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Victory Animation Softlocked (Read 1877 times)

Started by ApolloGrimoire, December 11, 2017, 09:55:43 pm
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Victory Animation Softlocked
#1  December 11, 2017, 09:55:43 pm
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My Akuma has a specific victory state against Ryu and while it works fine, it overrides his Shun Goku Satsu state.

It's DivineWolf's Akuma and Mrwly's edited Pots Ryu that I'm using.



[State 180, vs. Ryu]
type = Changestate
triggerall = numenemy
triggerall = matchover || (enemy,teammode=turns)
trigger1 = Enemy, Name = "Ryu" && enemy,authorname = "Phantom.of.the.Server"
value = 186

[State 180, Win by SGS]
type = ChangeState
trigger1 = PrevStateNo = 189
value = 189

; Win Vs. Ryu
; CNS difficulty: basic
[Statedef 186]
type = S
ctrl = 0
anim = 186
velset = 0,0

[State 181, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 186,0
channel = 0

[State 181, Kanji]
type = Explod
trigger1 = AnimElemTime(4) = 8
anim = ifelse(facing=1,380,381)
id = 380
pos = 15,-81
scale = 0.7,0.7
postype = P1
sprpriority = 3
bindtime = -1
ownpal = 1
removetime = -1

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = time = [0, 230]
flag = roundnotover

[State 181, Assert]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
ignorehitpause = 1

; Win by SGS
; CNS difficulty: basic
[Statedef 189]
type = S
velset = 0,0

[State 189, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && PrevStateNo = 3501
value = 189

[State 189, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 3501, Voice]
type = PlaySnd
trigger1 = AnimElemTime(1) = 180
value = 189,0
channel = 0

[State 189, Kanji]
type = Explod
trigger1 = !NumExplod(388)
trigger1 = !Time && PrevStateNo=3501
anim = ifelse(facing=1,388,389)
id = 388
pos = 15,-81
scale = 0.7,0.7
postype = P1
sprpriority = 3
bindtime = -1
ownpal = 1
removetime = -1

[State 362, Kanji]
type = helper
trigger1 = !time && prevstateno = 3501 && !numhelper(8610)
helpertype = normal
stateno = 8610
ID = 8610
postype = left
ownpal = 1
persistent = 0

[State 189, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(388)>1
id = 388
persistent = 1

[State 189, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3550
persistent = 1

[State 189, Win]
type = ChangeState
trigger1 = PrevStateNo = 3501 && Time >= 120
value = 180
ctrl = 1

[State 189, Assert]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nomusic
ignorehitpause = 1

It only happens when Akuma wins the match.
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Re: Victory Animation Softlocked
#2  December 11, 2017, 10:08:00 pm
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Maybe there's something I'm missing here, but I know the round will not go to Roundstate 3 (Win Poses) until the loser is in State 5150, and the winner is in state 0 with Ctrl = 1.

So, see if that's your problem for starters.  There are workarounds to achieve what you're trying to do...

Re: Victory Animation Softlocked
#3  December 11, 2017, 10:32:48 pm
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State 189 triggers first, then it goes into State 186 after the round ends and it softlocks.

State 0 has no Ctrl = 1 and the player is already in 5150.
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Re: Victory Animation Softlocked
#4  December 11, 2017, 10:46:23 pm
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Put the trigger in state 5900, take a look a a pots / jmorphman char
With a win anim like that to see how its done. Statedef 5900.
Re: Victory Animation Softlocked
#5  December 11, 2017, 11:48:36 pm
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I've got it to work now with this coding.

[State 180, Win by SGS]
type = ChangeState
trigger1 = PrevStateNo = 189
value = 189

[State 180, vs. Ryu]
type = Changestate
trigger1 = (RoundState = 2 || MatchOver) && !(TeamMode = Turns)
trigger1 = NumEnemy
trigger1 = Enemy, Name = "Ryu" && enemy,authorname = "Phantom.of.the.Server"
value = 186
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