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Stun/dizzy variable keeps going over the limit (Read 406 times)

Started by Chartreuse, May 02, 2019, 11:50:08 pm
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Stun/dizzy variable keeps going over the limit
#1  May 02, 2019, 11:50:08 pm
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I can't seem to figure out why the max value keeps going beyond 400 after the character goes into their dizzy animation, I'm not sure if or how I should set a fvar to stop it from doing so.  Anyone have any ideas? Please and thanks.





[Statedef 9010]
type = S
movetype = H
physics = N
ctrl = 0

[State 9010: NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9010: VarSet]
type = VarSet
trigger1 = (!Time)
v = 10
value = 0

[State 9010: ChangeState]
type = ChangeState
trigger1 = (HitShakeOver)
value = 9011


;=========================================================================
; Stunned
;=========================================================================
[Statedef 9011]
type = S
movetype = I
physics = S
ctrl = 0
facep2 = 1
velset = 0, 0
sprpriority = 0


[state 9011, State Type Set]
type = statetypeset
trigger1 = !time
trigger1 = var(54) = [1, 2]
movetype = H

[state 9011, Set Hit Fall]
type = hitfallset
trigger1 = !time
value = 0

[state 9011, Set Position]
type = posset
trigger1 = !time
y = 0

[state 9011, End State]
type = changestate
trigger1 = !alive
value = 5050

[state 9011, Stun Time]
type = varset
trigger1 = !time
sysvar(0) = 0

[state 5300, Stun Time]
type = null
triggerall = !time
trigger1 = var(17) = [0, 1] ; Normal Hit
trigger1 = var(0) := 90 + 20 * (random % 4)
trigger2 = var(17) = 2 ; Special Hit
trigger2 = var(0) := 150 + 20 * (random % 4)
trigger3 = var(17) = 3 ; Super Art Hit
trigger3 = var(0) := 120 + 40 * (random % 4)
trigger4 = var(17) = 4 ; Normal Throw
trigger4 = var(0) := 120 + 20 * (random % 4)
trigger5 = var(17) = 5 ; Special Throw
trigger5 = var(0) := 120 + 40 * (random % 4)
trigger6 = var(17) = 6 ; Super Art Throw
trigger6 = var(0) := 150 + 40 * (random % 4)

[state 9011, Change Animation]
type = changeanim
trigger1 = !time
value = 5300

[state 9011, Button Tap Buffer Time]
type = varadd
trigger1 = sysvar(0) > 0
trigger1 = time % 3 = 0
sysvar(0) = -1

[state 9011, Tap button to Speed up]
type = varadd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
sysvar(0) = 1

[state 9011, Button Tap Buffer Time]
type = varset
trigger1 = sysvar(0) > 12
sysvar(0) = 12

[state 9011, Decrease Stun Time]
type = varadd
triggerall = var(0) > 0 && sysvar(0) >= 6
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
var(0) = 0

[state 9011, Change Animation]
type = changeanim
triggerall = anim = 5300
triggerall = var(0) > 0 && sysvar(0) >= 6
triggerall = animelemtime(animelemno(0)) >= 4
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
value = anim
elem = cond(!animelemtime(animelemno(0) + 1), 1, animelemno(0) + 1)



[state 9011, Stars, Ducks, Reapers, and Angles]
type = helper
trigger1 = anim = 5300
trigger1 = !numhelper(6565)
name = "Stars, Ducks, Reapers, and Angles"
ID = 6565
stateno = 6565
postype = p1
ownpal = 1
keyctrl = 0
size.xscale = 5.0
size.yscale = 5.0

[state 9011, Control]
type = ctrlset
trigger1 = time >= var(0)
value = 1
persistent = 0

[state 9011, End State]
type = changeanim
trigger1 = time >= var(0)
value = 5301
persistent = 0

[state 9011, End State]
type = changestate
trigger1 = anim = 5301 && !animtime
trigger2 = ctrl && p2dist x < 0
value = 0
ctrl = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1

[State 413, Meter]
type = Explod
triggerall = time = 0
trigger1 = anim = 5300
anim = 6565
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5


[Statedef 9012]
type = S
movetype = H
physics = S
anim = 5110
ctrl = 0

[State 9012: VelSet]
type = VelSet
trigger1 = (!Time)
Y = 0

[State 9012: NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9012: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 35)
value = 5120

