

;---------------------------------------------------------------------------
; Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 640
triggerall = var(59) && RoundState = 2 && stateno != 100 && statetype = A

; (chain combos)
trigger1 = (stateno = 610) && movecontact

;---------------------------------------------------------------------------
; Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 650
triggerall = var(59) && RoundState = 2 && stateno != 100
triggerall = statetype = A && ctrl

; (chain combos)
trigger1 = stateno = 620 && movecontact

;----------------------------------------------------------------------
; Air combo
[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [600,620]) && (MoveContact)
value = IfElse(StateNo = 600,630,IfElse(StateNo = 610,640,650))
persistent = 0

[State -1, ChangeState]
type = ChangeState
triggerall = Var(59) && StateType = A
trigger1 = (StateNo = [630,640]) && (MoveContact)
value = IfElse(StateNo = 630,610,620)

;-|-AI Special Attempt-|---------------------------------------------

[State -1, Artificial Intelligence]
type = ChangeState
value = 1000
triggerall = var(59) && ctrl && p2bodydist x > 80
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, statetype != A && random < 50

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 45) && (prevstateno != 5120) && (p2statetype = A) && (statetype != A)
value = 1100

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 30) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1101

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 30) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1102

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
trigger1 = stateno > 1300
value = 1300

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
trigger1 = stateno > 1300
value = 1301

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (var(59) != 0)
triggerall = stateno < 3000
triggerall = (Ctrl) && (Statetype = S) && (random = [0,500])
trigger1 = (p2bodydist x <= 70) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
trigger1 = stateno > 1300
value = 1302

[State -1, Artificial Intelligence]
type = null
value = 1400
triggerall = var(59) && ctrl && P2BodyDist X > 80
triggerall = StateType != A && MoveType != H && RoundState = 2
trigger1 = enemynear, numproj = 0 && enemynear, statetype != A && random < 200
Sting Of The Scorpion

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #21 on: April 24, 2013, 11:35:50 PM »
And heres the other half

Code: [Select]
;-|-AI Hyper Attempt|---------------------------------------------
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (power > 1500) && (numproj = 0) && (random = [0,300]) && (statetype != A)
value = 3300

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (power > 1500) && (numproj = 0) && (random = [0,300]) && (statetype != A)
value = 3200

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (power > 1500) && (numproj = 0) && (random = [0,300]) && (statetype != A)
value = 3100

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1500) && (numproj = 0) && (random = [0,300])
value = 3000

;===========================================================================
;Commands
;===========================================================================

[State -1, Dash Forward]
type = ChangeState
value = 100
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "FF"

[State -1, Jump Back]
type = ChangeState
value = 105
triggerall = StateType = S
triggerall = (Ctrl) && (StateNo != 100)
trigger1 = Command = "BB"

[State -1, Taunt]
type = ChangeState
value = 195
triggerall = Command = "s"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)

;--------------------------------------------------------------------------
[State -1, Hyper1]
type = ChangeState
value = 3000
triggerall = !Var(59)
triggerall = command = "Hyper1"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact
trigger3 = stateno = 3100

[State -1, Hyper1]
type = ChangeState
value = 3100
triggerall = !Var(59)
triggerall = command = "Hyper2"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact
trigger3 = stateno = 3100

[State -1, Hyper1]
type = ChangeState
triggerall = !Var(59)
value = 3200
triggerall = !Var(59)
triggerall = command = "Hyper3"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact
trigger3 = stateno = 3100

[State -1, Hyper1]
type = ChangeState
value = 3300
triggerall = !Var(59)
triggerall = command = "Hyper4"
triggerall = power >= 1000
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact
trigger3 = stateno = 3100

;--------------------------------------------------------------------------
[State -1, Berserker Counter]
type = ChangeState
value = 1000
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = (ctrl = 1) && (!IsHelper)
trigger1 = (command = "Berserkera") || (command = "Berserkerb") || (command = "Berserkerc")

;--------------------------------------------------------------------------
; Pinball (Light)
[State -1, Pinball]
type = ChangeState
value = 1300
triggerall = (statetype != A) && (ctrl = 1)
trigger1 = command = "Rolla"
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
; Pinball (Med)
[State -1, Pinball]
type = ChangeState
value = 1301
triggerall = (statetype != A) && (ctrl = 1)
trigger1 = command = "Rollb"
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 450 && movecontact

