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Testing a guardpush code; character gets stuck in stateno 130 (Read 463 times)

Started by Loves Pachirisu, October 03, 2015, 10:39:01 pm
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Testing a guardpush code; character gets stuck in stateno 130
#1  October 03, 2015, 10:39:01 pm
  • ***
  • Mega Man Classic
  • pachirisu is sexy af
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    • anoobtroll@gmail.com
Self explanatory. I am trying to get KFM to do a guard push but when he does it, he gets put into an infinite guarding state. And reasons why?

(Not my code btw. Credit goes to InfinityMugenTeam)
;---------------------------------------------------------------------------
;Guard Push (Stand)
[Statedef 6300]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 130
sprpriority = 2

[State 6300, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6300, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6300, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6300, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6300, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6300, a6]
type = Explod
trigger1 = Time = 0
anim = 3333
postype = p1
pos = 53,-50
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 3333,0
volume = 255
channel = 1

[State 6300, a8]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0

[State 6300, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Crouch)
[Statedef 6310]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 131
sprpriority = 2

[State 6310, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6310, a2]
type = VelSet
trigger1 = Time = 10
x = 0
[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 3333,0
volume = 255
channel = 1


[State 6310, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6310, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6310, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6310, a6]
type = Explod
trigger1 = Time = 0
anim = 3333
postype = p1
pos = 33,-45
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7

[State 6310, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6310, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 6310, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (air)
[Statedef 6320]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 132
sprpriority = 2

[State 6320, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6320, a2]
type = VelSet
trigger1 = Time = 10
x = 0
[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 3333,0
volume = 255
channel = 1


[State 6320, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6320, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6320, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6320, a6]
type = Explod
trigger1 = Time = 0
anim = 3333
postype = p1
pos = 33,-55
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7

[State 6320, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6320, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 6320, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Helper)
[Statedef 6350]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 3333
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 6350, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 6350, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = time >= 9
Pokecommunity account (Will start learning about romhacking): http://www.pokecommunity.com/member.php?u=553303

Why are there some people here trying to go into their ways into trying to ruin my Mugen hobby here and make me look like bad?



https://www.youtube.com/watch?v=3_TMrr6eqQc
Re: Testing a guardpush code; character gets stuck in stateno 130
#2  October 04, 2015, 02:57:57 am
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  • Shame on you!
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One quick thing I see is your changestates all rely on the animation finishing.
Check to see if the animations end properly.

Also, use CTRL+D to see which statedef/animation it's stuck in. Might give you more clues
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Re: Testing a guardpush code; character gets stuck in stateno 130
#3  October 04, 2015, 03:09:47 am
  • ***
  • Mega Man Classic
  • pachirisu is sexy af
    • Canada
    • anoobtroll@gmail.com
One quick thing I see is your changestates all rely on the animation finishing.
Check to see if the animations end properly.

Also, use CTRL+D to see which statedef/animation it's stuck in. Might give you more clues

The animation stays at anim id 130.

Apparntly, the guard time for KFM's guard animation was -1. I don't know why, but it is...
Pokecommunity account (Will start learning about romhacking): http://www.pokecommunity.com/member.php?u=553303

Why are there some people here trying to go into their ways into trying to ruin my Mugen hobby here and make me look like bad?



https://www.youtube.com/watch?v=3_TMrr6eqQc
Last Edit: October 04, 2015, 03:15:09 am by Mega "Rock" Man
Re: Testing a guardpush code; character gets stuck in stateno 130
#4  October 04, 2015, 11:50:13 pm
  • *****
  • Shame on you!
    • USA
It shouldnt matter though. You'd be out of the guard state(s). Most if not all of my characters use -1 for anim 130.
If you're not switching states, the pushblock isnt being activated properly.
Or does it switch back to guarding?

^^^^ edit. I thought it went to statedef 130 to get anim 130. Make a new guard push animation.

You have 25 tics for your NHB, make sure you've got ctrl before then and you should be fine. Meaning change your animation for the guard push from 130 to something that ends within 24 tics.
vVv Wheat Stage Released vVv
Re: Testing a guardpush code; character gets stuck in stateno 130
#5  October 04, 2015, 11:52:08 pm
  • ***
  • Mega Man Classic
  • pachirisu is sexy af
    • Canada
    • anoobtroll@gmail.com
It shouldnt matter though. You'd be out of the guard state(s). Most if not all of my characters use -1 for anim 130.
If you're not switching states, the pushblock isnt being activated properly.
Or does it switch back to guarding?
You have 25 tics for your NHB, make sure you've got ctrl before then and you should be fine. Meaning change your animation for the guard push from 130 to something that ends within 24 tics.

I simply just changed -1 to 25. It worked fine.
Pokecommunity account (Will start learning about romhacking): http://www.pokecommunity.com/member.php?u=553303

Why are there some people here trying to go into their ways into trying to ruin my Mugen hobby here and make me look like bad?



https://www.youtube.com/watch?v=3_TMrr6eqQc
Re: Testing a guardpush code; character gets stuck in stateno 130
#6  October 04, 2015, 11:56:41 pm
  • *****
  • Shame on you!
    • USA
Mark as solved then :P
vVv Wheat Stage Released vVv