Rolento said, March 07, 2010, 08:10:34 pmAlexlexus: No, by your own example there you are showing that you changed the value.Code: [State -2, Focus Attack meter reset when no longer charging]type = VarSettrigger1 = (stateno !=[900,901]) && ((stateno=[5000,5099]) && prevstateno != 900)trigger2 = stateno = [100,105]fv = 9value = 0 ;<--- what I wrote up there.What you have:Code: [State -2, Focus Attack meter reset when no longer charging]type = VarSettrigger1 = (stateno !=[900,901]) && ((stateno=[5000,5099]) && prevstateno != 900)trigger2 = stateno = [100,105]fv = 9value = 10<-- Set this to zero.Give that a whirl.i made it a zero and he doesnt do it as much but at times it still flips out a level 3 kick.
Then you haven't done everything right, and are possibly initialising that variable back to 10 or whatever at a specific point. Of course, he SHOULD do a level 3 kick if you charge it to level 3 kick.I trust your variable isn't already in use...
Working 100% turns out gouken didnt have a statedef -3so i had to make it in my character and then place the -2 in stuff in the place in my extra.cns.no it's perfect and resets. thanks rolento.
vyn im adding this code to your ryu evilxryu. your focus for terry was on point i must add. but yeah ryulento all my other sf characters will have this. im redoing ryu and ken with this.
; This part covers the after effects of getting hit from earlier.[state 901, no more saving hit]type = varsettrigger1 = time = 1var(20) = 0[state 901, white flash]type = PalFxtrigger1 = time = 1sinadd = 128,128,128,16time = 8[State 901, life removal]type = LifeAddtrigger1 = time = 1 && !var(20)value = -(gethitvar(damage))kill = 1; This ctrl changes the animframe back to the last active one[State 901, ChangeAnim]type = ChangeAnimtrigger1 = time = 0value = 900elem = var(22); This varset is the continuation of charging[State 901, adding to charge]type = VarAddtrigger1 = time >= 1fv = 9value = 1persistent = 1; These change states control dash cancels and moving into the attack portion[State 901, dash cancel]type = ChangeStatetrigger1 = time >= 8 && command = "BB"value = 105[State 901, dash cancel forward]type = ChangeStatetrigger1 = time >= 8 && command = "FF"value = 100[State 901, early release]type = ChangeStatetrigger1 = time >= 8 && command != "hold-b" && command !="hold-y"value = 902[State 901, fully charged]type = ChangeStatetrigger1 = fvar(9)>=60value = 902;----------------------------------------;Focus Attack - actual attack[Statedef 902]type = Smovetype = Aphysics = Sjuggle = 10anim = 901ctrl = 0velset = 0,0;PalFX sctrls; the first removes any earlier stuff, and the second the white flash ;that appears if you have maxed out focus[state 901, cancel earlier fx flash]type = PalFxtrigger1 = time = 0add = 0,0,0time = 0[state 901, bright flash if maxed out]type = PalFxtriggerall =FVar(9) = 60trigger1 = time = 1add = 128,128,128sinadd = -128,-128,-128,32time = 8; The hitdef used depends on the how long you've been charging.; In case you are wondering why there are 2 versions of each lvl's; hitdef, the second one has been refined to compensate for hitting; air opponents.;lvl 1[State 902, 0-30]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]trigger1 = AnimElem = 3 && (FVar(9) = [0,29])attr = S, NAdamage= 40,0animtype = Hardguardflag = Mhitflag = Mpriority = 4, Hitpausetime = 9, 9sparkno = 1sparkxy = -5, -58hitsound = 5,6guardsound = 6, 0ground.type = Lowground.slidetime = 14ground.hittime = 14ground.velocity = -8.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15[State 902, 0-30]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]triggerall = p2statetype = Atrigger1 = AnimElem = 2 && (FVar(9) = [0,29])attr = S, NAdamage= 40,0animtype = Hardguardflag = Ahitflag = Apriority = 4, Hitpausetime = 9, 9sparkno = 1sparkxy = -5, -58hitsound = s400,1guardsound = 6, 0ground.type = Lowground.slidetime = 14ground.hittime = 14ground.velocity = -6.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15; Counter version of lvl 1: If you counterhit when at this early stage, crumple is possible it seems.