;---------------------------------------------------------------------------
; Pinball (Heavy)
[State -1, Pinball]
type = ChangeState
value = 1302
triggerall = (statetype != A) && (ctrl = 1)
trigger1 = command = "Rollc"
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact
trigger5 = stateno = 230 && movecontact
trigger6 = stateno = 240 && movecontact
trigger7 = stateno = 250 && movecontact
trigger8 = stateno = 400 && movecontact
trigger9 = stateno = 410 && movecontact
trigger10 = stateno = 420 && movecontact
trigger11 = stateno = 430 && movecontact
trigger12 = stateno = 440 && movecontact
trigger13 = stateno = 450 && movecontact

;--------------------------------------------------------------------------
[State -1, StretchX]
type = ChangeState
value = 1100
triggerall = !Var(59)
triggerall = stateno < 3000
triggerall = stateno != 1100
triggerall = stateno != 1101
triggerall = stateno != 1102
triggerall = command = "Stretchx"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact

[State -1, StretchY]
type = ChangeState
value = 1101
triggerall = !Var(59)
triggerall = stateno < 3000
triggerall = stateno != 1100
triggerall = stateno != 1101
triggerall = stateno != 1102
triggerall = command = "Stretchy"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact

[State -1, StretchZ]
type = ChangeState
value = 1102
triggerall = !Var(59)
triggerall = stateno < 3000
triggerall = stateno != 1100
triggerall = stateno != 1101
triggerall = stateno != 1102
triggerall = command = "Stretchz"
trigger1 = Statetype != A && ctrl
trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && Movecontact
;--------------------------------------------------------------------------

[State -1, Barrage]
type = null
value = 1400
triggerall = (StateType != A) && (MoveType != H) && !Var(59)
triggerall = (!IsHelper)
triggerALL = (command = "Barragex") || (command = "Barragey") || (command = "Barragez")
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && (movecontact >= 1)
trigger3 = (stateno = 210) && (movecontact >= 1)
trigger4 = (stateno = 215) && (movecontact >= 1)
trigger5 = (stateno = 220) && (movecontact >= 1)
trigger6 = (stateno = 230) && (movecontact >= 1)
trigger7 = (stateno = 240) && (movecontact >= 1)
trigger8 = (stateno = 245) && (movecontact >= 1)
trigger9 = (stateno = 250) && (movecontact >= 1)
trigger10 = (stateno = 400) && (movecontact >= 1)
trigger11 = (stateno = 410) && (movecontact >= 1)
trigger12 = (stateno = 420) && (movecontact >= 1)
trigger13 = (stateno = 430) && (movecontact >= 1)
trigger14 = (stateno = 440) && (movecontact >= 1)
trigger15 = (stateno = 450) && (movecontact >= 1)


;[State -1, Throw]
;type = ChangeState
;value = 800
;trigger1 = command = "holdfwd" && command = "z"
;triggerall = !Var(59)
;triggerall = statetype = S && p2statetype = S
;triggerall = p2bodydist x <= 20

;--------------------------------------------------------------------------
[State -1, Light Kick]
type = ChangeState
value = 200
triggerall = !Var(59)
triggerall = Command = "x"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)

[State -1, Medium Kick]
type = ChangeState
value = IfElse(P2BodyDist X > 28,210,211)
triggerall = !Var(59)
triggerall = Command = "y"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact

[State -1, Hard Kick]
type = ChangeState
value = IfElse(P2BodyDist X > 28,220,221)
triggerall = !Var(59)
triggerall = Command = "z"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 210) && Movecontact
trigger5 = (StateNo = 211) && Movecontact
trigger6 = (StateNo = 240) && Movecontact
trigger7 = (StateNo = 241) && Movecontact

[State -1, Light Kick]
type = ChangeState
value = 230
triggerall = !Var(59)
triggerall = Command = "a"
triggerall = Command != "holddown"
triggerall = stateno != 100
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (Stateno = 200) && Movecontact

[State -1, Medium Kick]
type = ChangeState
value = IfElse(P2BodyDist X > 28,240,241)
triggerall = !Var(59)
triggerall = Command = "b"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 210) && Movecontact
trigger5 = (StateNo = 211) && Movecontact

[State -1, Hard Kick]
type = ChangeState
value = IfElse(P2BodyDist X > 28,250,251)
triggerall = !Var(59)
triggerall = Command = "c"
triggerall = Command != "holddown"
trigger1 = (StateType = S) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 210) && Movecontact
trigger5 = (StateNo = 211) && Movecontact
trigger6 = (StateNo = 240) && Movecontact
trigger7 = (StateNo = 241) && Movecontact
trigger8 = (StateNo = 221) && Movecontact
trigger9 = (StateNo = 220) && Movecontact

