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Offline Trinitronity

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Problems with hyper
« on: April 27, 2013, 01:17:08 PM »
Hello again,
(click to show/hide)
Okay, I got a problem with a different hyper now:
Thanks to Cyanide releasing Shuma-Gorath, I could finally start to finish Orreries Sun.
I'm almost there, also understood the way how the variables work and edited some things myself to meet my exceptions. However, while the orbs DO latch and also expode after some time, it however doesn't damage the enemy AT ALL:
Code: [Select]
;Orreries Sun - Latch State
[Statedef 3103]
movetype = A
physics = N
ctrl = 0
anim = 3108
velset = 0,0
sprpriority = 1

[State 2105]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
ignorehitpause = 1

[State 3101]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3103, VS]
type = VarSet
trigger1 = time = 0
v = 42
value = random%40

[State 3103, VS]
type = VarSet
trigger1 = time = 0
v = 43
value = random%40

[State 3103, VS]
type = VarSet
trigger1 = ishelper(0) || ishelper(2)
v = 44
value = 0

[State 3103,  VS]
type = VarSet
trigger1 = ishelper(3) || ishelper(4) || ishelper(5) || ishelper(1)
v = 44
value = 7

[State PS] ;Thanks goes to Cyanide
type = PosSet
trigger1 = playerID(var(41)), statetype != C
x = floor(playerID(var(41)), pos X)-15+var(42)
y = floor((playerID(var(41)), pos Y)+(playerID(var(41)), const(size.mid.pos.y)))-20+var(43)

[State PS] ;Thanks goes to Cyanide
type = PosSet
trigger1 = playerID(var(41)), statetype = C
x = floor(playerID(var(41)), pos X)-15+var(42)
y = floor((playerID(var(41)), pos Y)+(playerID(var(41)), const(size.mid.pos.y)/4))-20+var(43)

[State 1101, HD]
type = Hitdef
trigger1 = time = 480
attr = S, SP;A, HP
damage = ceil(50*(root,fvar(10))**0.5),25
getPower = 0,0
givepower = 20,20
animType = Hard
pauseTime = 0,10
hitflag = MAFD
guardFlag = MA
sparkNo = -1
priority = 4, hit
guard.SparkNo = s8030
sparkXY = -10,0
hitSound = s1,10
guardSound = s2,0
ground.Type = High
air.Type = High
ground.SlideTime = 12
ground.HitTime = 24
air.HitTime = 24
ground.Velocity = -2
air.Velocity = -2,-2
airGuard.Velocity = -2,-2
Fall = 1
fall.Recover = 0
;fall.RecoverTime = 30
guard.Dist = 100
;id = 3100

[State 1201]
type = changestate
trigger1 = time = 486
value = 1203
ignorehitpause = 1

[State 1001, Zeeky]
type = DestroySelf
trigger1 = time = 486
I would really appreciate it, if someone could tell me, where the error is...Thanks in advance!
« Last Edit: May 16, 2013, 08:53:56 AM by Trinitronity »



Offline Mach25

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Re: Problems with hyper
« Reply #1 on: April 27, 2013, 02:33:55 PM »
From what I've seen so far, the major problem here is your var19. Looking at the x-axis, you have the velocity range set form -10 to 10!! Forwards AND backwards!

Offline Trinitronity

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Re: Problems with hyper
« Reply #2 on: April 27, 2013, 03:01:23 PM »
From what I've seen so far, the major problem here is your var19. Looking at the x-axis, you have the velocity range set form -10 to 10!! Forwards AND backwards!
No, I didn't:
Code: [Select]
[State 2105]
type = velset
trigger1 = time = 1
x = 8^2;var(19);0.1*var(19)+0.01*var(19)
y = var(19);0.2*cos((.25+random*.005)*Pi/180)+0.2*(.25+random*.005);-vel y*(.25+random*.005)+-vel y*.005
You should better ignore everything behind the semicolon, these were my older attempts, were I didn't knew, what I was doing.

Offline Mach25

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Re: Problems with hyper
« Reply #3 on: April 27, 2013, 03:56:57 PM »
This is your coding:

[State 2105]
type = varrandom
trigger1 = 1
v = 19
range = -10, 10

[State 2105]
type = velset
trigger1 = time = 1
x = 8^2;var(19);0.1*var(19)+0.01*var(19)
y = var(19);0.2*cos((.25+random*.005)*Pi/180)+0.2*(.25+random*.005);-vel y*(.25+random*.005)+-vel y*.005


But you''re looking at the wrong thing.
Go back up to the var19 definition.

[State 2105]
type = varrandom
trigger1 = 1
v = 19
range = -10, 10 <----- That is the problem.