[State 9012: ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0) && (Anim = 5120)
value = 9000


[State 413, Meter]
type = Explod
trigger1 = animelem =1
anim = 6565
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=80


---------------------

States -3


[State -3: VarAdd]
type = VarAdd
triggerall = (Time = 2)
trigger1 =((StateNo = 5001) && (Anim = 5000)) || ((StateNo = 5001)&& (Anim = 5010)) || ((StateNo = 5011) && (Anim = 5020))
persistent = 0
ignorehitpause = 1
v = 0
value = 10

[State -3: VarAdd]
type = VarAdd
triggerall = (Time = 4)
trigger1 = ((StateNo = 5001) && (Anim = 5001)) || ((StateNo = 5001)&& (Anim = 5011)) || ((StateNo = 5011) && (Anim = 5021))
persistent = 0
ignorehitpause = 1
v = 0
value = 380

[State -3: VarAdd]
type = VarAdd
triggerall = (Time = 6)
trigger1 = ((StateNo = 5001) && (Anim = 5002)) || ((StateNo = 5001)&& (Anim = 5012)) || ((StateNo = 5011) && (Anim = 5022))
persistent = 0
ignorehitpause = 1
v = 0
value = 10

[State -3: ChangeState]
type = ChangeState
trigger1 = (Var(0) >= 400) && (StateNo != [9000,9003])
value = 9010
ignorehitpause = 1
Last Edit: May 18, 2019, 02:59:07 am by Chartreuse
Re: Stun/dizzy variable keeps going over the limit
#2  May 03, 2019, 08:04:39 am
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Reading this stuff on a phone is obnoxious but 1 thing you should account for is that persistent = 0 does absolutely nothing in the negative states. You need to use the value of the variable or another one to stop things triggering a second time.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Stun/dizzy variable keeps going over the limit
#3  May 03, 2019, 06:11:13 pm
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Edit: It is the type "null" from [Stun Time] all the random variables are what cause stun to occur randomly after anim = 5300 is done. I've been trying for hours with no luck, if I change one of the values then the dizzy animation/state gets stuck on elem 1 indefinitely.

Wait, so that's what's happening!? What exactly is triggering twice? When the character is dizzy the var just resets to 0 without actually /reaching/ var(0) = 400, I found this out once I got the meter for the stun bar working. I get the feeling it has something to do with [Statedef 9011] the more I play around with the code, perhaps the "stun time" var(s) are to blame since whenever the dizzy state ends the character is left with either 40 or 80 stun damage every time. So I'm start to think it may not be going over the limit, rather, just entirely skipping the max value due to the "changestate" and gaining stun afterwards due to "stun time" as terrible as that sounds...^^"
Last Edit: May 03, 2019, 09:28:22 pm by Chartreuse
Re: Stun/dizzy variable keeps going over the limit
#4  May 09, 2019, 12:31:48 am
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I'm not seeing where you check for the value to equal 400 at all.
Chartreuse  said:
I can't seem to figure out why the max value keeps going beyond 400 after the character goes into their dizzy animation, I'm not sure if or how I should set a fvar to stop it from doing so.  Anyone have any ideas? Please and thanks.
Chartreuse  said:
When the character is dizzy the var just resets to 0 without actually /reaching/ var(0) = 400, I found this out once I got the meter for the stun bar working. 

Which way is the problem??
vVv Wheat Stage Released vVv
Re: Stun/dizzy variable keeps going over the limit
#5  May 09, 2019, 12:51:49 am
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The problem is the code below I never figured out how and why the dizzy animation is /based/ on var add, the var add is what's adding stun at random and if I try to subtract or have the var(s) = equal 0 the animation just freezes on frame 1. So the everytime the character gets dizzy the state 9011 adds var. The issue is the [Stun Time] where the null type is, even if I set the random values to 0% percent it still adds var/stun to the character.