;--------------------------------------------------------------------------
[State -1, Crouch Light Punch]
type = ChangeState
value = 400
triggerall = !Var(59)
triggerall = Command = "x"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact

[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = !Var(59)
triggerall = Command = "y"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 400) && Movecontact
trigger5 = (StateNo = 430) && Movecontact
trigger6 = (StateNo = 210) && Movecontact
trigger7 = (StateNo = 211) && Movecontact

[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = !Var(59)
triggerall = Command = "z"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 400) && Movecontact
trigger5 = (StateNo = 430) && Movecontact
trigger6 = (StateNo = 210) && Movecontact
trigger7 = (StateNo = 211) && Movecontact
trigger8 = (StateNo = 240) && Movecontact
trigger9 = (StateNo = 241) && Movecontact
trigger10 = (StateNo = 220) && Movecontact
trigger11 = (StateNo = 221) && Movecontact
trigger12 = (StateNo = 410) && Movecontact
trigger13 = (StateNo = 440) && Movecontact

[State -1, Crouch Light Kick]
type = ChangeState
value = 430
triggerall = !Var(59)
triggerall = Command = "a"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (Stateno = 200) && Movecontact
trigger3 = (Stateno = 230) && Movecontact
trigger4 = (Stateno = 400) && Movecontact

[State -1, Crouch Medium Kick]
type = ChangeState
value = 440
triggerall = !Var(59)
triggerall = Command = "b"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 410) && Movecontact
trigger5 = (StateNo = 430) && Movecontact
trigger6 = (StateNo = 210) && Movecontact
trigger7 = (StateNo = 211) && Movecontact
trigger8 = (StateNo = 240) && Movecontact
trigger9 = (StateNo = 241) && Movecontact
trigger10 = (StateNo = 220) && Movecontact
trigger11 = (StateNo = 221) && Movecontact

[State -1, C Crouch Hard Kick]
type = ChangeState
value = 450
triggerall = !Var(59)
triggerall = Command = "c"
triggerall = Command = "holddown"
trigger1 = (StateType != A) && (Ctrl)
trigger2 = (StateNo = 200) && Movecontact
trigger3 = (StateNo = 230) && Movecontact
trigger4 = (StateNo = 400) && Movecontact
trigger5 = (StateNo = 430) && Movecontact
trigger6 = (StateNo = 210) && Movecontact
trigger7 = (StateNo = 211) && Movecontact
trigger8 = (StateNo = 250) && Movecontact
trigger9 = (StateNo = 251) && Movecontact
trigger10 = (StateNo = 420) && Movecontact
trigger11 = (StateNo = 421) && Movecontact
trigger12 = (StateNo = 410) && Movecontact
trigger13 = (StateNo = 440) && Movecontact

;--------------------------------------------------------------------------
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = !Var(59)
triggerall = command = "x"
trigger1 = Statetype = A && ctrl

[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = !Var(59)
triggerall = command = "y"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
trigger3 = (StateNo = 630) && Movecontact

[State -1, Jump Hard Punch]
type = ChangeState
value = 620
triggerall = !Var(59)
triggerall = command = "z"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
trigger3 = (StateNo = 630) && Movecontact
trigger4 = (StateNo = 610) && Movecontact
trigger5 = (StateNo = 640) && Movecontact

[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = !Var(59)
triggerall = command = "a"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact

[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = !Var(59)
triggerall = command = "b"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
trigger3 = (StateNo = 610) && Movecontact
trigger4 = (StateNo = 620) && Movecontact
trigger5 = (StateNo = 630) && Movecontact

[State -1, Jump Hard Kick]
type = ChangeState
value = 650
triggerall = !Var(59)
triggerall = command = "c"
trigger1 = Statetype = A && ctrl
trigger2 = (StateNo = 600) && Movecontact
trigger3 = (StateNo = 610) && Movecontact
trigger4 = (StateNo = 620) && Movecontact
trigger5 = (StateNo = 630) && Movecontact
trigger6 = (StateNo = 640) && Movecontact

;--------------------------------------------------------------------------


[State -1, Guard Push Stand]
type = ChangeState
value = 880
triggerall = !Var(59)
triggerall = command = "guardpush" && statetype = S
trigger1 = stateno = [150,153]

[State -1, Guard Push Crouch]
type = ChangeState
value = 881
triggerall = !Var(59)
triggerall = command = "guardpush" && statetype = C
trigger1 = stateno = [150,153]