Anything behind the semicolon will be understood as commented out, that I do know. If you're having too much trouble, send the char my way (if you're comfortable with it, the CROMS Lando, Mon El and Demonkai, can vouch for me).

Offline Trinitronity

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Re: Problems with hyper
« Reply #4 on: April 27, 2013, 04:04:47 PM »
But you''re looking at the wrong thing.
Go back up to the var19 definition.

[State 2105]
type = varrandom
trigger1 = 1
v = 19
range = -10, 10 <----- That is the problem.
That is not the problem. That is handling the vertical velocity...

Offline Mach25

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Re: Problems with hyper
« Reply #5 on: April 27, 2013, 04:42:32 PM »
Hello again,
I have a problem with a hyper called "Star Meteor", where the player shoots out multiple stars forward in a scatter formation. While the stars do go forward, they sadly also GO BACKWARD. And I cannot find the error:
Code: [Select]
[Statedef 2105]
Type = A
Movetype= A
Physics = N
Ctrl = 0
Sprpriority = 5
anim = 2105
[/quote]

So exactly what are you looking for? You don't want them to go backward, right? To solve the problem, reread your code.


[State 2105]
type = velset
trigger1 = time = 1
x = 8^2;var(19);0.1*var(19)+0.01*var(19)

Ill break it down for you:

The range you've set is this:
x = 8^2;(-10); 0.1 * (-10)+0.01*(-10)

to

x = 8^2; (10); 0.1 * (10)+0.01*(10)

Accordingly, they'll fly forwards or backwards, respectively.

You're affecting the velocity in either the positive or negative x-axis according to your variable.
Just try to redefine the values and see if it doesn't work or not. Set your range solely on positive values to make them go forwards only.

Offline Trinitronity

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Re: Problems with hyper
« Reply #6 on: April 27, 2013, 04:56:45 PM »
Code: [Select]
[quote author=Mach25 link=topic=40524.msg489762#msg489762 date=1367095352]
So exactly what are you looking for? You don't want them to go backward, right? To solve the problem, reread your code.


[State 2105]
type = velset
trigger1 = time = 1
x = 8^2;var(19);0.1*var(19)+0.01*var(19)

Ill break it down for you:

The range you've set is this:
x = 8^2;(-10); 0.1 * (-10)+0.01*(-10)

to

x = 8^2; (10); 0.1 * (10)+0.01*(10)

Accordingly, they'll fly forwards or backwards, respectively.

You're affecting the velocity in either the positive or negative x-axis according to your variable.
Just try to redefine the values and see if it doesn't work or not. Set your range solely on positive values to make them go forwards only.
[/quote]
Again, that var(19) thingy is commented out, so MUGEN shouldn't even read that...

Offline Mach25

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Re: Problems with hyper
« Reply #7 on: April 27, 2013, 05:01:10 PM »
My bad, sorry, I must have been way more distracted than I realize. OK, let me take my time and truly look at this problem...

I think I'd need to see more of the character. Do you have any constant states to where there is a pull in a specific direction? I'd really like to just d/l the char and troubleshoot it myself, that would be most effective. I'm wondering if having double semicolons in the x value isn't tricking the machine somehow, maybe?

But, I'd really need to see the char to figure it out, because at this point, this doesn't make sense. Try erasing absolutely everything behind the semicolons and the sc's themselves and see how that works.

Offline Cyanide

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Re: Problems with hyper
« Reply #8 on: April 27, 2013, 06:38:29 PM »
Aside from the fact you may as well use 10 as the velocity, because that's what that works out to.

I can't see anything that would cause backwards. So at a guess the helpers are turning around somehow. Do they go backwards even when p2 is across the screen from you? There is nothing in there that would cause backwards.

If it's not turning, you have another state with the same number that's being used and has the issue.

Last choice is cut that state out and put it in notepad. Then paste or re-write bits back in until you see what works.

Edit: Show helper creation too please.

Offline Trinitronity

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Re: Problems with hyper
« Reply #9 on: April 28, 2013, 01:50:28 AM »
Wait, you gave me an idea...
Fake edit: Yep, it was because of the helper creation.
The facing was set to random for some reasons. Whatever, I finally fixed it. Thanks for the hint, though.

Offline Mach25

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Re: Problems with hyper
« Reply #10 on: April 28, 2013, 09:02:42 AM »
Oh, I thought this was the helper code itself, that's what threw me off.
Glad it got fixed.
As a question of curiosity, what character is this?

Offline Trinitronity

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Re: Problems with hyper
« Reply #11 on: April 30, 2013, 11:03:19 AM »
I cannot tell too much, but that character is a tribute to RicePigeon.
In other words, a Touhou character.

Offline Beximus

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Re: Problems with hyper
« Reply #12 on: May 15, 2013, 05:25:43 PM »
why is the x velocity 8^2?

what velocity are you going for?  if that's 8 squared it would be 64 and that would move so fast you'd see it maybe for 5 frames.