[State 902, 0-30 counter ver]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]trigger1 = AnimElem = 2 && (FVar(9) = [0,29])trigger1 = p2movetype = A && p2statetype !=Aattr = S, NAdamage= 40,0animtype = Hardguardflag = Mhitflag = Mpriority = 6, Hitpausetime = 9, 9sparkno = 1sparkxy = -5, -58hitsound = s400,3guardsound = 6, 0ground.type = Lowground.slidetime = 14ground.hittime = 14ground.velocity = -6.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15p2stateno = 1503 ;<-- This is the p2 crumple state;lvl 2[State 902, 31-59]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]trigger1 = AnimElem = 3 && (FVar(9) = [31,59])attr = S, NAdamage= 60,0animtype = Hardguardflag = Mhitflag = Mpriority = 4, Hitpausetime = 11, 11sparkno = 1sparkxy = -5, -58hitsound = 5,7guardsound = 6, 0ground.type = Lowground.slidetime = 16ground.hittime = 16ground.velocity = -8.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15p2stateno = 1503 ;<-- This is the p2 crumple state[State 902, 31-59 b]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]triggerall = p2statetype = Atrigger1 = AnimElem = 2 && (FVar(9) = [30,59])attr = S, NAdamage= 60,0animtype = Hardguardflag = Ahitflag = Apriority = 5, Hitpausetime = 11, 11sparkno = 1sparkxy = -5, -58hitsound = s400,2guardsound = 6, 0ground.type = Lowground.slidetime = 16ground.hittime = 16ground.velocity = -4.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15[State 902, 31-59 counter]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]trigger1 = p2movetype = A && p2statetype !=Atrigger1 = AnimElem = 2 && (FVar(9) = [30,59])attr = S, NAdamage= 60,0animtype = Hardhitflag = Mpriority = 5, Hitpausetime = 11, 11sparkno = 1sparkxy = -5, -58hitsound = s400,2guardsound = 6, 0ground.type = Lowground.slidetime = 16ground.hittime = 16ground.velocity = -4.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15p2stateno = 1503 ;<-- This is the p2 crumple state;lvl 3 MAX[State 902, max-charge]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]trigger1 = AnimElem = 3 && FVar(9) = 60attr = S, NAdamage= 85,0animtype = Hard;guardflag = MA ;<-- Commented out as you will not be blocking this. This will hurt, and you will fall!hitflag = MAFpriority = 4, Hitpausetime = 14, 14sparkno = 1sparkxy = -5, -58hitsound = 5,8guardsound = 6, 0ground.type = Lowground.slidetime = 14ground.hittime = 14ground.velocity = -4.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15p2stateno = 903 ;<-- This is the p2 crumple state[State 902, max-charge]type = HitDeftriggerall = P2stateno != [5020,5040]triggerall = p2stateno != [154,155]triggerall = p2statetype = Atrigger1 = AnimElem = 2 && FVar(9) = 60attr = S, NAdamage= 85,0animtype = Hardhitflag = Apriority = 6, Hitpausetime = 14, 14sparkno = 1sparkxy = -5, -58hitsound = s400,3guardsound = 6, 0ground.type = Lowground.slidetime = 14ground.hittime = 14ground.velocity = -4.95guard.slidetime = 18guard.hittime = 18guard.ctrltime = 12airguard.velocity = -3.5,-4air.type = Highair.velocity = -3.5,-6air.hittime = 9getpower = 101,101givepower = 21,21ground.cornerpush.veloff = -7.25air.cornerpush.veloff = 0yaccel = .55air.fall = 1air.juggle = 15[State 902, fvar reset]type = VarSettrigger1 = !AnimTimefvar(9) = 0that's all she wrote when it comes to the Focus attack barring any typos I missed. Tune in next time as I talk about a quick and dirty way of tackling the SF4 Ultra bar; not because I have any use for it, but because the one example I have seen uses an absurd 70+ animations to pull off the green alone when you could really do the same in 3 animations or so with the right code. That is absurd! If you can make use of the code, just remember to toss in a credit somewhere. If you really appreciate it, please feel free to visit the link in my signature and visit the paypal donate page. Hah! (Seriously though, if you can spare a bit, it would be appreciated.)Well, that ultra bar code won't write itself; good .\/. to you all and catch you later.[Edit] Most recent edit has revised and additional hitdefs in the final state to better emulate the behaviour when the attack hits an airborne enemy.[/quote]You mean That Attack that Alows you to break gaurd like SFIV? ???