Here is where I've checked for the value:

[State -3: ChangeState]
type = ChangeState
trigger1 = (Var(0) >= 400)
value = 9011
ignorehitpause = 1



;=========================================================================
; Stunned
;=========================================================================
[Statedef 9011]
type = S
movetype = I
physics = S
ctrl = 0
facep2 = 1
velset = 0, 0
sprpriority = 0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10    ;fv = 10
value = 1


[State -3: VarAdd]
type = VarAdd
triggerall = (Time = 2)
trigger1 =((StateNo = 5001) && (Anim = 5000)) || ((StateNo = 5001)&& (Anim = 5010)) || ((StateNo = 5011) && (Anim = 5020))
persistent = 0
ignorehitpause = 1
v = 0
value = 10

[State 0, Stars]
type = Helper
trigger1 = Time = 1
helperType = Normal
stateNo = 3399
ID = 3399
posType = P1
pos = 50,-50
size.xScale = 1
size.yScale = 1

[State 0, Clothing]
type = Helper
triggerall = !var(10) = 0
trigger1 = Time = 1
helperType = Normal
stateNo = 3398
ID = 3398
posType = P1
pos = 50,-50
size.xScale = 1
size.yScale = 1



[state 9011, State Type Set]
type = statetypeset
trigger1 = !time
trigger1 = var(54) = [1, 2]
movetype = H

[state 9011, Set Hit Fall]
type = hitfallset
trigger1 = !time
value = 0

[state 9011, Set Position]
type = posset
trigger1 = !time
y = 0

[state 9011, End State]
type = changestate
trigger1 = !alive
value = 5050

[state 9011, Stun Time]
type = varset
trigger1 = !time
sysvar(0) = 0

[state 5300, Stun Time]
type = null
triggerall = !time
trigger1 = var(17) = [0, 1] ; Normal Hit
trigger1 = var(0) := 90 + 20  * (random % 4)
trigger2 = var(17) = 2 ; Special Hit
trigger2 = var(0) := 150 + 20 * (random % 4)
trigger3 = var(17) = 3 ; Super Art Hit
trigger3 = var(0) := 120 + 40 * (random % 4)
trigger4 = var(17) = 4 ; Normal Throw
trigger4 = var(0) := 120 + 20 * (random % 4)
trigger5 = var(17) = 5 ; Special Throw
trigger5 = var(0) := 120 + 40 * (random % 4)
trigger6 = var(17) = 6 ; Super Art Throw
trigger6 = var(0) := 150 + 40 * (random % 4)

[state 9011, Change Animation]
type = changeanim
trigger1 = !time
value = 5300

[state 9011, Button Tap Buffer Time]
type = varadd
trigger1 = sysvar(0) > 0
trigger1 = time % 3 = 0
sysvar(0) = -1

[state 9011, Tap button to Speed up]
type = varadd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
sysvar(0) = 1

[state 9011, Button Tap Buffer Time]
type = varset
trigger1 = sysvar(0) > 12
sysvar(0) = 12

[state 9011, Decrease Stun Time]
type = varadd
triggerall = var(0) > 0 && sysvar(0) >= 6
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
var(0) = 0

[state 9011, Change Animation]
type = changeanim
triggerall = anim = 5300
triggerall = var(0) > 0 && sysvar(0) >= 6
triggerall = animelemtime(animelemno(0)) >= 4
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
value = anim
elem = cond(!animelemtime(animelemno(0) + 1), 1, animelemno(0) + 1)



[state 9011, Stars, Ducks, Reapers, and Angles]
type = helper
trigger1 = anim = 5300
trigger1 = !numhelper(6565)
name = "Stars, Ducks, Reapers, and Angles"
ID = 6565
stateno = 6565
postype = p1
ownpal = 1
keyctrl = 0
size.xscale = 5.0
size.yscale = 5.0

[state 9011, Control]
type = ctrlset
trigger1 = time >= var(0)
value = 1
persistent = -1

[state 9011, End State]
type = changeanim
trigger1 = time >= var(0)
value = 5301
persistent = 0

[state 9011, End State]
type = changestate
trigger1 = anim = 5301 && !animtime
trigger2 = ctrl && p2dist x < 0
value = 0
ctrl = 1


[State 9011: ChangeState]
type = ChangeState
trigger1 = time = 120
value = 9012
Re: Stun/dizzy variable keeps going over the limit
#6  May 09, 2019, 09:56:16 am
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I'm not exactly sure why you're using a sysvar.
but
[state 9011, Decrease Stun Time]
type = varadd
var(0) = 0

Why in the world are you adding 0???
You should be subtracting something there.