Offline Cyanide

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Re: Problems with hyper
« Reply #13 on: May 15, 2013, 09:10:29 PM »
No, ^ is bitwise shifting. The result of that equation is 10.

I can never remember how bitwise works because i've never had a reason to use it. It's still pretty pointless though.

Offline Trinitronity

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Re: Problems with hyper
« Reply #14 on: May 16, 2013, 08:50:14 AM »
Uhm...my problem has already solved, but thanks for the feedback.
I may as well post my new problem now:
Thanks to Cyanide releasing Shuma-Gorath, I could finally start to finish Orreries Sun.
I'm almost there, also understood the way how the variables work and edited some things myself to meet my exceptions. However, while the orbs DO latch and also expode after some time, it however doesn't damage the enemy AT ALL:
Code: [Select]
;Orreries Sun - Latch State
[Statedef 3103]
movetype = A
physics = N
ctrl = 0
anim = 3108
velset = 0,0
sprpriority = 1

[State 2105]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
ignorehitpause = 1

[State 3101]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3103, VS]
type = VarSet
trigger1 = time = 0
v = 42
value = random%40

[State 3103, VS]
type = VarSet
trigger1 = time = 0
v = 43
value = random%40

[State 3103, VS]
type = VarSet
trigger1 = ishelper(0) || ishelper(2)
v = 44
value = 0

[State 3103,  VS]
type = VarSet
trigger1 = ishelper(3) || ishelper(4) || ishelper(5) || ishelper(1)
v = 44
value = 7

[State PS] ;Thanks goes to Cyanide
type = PosSet
trigger1 = playerID(var(41)), statetype != C
x = floor(playerID(var(41)), pos X)-15+var(42)
y = floor((playerID(var(41)), pos Y)+(playerID(var(41)), const(size.mid.pos.y)))-20+var(43)

[State PS] ;Thanks goes to Cyanide
type = PosSet
trigger1 = playerID(var(41)), statetype = C
x = floor(playerID(var(41)), pos X)-15+var(42)
y = floor((playerID(var(41)), pos Y)+(playerID(var(41)), const(size.mid.pos.y)/4))-20+var(43)

[State 1101, HD]
type = Hitdef
trigger1 = time = 480
attr = S, SP;A, HP
damage = ceil(50*(root,fvar(10))**0.5),25
getPower = 0,0
givepower = 20,20
animType = Hard
pauseTime = 0,10
hitflag = MAFD
guardFlag = MA
sparkNo = -1
priority = 4, hit
guard.SparkNo = s8030
sparkXY = -10,0
hitSound = s1,10
guardSound = s2,0
ground.Type = High
air.Type = High
ground.SlideTime = 12
ground.HitTime = 24
air.HitTime = 24
ground.Velocity = -2
air.Velocity = -2,-2
airGuard.Velocity = -2,-2
Fall = 1
fall.Recover = 0
;fall.RecoverTime = 30
guard.Dist = 100
;id = 3100

[State 1201]
type = changestate
trigger1 = time = 486
value = 1203
ignorehitpause = 1

[State 1001, Zeeky]
type = DestroySelf
trigger1 = time = 486
I would really appreciate it, if someone could tell me, where the error is...Thanks in advance!

Offline Cyanide

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Re: Problems with hyper
« Reply #15 on: May 16, 2013, 06:28:24 PM »
You're using mystic stare for that aren't you. Bound eyes have a permanent clsn1, you possibly don't. You also should not be using movetype = A until you're ready to deal damage as holding back will force a guard state.

Offline Trinitronity

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Re: Problems with hyper
« Reply #16 on: May 17, 2013, 01:14:06 AM »
You're using mystic stare for that aren't you. Bound eyes have a permanent clsn1, you possibly don't. You also should not be using movetype = A until you're ready to deal damage as holding back will force a guard state.
Yep.
Also, I have checked, and my orbs do have a constant clsn1, so that shouldn't happen.
The orbs do explode, but they deal no damage. The opponent doesn't even go to a hit state of even a guard state, literally nothing happens with the opponent.

Offline Cyanide

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Re: Problems with hyper
« Reply #17 on: May 17, 2013, 01:37:50 AM »
Either you are wrong about the clsn's, or they're not making contact with P2, press ctrl+C and see what's actually happening. They are destroyed after the time they should hit. You have all the important aspects of a hitdef to actually cause damage, i assume p2 isn't in a custom state with no clsns?

Offline Trinitronity

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Re: Problems with hyper
« Reply #18 on: May 17, 2013, 01:45:42 AM »
Checked again, and the constant clsn1 I have added didn't displayed there.
After that, I added them again, and they got saved this time. Weird...
Still thanks.

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