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Author Topic: Coding Help!!!  (Read 373 times)

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Offline Hien

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  • Last Login:April 08, 2014, 11:21:15 PM
Coding Help!!!
« on: May 03, 2009, 04:15:18 AM »
The Problem. Well i was playin mugen then all of a sudden when i do Messatsu Gou Hado with Gouki the Hado Gets Stuck For about 2-3 seconds then Shoots

Then Massatsu Gou Rasen, is wigging out on me.
PLEASE HELP! it was working fine a few hours ago. but now i dunno.



; Messatsu Gou Hadouken
[Statedef 3000]
type = S
physics = S
movetype = A
anim = 3000
ctrl = 0
velset = 0,0
sprpriority = 1
facep2 = 1
poweradd = -1000

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 3000, strengthvar]
type = varset
trigger1 = var(10)!=5
var(10) = 5

[State 3000, width]
type = width
trigger1 = anim = 3001 && animelemtime(7)<0
value = 30,0

[State 3000, snd]
type = playsnd
trigger1 = anim = 3000 && animelem = 3
value = 4,5
channel = 0

[State 3000, ECreset]
type = palfx
trigger1 = !time
trigger1 = !(var(20):=0)
time = 1

[State 3000, Hadou Charge]
type = helper
trigger1 = anim = 3001 && animelem = 2
helpertype = normal
stateno = 3003
ID = 3003
name = "Hadouken Charge"
postype = p1
ownpal = 1
supermovetime = 300

[State 3000, superchargehelper]
type = helper
trigger1 = anim = 3000 && animelem = 3
helpertype = normal
stateno = 7500
ID = 7500
name = "Super Charge"
postype = p1
pos = -22,-48
ownpal = 1
persistent = 0
supermovetime = 9999

[State 3000, superchargepause]
type = superpause
trigger1 = anim = 3000 && animelem = 3
time = 45
anim = -1
sound = s7,0
p2defmul = 1
darken = 0
movetime = 45

[State 3000, Super Cancel]
type = Explod
trigger1 = anim = 3000 && animelem = 3
trigger1 = PrevStateNo = [1100,4200]
anim = 6112
sprpriority = 2
postype =left
pos = 0,60
supermove = -1
bindtime = -1
ownpal = 1

[State 3000, Super Cancel]
type = Explod
trigger1 = anim = 3000 && animelem = 3
trigger1 = PrevStateNo = [1100,4200]
anim = 6113
sprpriority = 4
postype =left
pos = 0,63
supermove = -1
bindtime = -1
ownpal = 1

[State 3000, Explod]
type = Explod
trigger1 = anim = 3001 && animelem = 4
anim = 3110
pos = 40,3
postype = p1
facing = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1,.75
sprpriority = 4

[State 3000, Aura]
type = helper
trigger1 = anim = 3000 && animelem = 3
helpertype = normal
stateno = 6000
ID = 6000
name = "Aura"
postype = p1
ownpal = 1
persistent = 0
supermovetime = 9999

[State 3000, nhb]
type = nothitby
trigger1 = anim = 3000
trigger2 = anim = 3001 && animelemtime(2)<1
time = 1
value = SCA

[State 3000, anim]
type = changeanim
trigger1 = anim = 3000 && time = 48
value = 3001

[State 3000, hadouken]
type = helper
trigger1 = anim = 3001 && animelem = 4
helpertype = normal
stateno = 3005
ID = 3005
name = "Hadouken"
postype = p1
pos = 100,-65
ownpal = 1
size.xscale = .55
size.yscale = .55

[State 3000, snd]
type = playsnd
trigger1 = anim = 3001 && animelem = 4
value = 3,7
channel = 0

[State 3000, snd]
type = playsnd
trigger1 = anim = 3001 && animelem = 4
value = 5,0

[State 3000, end]
type = changestate
trigger1 = anim = 3001 && !animtime
value = 0
ctrl = 1










; Messatsu Gou Rasen
[Statedef 3200]
type = S
physics = S
movetype = A
anim = 3200
ctrl = 0
velset = 0,0
juggle = 0
sprpriority = 1
facep2 = (prevstateno = 3300)

[State 3200, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 3200, strengthvar]
type = varset
trigger1 = var(10)!=5
var(10) = 5

[State 3200, snd]
type = playsnd
trigger1 = anim = 3200&&!animelemtime(2)
value = 4,4
channel = 0

[State 3200, ECreset]
type = palfx
trigger1 = anim = 3200&&!animelemtime(2)
trigger1 = var(20):=-1
time = 1

[State 3200, superchargehelper]
type = helper
trigger1 = anim = 3200&&!animelemtime(2)
helpertype = normal
stateno = 7500
ID = 7500
name = "Super Charge"
postype = p1
pos = -32,-8
ownpal = 1
persistent = 0
supermovetime = 9999

[State 3200, superchargepause]
type = superpause
trigger1 = anim = 3200&&!animelemtime(2)
time = 45
anim = -1
sound = s7,0
poweradd = -1000
p2defmul = 1
darken = 0
movetime = 45

[State 3200, Super Cancel]
type = Explod
trigger1 = anim = 3200&&!animelemtime(2)
trigger1 = PrevStateNo = [1100,4200]
anim = 6112
sprpriority = 2
postype =left
pos = 0,60
supermove = -1
bindtime = -1
ownpal = 1

[State 3200, Super Cancel]
type = Explod
trigger1 = anim = 3200&&!animelemtime(2)
trigger1 = PrevStateNo = [1100,4200]
anim = 6113
sprpriority = 4
postype =left
pos = 0,63
supermove = -1
bindtime = -1
ownpal = 1

