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B. Jenet vs Kim Kaphwan bug (Read 337 times)

Started by gamespy, October 16, 2011, 07:13:21 pm
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B. Jenet vs Kim Kaphwan bug
#1  October 16, 2011, 07:13:21 pm
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B. Jenet is by Fervicante and Kim Kaphwan is by Warusaki.

I was using B. Jenet's Harrier Bee when Kim did his Heavenly Phoenix Kick from behind.

It connected but it also caused B. Jenet to return to her standing animation while in the air. She then acted as if she was on the ground as all of her ground moves were usable in the air.

What character caused this bug? And how do I fix it?
Re: B. Jenet vs Kim Kaphwan bug
#2  October 16, 2011, 07:20:46 pm
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Sound's like Jenet's problem and it's because she didn't properly get her statetype set to A when she was in that state. She should be set to A at the same time her velocity is set to enter the air.
Re: B. Jenet vs Kim Kaphwan bug
#3  October 16, 2011, 07:55:36 pm
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I'm not seeing any statetypes in this part of her cns file.

Quote
;---------------------------------------------------------------------------
; Harrier Bee
[Statedef 1400]
type    = A
movetype= I
physics = N
juggle  = 8
poweradd= 100
ctrl = 0
sprpriority = 2

[State 1400, 1]
type = varset
trigger1 = time = 0
var(2) = ifelse(command = "a", 0, 1)

[State 1400, 1]
type = varset
trigger1 = time = 0
var(3) = 0

[State 1400, 2]
type = ChangeAnim
trigger1 = time = 0
value = 1400+var(2)*5

[State 1400, 3]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,0
channel = 0

[State 1400, 4]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,1

[State 1400, 5]
type = VelSet
triggerall = !var(2)
trigger1 = time = 0
x = 2
y = -5

[State 1400, 6]
type = Veladd
triggerall = !var(2)
trigger1 = time >= 0
y = .45

[State 1400, 7]
type = VelSet
triggerall = var(2)
trigger1 = time = 0
x = 4.5
y = 3.5

[State 1400, 8]
type = Explod
triggerall = !var(2)
trigger1 = time = 6
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1400, 9]
type = Explod
triggerall = var(2)
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1400, 10]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 1
[Statedef 1410]
type    = A
movetype= A
physics = N
anim = 1410
juggle  = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,2
channel = 1

[State 1410, 2]
type = VelSet
trigger1 = time = 0
x = 1.2
y = .8

[State 1410, 3]
type = VelSet
triggerall = !var(2)
trigger1 = animelemtime(6) >= 0
x = 2

[State 1410, 4]
type = VelSet
triggerall = var(2)
trigger1 = animelemtime(6) = 0
x = 4

[State 1410, 5]
type = Veladd
trigger1 = animelemtime(6) >= 0
y = .45

[State 1410, 6]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1410, 7]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-63
hitsound = s201,7
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -4
air.velocity = -3.5,-5.5
air.fall = 1
id = 1410

[State 1410, 8]
type = VarSet
triggerall = time > 0
trigger1 = command = "a" || command = "b"
var(3) = 1
ignorehitpause = 1

[State 3000, 9]
type = Assertspecial
triggerall = numtarget(1310) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1410, 10]
type = Changestate
triggerall = var(3)
trigger1 = animelemtime(4) = 0
value = 1415
ctrl = 0

[State 1410, 11]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 2
[Statedef 1415]
type    = A
movetype= A
physics = N
anim = 1415
juggle = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1415, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,2
channel = 1

[State 1415, 2]
type = VelSet
trigger1 = time = 0
x = 1.2
y = .8

[State 1415, 3]
type = VelSet
triggerall = !var(2)
trigger1 = animelemtime(5) >= 0
x = 2

[State 1415, 4]
type = VelSet
triggerall = var(2)
trigger1 = animelemtime(5) = 0
x = 4

[State 1415, 5]
type = Veladd
trigger1 = animelemtime(5) >= 0
y = .45

[State 1415, 6]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1415, 7]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-60
hitsound = s201,7
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -2,-5
guard.velocity = -5
air.velocity = -2,-5
fall = 1
air.fall = 1
id = 1415

[State 1415, 8]
type = varset
trigger1 = time = 0
var(3) = 0

[State 1415, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a" || command = "b"
var(3) = 1
ignorehitpause = 1

[State 1415, 10]
type = Assertspecial
triggerall = numtarget(1310) = 1  || numtarget(1410) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1415, 11]
type = Changestate
triggerall = var(3) = 1
trigger1 = animelemtime(3) = 0
value = 1420
ctrl = 0

[State 1415, 12]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 3
[Statedef 1420]
type    = A
movetype= A
physics = N
anim = 1410
juggle = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1420, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,2
channel = 1

[State 1420, 2]
type = VelSet
trigger1 = time = 0
x = 1.2
y = .8

[State 1420, 3]
type = VelSet
triggerall = !var(2)
trigger1 = animelemtime(6) >= 0
x = 2

[State 1420, 4]
type = VelSet
triggerall = var(2)
trigger1 = animelemtime(6) = 0
x = 4

[State 1420, 5]
type = Veladd
trigger1 = animelemtime(6) >= 0
y = .45

[State 1420, 6]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1420, 7]
type = Assertspecial
triggerall = numtarget(1310) = 1  || numtarget(1410) = 1 || numtarget(1415) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1420, 8]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-63
hitsound = s201,7
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -2,-5
guard.velocity = -5
air.velocity = -2,-5
fall = 1
air.fall = 1
id = 1420

[State 1420, 9]
type = varset
trigger1 = time = 0
var(3) = 0

[State 1420, 10]
type = Varset
triggerall = time > 0
trigger1 = command = "a" || command = "b"
var(3) = 1
ignorehitpause = 1

[State 1420, 11]
type = Changestate
triggerall = var(3) = 1
trigger1 = animelemtime(4) = 0
value = 1425
ctrl = 0

[State 1420, 12]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 4
[Statedef 1425]
type    = A
movetype= A
physics = N
anim = 1420
juggle = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1425, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,2
channel = 1

[State 1425, 2]
type = VelSet
trigger1 = time = 0
x = 3
y = -7.5

[State 1425, 3]
type = VelSet
trigger1 = animelemtime(7) = 0
x = .7

[State 1425, 4]
type = Veladd
trigger1 = time >= 0
y = .35

[State 1425, 5]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1425, 6]
type = Assertspecial
triggerall = numtarget(1310) = 1  || numtarget(1410) = 1 || numtarget(1415) = 1 || numtarget(1420) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1425, 7]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-63
hitsound = s201,9
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -4,-6.5
guard.velocity = -5
air.velocity = -4,-6.5
fall = 1
air.fall = 1

[State 1425, 8]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

It's featured in her other moves. Do I have to add the same thing or something different?