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Author Topic: A little help please ! Bug  (Read 514 times)

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Offline Freestyle !

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A little help please ! Bug
« on: January 22, 2016, 10:11:21 PM »
hello!


Im editing venom from mvc, Ive given him the web ball projectile like spiderman and it works, the thing is

1. after the pojectile is finished venom can longer  "run"
2. if the projectile is blocked or evaded/jumped over venom can once again "run"
3. Ive tried weeding out the problem cutting of the -2-3 state etc. but no sucess

Can someone take a look for me thx!




[Command]
name = "Web Ball X"
command = ~D, DF, F, x
time = 10

[Command]
name = "Web Ball Y"
command = ~D, DF, F, y
time = 10

[Command]
name = "Web Ball Z"
command = ~D, DF, F, z
time = 10



;=================================================================
;=================================================================



[State -1, web ball stand]
type = ChangeState
value = 1100
;triggerall = var(21) < 2
trigger1 = (command = "Web Ball X") && (ctrl) && (Statetype = S) && numhelper(1101) = 0 && numhelper(1107) = 0 && p2stateno != 1103
trigger2 = (command = "Web Ball Y") && (ctrl) && (Statetype = S) && numhelper(1101) = 0 && numhelper(1107) = 0 && p2stateno != 1103
trigger3 = (command = "Web Ball Z") && (ctrl) && (Statetype = S) && numhelper(1101) = 0 && numhelper(1107) = 0 && p2stateno != 1103
trigger4 = var(59) = 1 && (ctrl) && var(25) != 1100 && var(26) = 0 && (Statetype = S) && (p2bodydist x >= 80) && numhelper(1101) = 0 && p2stateno != 1103 && random >= 950



;================================================================
;================================================================




[Statedef 1100, Web Ball]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1100          ;Stand
poweradd = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 21
value = 1

;------------
;AI Flags
[State 0, VarSet]
type = VarSet
trigger1 = time = 0 && var(59) = 1
v = 25
value = stateno

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0 && var(59) = 1
v = 26
range = var(27),var(28)
;------------

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,3 ;7

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "Web Ball"
ID = 1101                                    ;Web Ball
stateno = 1101
pos = 130, -75
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1101]                               ;Web Ball
type = S
movetype= A
physics = N
;velset = 6,0
ctrl = 0
;anim = 1101
sprpriority = 3

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 2
value = 30

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = ,NA,SA,HA,NT,ST,HT
time = -1

[State 0, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,AP; SCA,AA,AT,AP
slot = 1
stateno = 1091                        ;In a Hit State
time = -1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = time = 0
v = 2
value = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse((parent, statetype = S),1101,1107)

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = ifelse(anim = 1101,8,6)
y = ifelse(anim = 1101,0,6)

[State 200, 1]
type = HitDef
trigger1 = movecontact = 0
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = 26, 5                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 4                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = -10, -50               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S0,4                  ;Sound to play on hit
guardsound = s6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
getpower = 15,5
givepower = 10, 5
p2stateno = 1103

[State 200, 1]
type = HitDef
trigger1 = (enemy,name = "Abyss") && movecontact = 0
trigger2 = (enemy,name = "Onsluaght") && movecontact = 0
trigger3 = (enemy,name = "Symbiote Onslaught") && movecontact = 0
attr = S, SP                     ;Attribute: Standing, Normal Attack
damage = 22, 5                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 2, 2                 ;Time attacker pauses, time opponent shakes
sparkno = -1                      ;Spark anim no (Def: set above)
sparkxy = -10, -50               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S7,2                  ;Sound to play on hit
guardsound = s6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
getpower = 15,5
givepower = 10, 5

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = (anim = 1101 || 1107) && anim != 1102 && pos y >= 0 && movehit = 0  && anim != 1108
value = 1108

[State 0, VelSet]
type = VelSet
trigger1 = moveguarded != 0
trigger2 = anim = 1108
x = 0
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = moveguarded > 0 && anim != 1102
value = 1102

[State 0, DestroySelf]
type = DestroySelf
trigger1 = frontedgebodydist < -15
trigger2 = anim = 1102 && animtime = 0
trigger3 = anim = 1104 && animtime = 0
trigger4 = anim = 1108 && animtime = 0
;--------

[State 0, VelSet]
type = VelSet
trigger1 = movehit > 0 && (anim = 1101 || 1107)
x = 0
y = 0

[State 0, HitAdd]
type = HitAdd
trigger1 = anim = 1103 & animtime = 0
value = 1
persistent = 0

[State 0, PosSet]
type = PosSet
trigger1 = movehit > 0 && (anim = 1101 || 1107) && anim != 1104
x = (enemy, pos x)
y = (enemy, pos y)

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit > 0 && (anim = 1101 || 1107)
movetype = I