These two,
[state 9011, Control]
type = ctrlset
trigger1 = time >= var(0)
value = 1
persistent = -1

[state 9011, End State]
type = changeanim
trigger1 = time >= var(0)
value = 5301
persistent = 0

can probably become just
 
[state 9011, End State]
type = changeanim
trigger1 = time >= var(0)
value = 5301
persistent = 0
ctrl = 1


Are you using DisplayToClipboard to watch your values?
vVv Wheat Stage Released vVv
Re: Stun/dizzy variable keeps going over the limit
#7  May 09, 2019, 10:05:56 am
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The 9011 code  was borrowed from another character actually, a sf3 character, that's why the sysvar is there, and as for DisplayToClipboard I've only used it once. I saw you recommending it to someone with a question in an old post. I don't recall the code from memory though.

And if I subtract from the var the dizzy time is shortened, or it just freezes at animelem 1, that's the issue, the var is what fuels the dizzy, but it's also what randomly adds stun value, the problem is that I don't know how to stop it from adding var without breaking it again.

Edit: I found the code: [State -2, Clipboard]
type = DisplayToClipboard
trigger1 = 1
text = "BlockBar = %d"
params = Var(1)

I don't know what params to search for, it's 4am and I should be sleeping, but I thought it would rude not to try the code you suggested or respond. In short I'm not sure how to fix to the Var issue since subtracting freezes the dizzy state completely. I appreciate the effort, really, but the issue still persist. I'm going to bed now.
Last Edit: May 09, 2019, 10:16:28 am by Chartreuse
Re: Stun/dizzy variable keeps going over the limit
#8  May 09, 2019, 02:23:01 pm
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Change sysvar(0) to another variable. I could possibly mess things up outside of this state. If need be, you can use an fvar, but I doubt you've used all the vars.

Your changeanim seems kinda pointless. I'd think to make the anim speed up with the button presses. I'm not sure how it's locking up.
But things like,
[state 9011, Change Animation]
type = changeanim
trigger1 = !time
value = 5300

Should always have a check to see if the value is already set. It's stupid to have mugen CONSTANTLY setting the value. It wont happen every tic in this instance, but it should still be
[state 9011, Change Animation]
type = changeanim
triggerall = Anim != 5300
trigger1 = !time
value = 5300
It'll just keep it a little more "safe"


Your displaytoclipboard is close, but you need to see Var(0), not Var(1). When you get your sysvar switched over to a regular var you could do something like
[State -2, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "P2BodyDist X: %f    P2Dist X: %f    Var 0: %f    Var(20): %d"
params = P2BodyDist X, P2Dist X, Var(0), Var(20)
ignorehitpause = 1

90% of coding is making sure things CAN'T happen. It's counter-intuitive because you're trying to get things to work. But you don't want them working every single tic of the game. Just under the exact circumstances you want.



The only question I can see is

[state 9011, Change Animation]
type = changeanim
triggerall = anim = 5300
triggerall = var(0) > 0 && sysvar(0) >= 6                        ;Try  (var(0) > 0) && (sysvar(0) >= 6)      ;here
triggerall = animelemtime(animelemno(0)) >= 4            ;<------------------------------------------THIS?????
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
trigger3 = command = "fwd" || command = "back" || command = "up" || command = "down"
value = anim
elem = cond(!animelemtime(animelemno(0) + 1), 1, animelemno(0) + 1)

Are your frames of your animations more than 4 tics??? If I'm reading that right, it's looking to see if it's passed the 4th tic of each frame in the animation, and then jumping to the next frame.
I honestly dont get that changeanim. Seems a little convoluted to get the anim to speed up. I'd just make 2 or 3 animations with faster timings.
vVv Wheat Stage Released vVv
Re: Stun/dizzy variable keeps going over the limit
#9  May 10, 2019, 12:24:07 am
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:Warning: Long Post

I've been rereading your advice and experimenting for hours, I changed the sysvar and nothing changed, /then/ I changed the
[state 9011, Decrease Stun Time]
type = varadd
var(0) = 0

to -1 and it gave me better results with stun and dizzy, also the triggerall = animelemtime(animelemno(0)) >= 4  code was the issue freezing the sprites, so thanks a lot for all that. I didn't know having mugen constantly check for !time was stupid, it was there and it was functional so I left it be, seeing as it wasn't my code I wasn't entirely sure since it was working. I also doing the display to clipboard was probably one of the greatest things I've been introduced to, I'll definitely need it in the future. So many little things that were a big help.

I was able to see this

So the original problem still exist, of the var being added and not /landing/ on 400.