[State -1, Guard Push Jump]
type = ChangeState
value = 882
triggerall = !Var(59)
triggerall = command = "guardpush" && statetype = A
trigger1 = stateno = [154,155]

[State -1, Forward Recovery Roll]
type = ChangeState
value = 890
triggerall = !Var(59)
triggerall = command = "holdfwd"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1

[State -1, Backward Recovery Roll]
type = ChangeState
value = 895
triggerall = !Var(59)
triggerall = command = "holdback"
triggerall = time = 1
triggerall = life > 0
trigger1 = stateno = 5120
trigger1 = alive = 1

[State -1, Super Jump]
type = ChangeState
value = 7000
triggerall = !Var(59)
trigger1 = Command = "SJ"
trigger1 = StateType = S
trigger1 = ctrl
trigger2 = Command = "holdup"
trigger2 = stateno = 420 && movehit
Sting Of The Scorpion

Offline Cyanide

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  • *****
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  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: Lady Deathstrike Stuck In Loop
« Reply #22 on: April 24, 2013, 11:43:33 PM »
So i've found it, but please just give me the specifics i ask for? I didn't want to trawl through the CMD file, you could have simply done ctrl + F and looked for every instance of value = 420. Which is what you made me do...

;---------------------------------------------------------------------------
; Crouch Hard Punch
[State -1, Crouch Hard Punch]
type = ChangeState
value = 420
triggerall = var(59) && statetype != A && RoundState = 2

; (chain combos)
trigger1 = (stateno = 410) && movecontact

That's kinda ugly, but shouldn't be causing the bug in question. type = null that as well.

Now PLEASE, find me the STATEDEF in the CNS file. I'm trying to help but it's really hard when you don't really read the posts. Close the cmd. Open the .cns file, if there is more than one open ALL of them and search for statedef 420


Offline I-Skorp-I

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  • Infinity Regular
  • ****
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  • Last Login:January 22, 2022, 07:00:18 PM
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Re: Lady Deathstrike Stuck In Loop
« Reply #23 on: April 24, 2013, 11:49:18 PM »
Statedef 420

Code: [Select]
;-----------------------------------------------------------------------------
;Crouching strong punch

[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 420
poweradd = 55
sprpriority = 2

[State 420, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 1
value = 8400,2

[State 420, HitDef]
type = HitDef
trigger1 = time = 0
attr = C,NA
damage = 55
animtype = up
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = s7700
sparkxy = -10, -80
hitsound = s8000,9
guardsound = 6,0
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = 0, -14.5
air.velocity = 0,-17
airguard.velocity = -6,0
;yaccel = 0.39+(enemynear,const(movement.yaccel)/2)

[State 420, Launch Circle Left]
type = Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4444
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, Launch Circle Right]
type = Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4445
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
ownpal = 1
bindtime = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
Sting Of The Scorpion

Offline Cyanide

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Re: Lady Deathstrike Stuck In Loop
« Reply #24 on: April 25, 2013, 03:37:05 AM »
And i've got annoyed and downloaded using the link in this thread. I cannot replicate what you're talking about. I pitted 2 LDS against each other in watch, the match took about 5 minutes (stupid healing ability) aside from another debug error caused by super jump, she never once got stuck in a loop. My guess right now with what you're experiencing is simply bad luck and too high a random value.

Random for that is

Random = [150,850]

In your screenshot you're blocking in the corner, obviously LDS has no cornerpush of note (stupid template) and is still within the 20 pixels of p2bodydist specified. Next the random value, which for simplicities sake we shall turn into random < 700 is terrible. That's a "DO THIS MOVE I ORDER YOU" value, these are bad. Random < 500 can be considered, do this move every 2 ticks. 50% chance on tick 1, 50% chance on tick 2. Drop the random down to 70 and see if it makes any difference, She'll probably spam something else but that random value is terribad.

Here
http://www.infinitymugenteam.com/Forum_345/index.php?topic=40354.msg487006#msg487006

Offline I-Skorp-I

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Re: Lady Deathstrike Stuck In Loop
« Reply #25 on: April 25, 2013, 06:13:30 AM »
Sry I couldn't find all of the statedef that had 2 do with 420 and besides I was gettin tired so I said screw it anyway lol but yea it was a lil bit of both she would either get stuck loopin the upper cut move or she would simply just spam it everytime a A.I. blocked in the corner and reason I say looping is because when she faces curtain chars they would get stuck spaming it the whole match which was highly annoying
Sting Of The Scorpion

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