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = movehit > 0 && anim != 1103 && anim != 1104
value = 1103

[State 0, VarAdd]
type = VarAdd
trigger1 = movehit && var(2) > 0
v = 2
value = -1

[State 0, ParentVarSet]          ;KEEP THIS I you jump the enemy is released from the web
type = ParentVarSet
trigger1 = anim = 1103 && var(2) <= 0 && time >=60
v = 2
value = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1104 && anim = 1103 && (enemy, stateno != 1103)
value = 1104


[Statedef 1103, Web Ball Trap]
type = A
movetype = H;I
physics = N
velset = 0,0
ctrl = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -26
kill = 1
absolute = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5000

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 5
flag = invisible

[State 0, SelfState]
type = SelfState
triggerall = pos y >= 0
trigger1 = (enemy, var(2) = 1)
trigger2 = (enemy, numhelper(1101) = 0)
value = 0;5000
ctrl = 1

[State 0, SelfState]
type = SelfState
triggerall = pos y < 0
trigger1 = (enemy, var(2) = 1)
trigger2 = (enemy, numhelper(1101) = 0)
value = 50;5000
ctrl = 1


[Statedef 1104]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1105                 ;Red Block

[State 200, 1]
type = HitDef
trigger1 = movecontact = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 0, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
affectteam = F
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 4                 ;Time attacker pauses, time opponent shakes
sparkno = s7700                       ;Spark anim no (Def: set above)
;guard.sparkno = 8430
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = s6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = 4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 4,0           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact > 0
trigger2 = time = 2


[Statedef 1105]
type = A
movetype = I
physics = N
velset = 0,0
ctrl = 0
anim = 9801                        ;Blank
sprpriority = 3

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1104 && (root, stateno != 1103)
value = 1104

[State 0, DestroySelf]
type = DestroySelf
trigger1 = anim = 1104 && animtime = 0
trigger2 = anim != 1104 && (root, stateno != 1103)

;Web shoot
;--------------
[Statedef 1106]
type = A
movetype= I
physics = A
ctrl = 0
anim = 1106
poweradd = 50

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 21
value = 1

;------------
;AI Flags
[State 0, VarSet]
type = VarSet
trigger1 = time = 0 && var(59) = 1
v = 25
value = stateno

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0 && var(59) = 1
v = 26
range = var(27),var(28)
;------------

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,17

[State 0, VelSet]
type = Velset
trigger1 = time = 0;animelem = 8
x = -2
y = -8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,6

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "Web Ball"
ID = 1101
stateno = 1101
pos = 20,-15
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1


[Statedef 1108, Projectile hits Projectile]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(anim = 1101,1102,1109)

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0







;===================================================================================
;===================================================================================
;===================================================================================














     
« Last Edit: February 27, 2016, 12:31:19 PM by Freestyle ! »



Offline Cyanide

  • MUGEN Content Architect
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  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: A little help please ! Bug
« Reply #1 on: January 23, 2016, 08:29:42 PM »
Sorry, just want to reiterate the problem.

Venom throws a projectile. While that projectile is moving, venom should not be able to enter state 100? Is that what you're after? If it makes contact, or misses, venom is once more allowed to enter state 100?

You haven't actually shown what you've done to prevent this happening. It is often friendly to weed out anything you know isn't involved. I don't think any of the code is truly involved here, you don't even need to use variables if all you're doing is preventing the use of running.

Offline Freestyle !

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  • Posts: 48
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  • Last Login:August 15, 2019, 08:24:20 AM
  • Hi! I'm new!!
Re: A little help please ! Bug
« Reply #2 on: January 23, 2016, 10:41:48 PM »
Hi Cyanide !,

No thats not the problem

After the web ball projectile makes contact with the enemy, taking damage etc. for some some strange reason
venom can no longer perform state 100

However if I perform the projectile "again" and the projectile is blocked or evaded, only then can venom perform state 100 again.

sorry I hope this makes since   


 

Offline Cyanide

  • MUGEN Content Architect
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  • Posts: 813
  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: A little help please ! Bug
« Reply #3 on: January 24, 2016, 07:33:46 PM »
Ok, that's fine, the result of what is required is pretty much the same.

There is nothing in the code above that sends you to state 100. Therefore there is only ONE place 100 is accessed from. And it's in the .cmd. So you need to look at the changestate for run. What limits your access to run? I would guess it is either a variable you are using when this code is active, or a helper being active with the same ID. Look at the run changestate, see what it has for limiting factors.

Offline Freestyle !

  • Initiate
  • **
  • Posts: 48
  • Country: United States us
  • Last Login:August 15, 2019, 08:24:20 AM
  • Hi! I'm new!!
Re: A little help please ! Bug
« Reply #4 on: January 25, 2016, 07:39:06 AM »
That is exactly what it was thx Cyanide !

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