For the most part it is complete and has been complete for some time, it even works as intended... most of the time. I chose to ignore it since I didn't think it would be too recurring, but it's been getting on my nerves recently and I wanted to finally get it resolve. The main issue I've been having is while it does indeed put the opponent in guard crush state, it doesn't do it consistently. Sometimes, it'll just fail to put the opponent in the guard crush custom state altogether at random.
It doesn't happen often, but still annoying and getting it fixed would be ideal.
I'll provide the coding below so any of you can point out the flaw causing this problem.
Spoiler, click to toggle visibilty
[State -3, Guard Damage]
type = Varadd
triggerall = numenemy
triggerall = var(11) <= 1000
trigger1 = (enemy,GetHitVar(Guarded) = 1)
var(11) = 2
ignorehitpause = 1
[State -3, Guard Heal]
type = Varadd
triggerall = var(11) <= 1000
trigger1 = p2movetype != H
trigger1 = (GameTime % 30)
var(11) = -3
[State -3, Guard Damage Reset]
type = VarSet
trigger1 = var(11) >= 1000
trigger1 = time = 2
trigger2 = var(11) < 0
trigger3 = p2stateno = [5410,5421]
var(11) = 0
ignorehitpause = 1
[State -3, Guard Break]
type = TargetState
trigger1 = var(11) >= 1000
trigger1 = time >= 0
value = 5400
ignorehitpause = 1
[State -3, Guard Break SND]
type = playsnd
triggerall = numexplod(6706)=0
trigger1 = var(11) >= 1000
trigger1 = var(11) >= 1000
trigger1 = var(11) <= 1050
value = 2,106
channel = -1
ignorehitpause = 1
[State -3, Guard Break FX]
type = Explod
triggerall = numexplod(6706)=0
trigger1 = var(11) >= 1000
trigger1 = var(11) <= 1050
anim = 952
ID = 890
pos = 0,-50
shadow = 0,0,0
postype = p2
bindtime = -1
scale = 0.4*const(size.xScale),0.4*const(size.yScale)
sprpriority = 5
ownpal = 1
removetime = 27
removeongethit = 1
ignorehitpause = 1
[State -2, Guard Break Gauge]
type = explod
trigger1 = (NumExplod(17000) = 0)
anim = 17000
id = 17000
postype = left
pos = ifelse(TeamSide = 2,8,240),214
facing = ifelse(teamside = 1,1,1)
vfacing = 1
ontop = 1
sprpriority = 4
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0.3,0.3
[State -2, Guard Break Meter]
type = explod
trigger1 = (NumExplod(17001) = 0)
anim = 17001
id = 17001
postype = left
pos = ifelse(TeamSide = 2,8,240),214
facing = ifelse(teamside = 1,1,1)
vfacing = 1
ontop = 1
sprpriority = 3
supermovetime = 99999
pausemovetime = 99999
removetime = -1
bindtime = -1
removeongethit = 0
ownpal = 1
ignorehitpause = 1
scale = 0.3,0.3
[State -3, Guard Meter Set]
type = varset
trigger1 = roundstate = 0
trigger1 = var(11) <= 0
trigger2 = var(11) >= 1000
fvar(3) = 1000
ignorehitpause = 1
[State -3, Guard Meter Set]
type = varset
trigger1 = fvar(3) <= 0
trigger2 = var(11) >= 1000
fvar(3) = var(11)
ignorehitpause = 1
[State -3, Guard Meter Change]
type = varadd
triggerall = var(11) >= 0
triggerall = fvar(3) > 0
triggerall = var(11) <= 1000
triggerall = numenemy
trigger1 = (enemy,GetHitVar(Guarded) = 1)
fvar(3) = -2
ignorehitpause = 1
[State -3, Guard Meter Change]
type = varadd
triggerall = var(11) >= 0
triggerall = fvar(3) <= 1000
trigger1 = p2movetype != H
trigger1 = (GameTime % 30)
fvar(3) = 3
ignorehitpause = 1
[State -3, Guard Meter Status]
type = ModifyExplod
trigger1 = var(11) >= 0
ID = 17001
scale = 1*(fvar(3)/3300),0.3
ignorehitpause = 1
The system being monitored in -3.
Spoiler, click to toggle visibilty
[State 3120, Guard Break]
type = TargetState
trigger1 = root,var(11) >= 1000
value = 5400
ignorehitpause = 1
This is so that helper attacks can properly guard crush the opponent.
Spoiler, click to toggle visibilty
; Guard Broke
[Statedef 5400]
type = U
movetype = I
physics = N
sprpriority = 0
velset = 0,0
[State 5400, Ground]
type = changestate
trigger1 = statetype != A
value = 5410
[State 5400, Air]
type = changestate
trigger1 = statetype = A
value = 5420
[State 5400, Emergency]
type = selfstate
trigger1 = time = 240
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Guard Broken (ground)
[Statedef 5410]
type = S
movetype= H
physics = N
velset = -1,0
[State 5410, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5002
[State 5410, 2]
type = ChangeAnim
trigger1 = Time = 45
value = 5007
[State 5410, Idle]
type= statetypeset
trigger1= Time = 3
movetype = I
[State 5410, End]
type = selfstate
trigger1 = Time = 60
value = 0
ctrl = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
; Guard Broken (air)
[Statedef 5420]
type = A
movetype= H
physics = N
anim = 5100
[State 5420, Vel Y]
type = VelSet
trigger1 = time > 1
x = -1
y = -6
[State 5420, Gravity]
type = VelAdd
trigger1 = time > 24
y = 10
[State 5420, Spin]
Type = AngleDraw
Trigger1 = 1
Value = Time*32
[State 5420, Idle]
type= statetypeset
trigger1 = time = 3
movetype= I
[State 5420, Emergency]
type = selfstate
trigger1 = Time > 10
trigger1 = pos y >= 0
value = 5100
ctrl = 1
[State 5420, End]
type = changestate
trigger1 = time > 6
trigger1 = pos y >= 0
value = 5421
ctrl = 0
;---------------------------------------------------------------------------
; Post-Guard Broken (air)
[Statedef 5421]
type = L
movetype= I
physics = N
anim = 5110
velset = 0,0
ctrl = 0
[State 5421, Freeze]
type = posfreeze
trigger1 = time = 0
value = 1
[State 5421, EnvShake]
type = FallEnvShake
trigger1 = Time = 0
[State 5421, 4]
type = PosSet
trigger1 = Time = 0
y = 0
[State 5421, 5]
type = VelSet
trigger1 = Time = 0
y = 0
[State 5421, 8]
type = Explod
trigger1 = Time = 1
anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 0, 0
sprpriority = ifelse (sysvar(1) <= Const720p(56), -10, 10)
[State 5421, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))
[State 5421, 12]
type = selfstate
trigger1 = Time = 30
value = 5120
ctrl = 1
[State 5421, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20
The guard crush custom states.