[State 3200, nhb]
type = nothitby
trigger1 = anim = 3200
trigger2 = anim = 3201 && animelemtime(7)<0
time = 1
value = SCA
ignorehitpause = 1

[State 3200, snd]
type = playsnd
trigger1 = anim = 3200 && animelem = 7
trigger2 = anim = 3201 && animelem = 55
value = 3,ifelse((animelem = 7),6,7)
channel = 0

[State 3200, snd]
type = playsnd
trigger1 = anim = 3200&&!animelemtime(8)
value = 0,41

[State 3200, dust]
type = helper
trigger1 = anim = 3200&&!animelemtime(8)
helpertype = normal
stateno = 7100
ID = 7100
name = "Dust"
postype = p1
ownpal = 1

[State 3200, dust]
type = helper
trigger1 = anim = 3200&&!animelemtime(10)
helpertype = normal
stateno = 7101
ID = 7101
name = "Dust"
postype = p1
ownpal = 1

[State 3200, vel]
type = velset
trigger1 = anim = 3200&&!animelemtime(10)
x = 0
y = -8

[State 3200, vel]
type = velset
trigger1 = anim = 3201 && vel y>0
y = 0

[State 3200, vel]
type = veladd
trigger1 = anim = 3201 && vel y<0
y = .1

[State 3200, ctrlvel]
type = veladd
trigger1 = anim = 3201 && (vel x = [-1.33,1.33]) && vel y<0
x = ifelse(command = "holdfwd",.15,ifelse(command = "holdback",-.15,0))

[State 3200, ctrlvelAI]
type = veladd
trigger1 = anim = 3201 && (vel x = [-1.33,1.33]) && vel y<0 && var(59)>=1
x = ifelse(p2bodydist x>35,.15,ifelse(p2bodydist x<-35,-.15,0))

[State 3200, statetype]
type = statetypeset
trigger1 = anim = 3200 && animelemtime(8)>0
statetype = A
physics = N

[State 3200, anim]
type = changeanim
trigger1 = anim = 3200&&!animtime
value = 3201

[State 3200, anim]
type = changeanim
trigger1 = anim = 3201&&!animtime
value = 3205
persistent = 0

[State 3200, statetype]
type = statetypeset
trigger1 = anim = 3205
statetype = A
physics = A

[State 3200, spin]
type = playsnd
triggerall = anim = 3201
trigger1 = animelem = 1||animelem = 7||animelem = 13||animelem = 19||animelem = 25
trigger2 = animelem = 31||animelem = 37||animelem = 43||animelem = 49||animelem = 55
value = 1,5

[State 3200, 1sthit]
type = hitdef
trigger1 = anim = 3200 && animelem = 8
attr = S,HA
damage = 25,5
animtype = Hard
getpower = 0
givepower = 20
guardflag = M
hitflag = MAF
priority = 7,Hit
pausetime = 16,16
sparkno = s7030+(random%8)
guard.sparkno = s7001
sparkxy = -10,-62
hitsound = s2,6
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = ifelse(p2bodydist x>15,2,0),-6
air.type = Low
air.velocity = ifelse(p2bodydist x>15,2,0),-5
envshake.time = 16
envshake.freq = 60
envshake.ampl = 5
fall = 1
fall.recover = 0
p2facing = 1

[State 3200, mainhits]
type = hitdef
triggerall = anim = 3201
trigger1 = animelem = 2||animelem = 8||animelem = 14||animelem = 20
trigger2 = animelem = 26||animelem = 32||animelem = 38||animelem = 44||animelem = 50
attr = A,HA
damage = 25,5
animtype = Up
getpower = 0
givepower = 20
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 2,2
sparkno = s7030+(random%8)
guard.sparkno = s7001
sparkxy = -10,-69
hitsound = s2,ifelse(random<500,6,5)
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = ifelse(p2bodydist x>15,1.5,0),-10
air.type = Low
air.velocity = ifelse(p2bodydist x>15,1.5,0),ceil(vel y)-2
envshake.time = 16
envshake.freq = 60
envshake.ampl = 5
fall = 1
fall.recover = 0

[State 3200, mainhitsb]
type = hitdef
triggerall = anim = 3201
trigger1 = animelem = 5||animelem = 11||animelem = 17||animelem = 23
trigger2 = animelem = 29||animelem = 35||animelem = 41||animelem = 47
attr = A,HA
damage = 25,5
animtype = Up
getpower = 0
givepower = 20
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 2,2
sparkno = s7030+(random%8)
guard.sparkno = s7001
sparkxy = -10,-69
hitsound = s2,ifelse(random<500,6,5)
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = ifelse(p2bodydist x>15,1.5,0),-10
air.type = Low
air.velocity = ifelse(p2bodydist x>15,1.5,0),ceil(vel y)-2
envshake.time = 16
envshake.freq = 60
envshake.ampl = 5
fall = 1
fall.recover = 0

[State 3200, lasthit]
type = hitdef
trigger1 = anim = 3201 && animelem = 56
attr = S,HA
damage = 25,5
animtype = Diagup
getpower = 0
givepower = 20
guardflag = MA
hitflag = MAF
priority = 7,Hit
pausetime = 24,24
sparkno = s7030+(random%8)
guard.sparkno = s7001
sparkxy = -10,-70
hitsound = s2,13
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -7,-2
air.type = Low
air.velocity = -7,-2
envshake.time = 16
envshake.freq = 60
envshake.ampl = 7
fall = 1
fall.recover = 0



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