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Problems with Claytalities and state 5150 (Read 316 times)

Started by Basara Suede Goo, February 19, 2019, 08:21:07 pm
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Problems with Claytalities and state 5150
#1  February 19, 2019, 08:21:07 pm
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OK, I'm making Blue Suede Goo but also I'm updating Earthworm Jim. I'm making a couple of new claytalities from the game, one of the is "Launch from Island" (in my version is called as "Launch from MUGEN") and the "Squish Claytality" which is the one on the video (compatible with anim 7689 as in the video, non-compatible chars use angledraw to "squish" them), but it has some problems I can't solve.
  • First of all, p2state goes back to 5150 after a while (same happens with "Cow From Sky" claytality, which also goes compatible with this)
  • The main problem here: after "Claytality" message, it goes to end the fight, but here happens twice and ends in the second one, this isn't happen with the other 2 claytalities
I tried to solve myself and I can't do it. Also I tried to see the other threads here and I found some stuff, but that doesn't work either, so here I am making another thread to see if you can help me with this.

Spoiler: This is the code BTW (click to see content)
I don't know where're the problems here (I can give up with the squish stuff but the double "claytality" is unacceptable), so anyone can help me with this I appretiate so much :) thanks in advance
Re: Problems with Claytalities and state 5150
#2  February 20, 2019, 12:43:25 am
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How the "Claytality" message was coded? Explod or Helper?
It activates from StateNo -2?

EDIT: Have you tried to force this Explod/Helper to display only once with
Code:
triggerall = !NumExplod(_CLAYTALITY_EXPLOD_ID_)
?
Last Edit: February 20, 2019, 12:50:36 am by Manson Rees
Re: Problems with Claytalities and state 5150
#3  February 20, 2019, 01:25:27 am
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It's an explod that appears in the winpose (along with the sounds of "claytality" and applauses), the strange thing is the other 2 have almost the same code and they only appear once.

BTW, I forgot to put the code for the winpose, maybe there could be something:
Code:
; Win state decider
[Statedef 180]
type = S
(...)
;----
;Claytalities
[State 180, FromSquish]
type = ChangeState
trigger1 = Time = 0
trigger1 = var(2)
value = 1812
(...)
; Win claytality 3
[Statedef 1812, Squish]
type = S
ctrl = 0
anim = 1812
velset = 0,0

[State 181, claytality]
type = PlaySnd
trigger1 = time = 1
value = 4,1

[State 181, aplausos]
type = PlaySnd
trigger1 = time = 1
value = 5,1

[State 181, ct-time]
type = AssertSpecial
trigger1 = time < 300
flag = roundnotover

[State 1000, CB];-->Claytality explod
type = Explod
trigger1 = time = 5
anim = 11900
pos = 160,100
postype = left
persistent = 0
shadow = -1
ontop = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

I tested what you suggest and indeed the "claytality" appears once, but the rest of the bug continues with the long wait until the round ends (thanks anyway, it worked... in part)
Re: Problems with Claytalities and state 5150
#4  February 20, 2019, 01:46:42 am
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Well, I think I know where is the flaw. :P

Both Custom States 4205 and 4206 has a ChangeState to 5150 instead of a SelfState...
Maybe that is the problem?
Re: Problems with Claytalities and state 5150
#5  February 20, 2019, 02:11:29 am
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Nope, I tried but the result is the same. As I said before, the other 2 claytalities have almost the same coding and they work well :mwhy: (both also have the changestate instead selfstate)
Re: Problems with Claytalities and state 5150
#6  February 20, 2019, 02:40:55 am
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Would removing AssertSpecial in Win State change anything?
Or simply putting a persistent = 0 line, maybe...
Re: Problems with Claytalities and state 5150
#7  February 21, 2019, 01:05:34 pm
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Nope, it didn't worked either. I tried to put the persistent = 0 in the changeanim, the statedef itself and other parts and seems it happens nothing.

Hmmmm, I think I've to put the update here to see the problem in detail... let me see that later
Re: Problems with Claytalities and state 5150
#8  February 22, 2019, 07:01:31 am
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I don't know how... but I solved it. Maybe it has to do with the custom state, which I remade it, but even moving certain stuff it gives me the same bug. However... I think I can mark this as solved, maybe the feedback of the release can help me more on this. Thanks anyway Manson ;)
Re: Problems with Claytalities and state 5150
#9  February 22, 2019, 07:12:32 am
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You're welcome. :)
Glad that you fixed it. :D