I recently added this,(code below -2) to stop the var from going over and that seems to have no effect at all, since it seems that it never /actually/ reaches 400 at all, which is almost fine at this point honestly.

[State -2]
type = VarSet
trigger1 =var(0)>400
var(0) = 400



I know fvar is used for decimal values and setting them... at least that's what I've gathered from all the reading I've done. But I don't know how to set a fvar value here. as negative -1 is just too much of a constant decrease. Although I could just make the overall stun higher than 400 I suppose, so this one isn't a big deal.

[State -3: VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
ignorehitpause = 1
v = 0
value = -1




Also I was wondering if you could tell me if you see any errors  with this code? Once it reaches "Meter 2" the bar just goes black and none of the others work, if I remove /it/, then suddenly Meter 3 and up all function perfectly fine. It's really odd and at least I'm believing this is a simple thing to fix. I kept changing values to no avail. This is the meter management I came up with, since helpers couldn't use "ontop" and since this bar is basically a donut this was the way to display it. It works really well for my first time doing all this. Though it is a bit lengthy.^^

---------------------------------------------


[State 413, Meter]
type = Explod
trigger1 = (var(0) >= 0)
anim = 65598
ontop = 2
pos = IfElse(TeamSide = 1,52,319),42
postype = left
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=80


;Meter 1
[State 413, Meter]
type = Explod
trigger1 = (var(0) >= 40)
anim = 6551
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=80

;Meter 2
[State 413, Meter]
type = Explod
trigger1 = (var(0) >= 80)
anim = 6551
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=120


;Meter 3
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 120
anim = 6553
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=160


;Meter 4
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 160
anim = 6554
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=200


;Meter 5
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 200
anim = 65555
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=240



;Meter 6
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 240
anim = 6556
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=280



;Meter 7
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 280
anim = 6557
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=320



;Meter 8
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 320
anim = 6558
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=360



;Meter 9
[State 006, Meter]
type = Explod
trigger1 = var(0) >= 360
anim = 6559
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=400

;Meter 10
[State 006, Meter]
type = Explod
trigger1 = var(0) >=400
anim = 65599
pos = IfElse(TeamSide = 1,52,319),42
postype = left
ontop = 1
sprpriority = 5
scale = 0.5,0.5

[state 6550, Destroy Explod]
type = removeexplod
trigger1 = var(0) >=400
Re: Stun/dizzy variable keeps going over the limit
#10  May 10, 2019, 01:00:38 am
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So Var(20) in my suggestion should have been switched to the sysvar's NEW var. What'd you switch sysvar to? Please dont say just var(0).

Also, !time means time = 0. Which is the tic before the state is active. So basically it only happens once.

At this point I think you need to see your sysvar(0) in action to see if your commands are working. You may want to comment out the decrease or slow it down for testing at first. You want to see the values go up for each button press, then once you know everything works, have it decrease. You may end up increasing or decreasing how fast the value changes too.

If you haven't set up Fighter Factory 3 to launch into testing mode for your character, DO IT. You'll also want to go into your regular Mugen settings and set Debug to On. This will stop you from having to hit ctrl+d every time you test. Trust me, you need this for doing intros.

Going into Mugen Class and reading the HitDef is one thing I always recommend. It just has so many things in it, you'll understand other things that use the same parts.


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The meter guage, That's for the stun??
You're using Var(0). You probably shouldn't use var(0) for more than one operation at this point. One of the only times it make sense to reuse a var is if you make one state control 3 moves. And you use that var to multiple the speed of a fireball or something. It'd take the place of a button push. X = 1, Y = 2, Z = 3 sort of thing. Then in the second state, you switch it so button press A = 1, B = 2, C = 3.
You're doing two completely different things I think. 
And I think you could probably use a ChangeAnim to get the same effect. But I dont know exactly how it looks.
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Last Edit: May 10, 2019, 01:06:34 am by Odb718
Re: Stun/dizzy variable keeps going over the limit
#11  May 18, 2019, 02:58:59 am
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So after a few days of trail and error I got everything working with the suggestions of yours, so I'm forever in your debt. I'm almost done with this character. I plan on making a full game myself, so any bit of progress is a huge step, so you deserve a huge thanks. XD

I set up the Debug mode and set two mugen executables in FF3 and everything is going a lot smoother now. The only thing left is the transformation state, I'm setting the topic to solved now, like I should have days ago. ^^"