# Lose KO Problem in Simul Mode (Read 3222 times)

Started by Mr.Giang, February 21, 2018, 10:34:07 am

#### Mr.Giang

##### Lose KO Problem in Simul Mode
#1  February 21, 2018, 10:34:07 am
• The Illusionary Wanderer
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I have a character with a special lose KO effect. Problem is that when it's in simul mode, if he gets KO first, nothing happens (which is fine to me) but when his partner gets KO after that, the effect will play. Is there anyway to fix that? Here is the code in statedef -2:

Code:
`[state -2,]type=helpertriggerall=roundstate=3trigger1 = RoundNo = 1triggerall=losekotriggerall=!numhelper(6030)trigger1 = NumHelper(6030) < 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1[state -2,]type=helpertriggerall=roundstate=3trigger1 = RoundNo = 1triggerall=losekotriggerall=!numhelper(6030)trigger1 = NumHelper(6030) < 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`

#### altoiddealer

##### Re: Lose KO Problem in Simul Mode
#2  February 21, 2018, 04:13:15 pm
• Robotics Engineer
Just replace the trigger "loseko" with "!alive"

Should do the trick.

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#3  February 22, 2018, 02:21:06 am
• The Illusionary Wanderer
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#### altoiddealer

##### Re: Lose KO Problem in Simul Mode
#4  February 22, 2018, 06:23:46 am
• Robotics Engineer
I think you need to reorder the triggers... those triggeralls being split up could be causing a problem.  Move them to the top.

Get rid of the Roundstate = 3 triggerall

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#5  February 22, 2018, 06:41:28 am
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I think you need to reorder the triggers... those triggeralls being split up could be causing a problem.  Move them to the top.

Get rid of the Roundstate = 3 triggerall

Code:
`[state -2,]type=helpertriggerall=losekotriggerall=!numhelper(6030)trigger1 = NumHelper(6030) < 1trigger1 = RoundNo = 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1[state -2,]type=helpertriggerall=losekotriggerall=!numhelper(6030)trigger1 = RoundNo = 1trigger1 = NumHelper(6030) < 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`
Sadly, it still doesn't work and the special KO effect still plays after his partner gets OK.

#### Odb718

##### Re: Lose KO Problem in Simul Mode
#6  February 22, 2018, 09:56:22 am
• Shame on you!
If everything works the way you want in single player, and you dont mind not having it work in 2v2, look into
http://mugenguild.com/forum/topics/numpartner-triggers-169840.0.html
and set a triggerall so it doesn't activate ever.
You still have the loseko and not the alive trigger. But I think with the !alive it has the chance of activating multiple times.
Drop it from a triggerall to having it be 1 line for each trigger. The loseko is ok for 1v1, but 2v2 it probably wont work right ever. You're going to want to check if your partner is alive. Should be pretty easy.

This is redundant.
triggerall=!numhelper(6030)
trigger1 = NumHelper(6030) < 1
vVv Wheat Stage Released vVv

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#7  February 22, 2018, 11:53:37 am
• The Illusionary Wanderer
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If everything works the way you want in single player, and you dont mind not having it work in 2v2, look into
http://mugenguild.com/forum/topics/numpartner-triggers-169840.0.html
and set a triggerall so it doesn't activate ever.
You still have the loseko and not the alive trigger. But I think with the !alive it has the chance of activating multiple times.
Drop it from a triggerall to having it be 1 line for each trigger. The loseko is ok for 1v1, but 2v2 it probably wont work right ever. You're going to want to check if your partner is alive. Should be pretty easy.

This is redundant.
triggerall=!numhelper(6030)
trigger1 = NumHelper(6030) < 1
But I want it to work in 2v2 as well, like warusaki's DIO (which also uses loseko in statedef -2 for special effect trigger). Also, when I set the trigger to check the partner's death, the effect now doesn't even bother to play.
Code:
`[state -2,]type=helpertriggerall = !Partner,Alivetriggerall=roundstate=3trigger1 = RoundNo = 1triggerall=!alivetriggerall=!numhelper(6030)trigger1 = NumHelper(6030) < 1trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1[state -2,]type=helpertriggerall = !Partner,Alivetriggerall=roundstate=3trigger1 = RoundNo = 1triggerall=!alivetrigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`

#### Memo

##### Re: Lose KO Problem in Simul Mode
#8  February 22, 2018, 12:08:35 pm
• Estoy siempre listo para un desafío.
Why wont you just add a unique character id to it
like custom intros are done.

With the players name and !alive, try it out.

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#9  February 22, 2018, 12:56:55 pm
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Why wont you just add a unique character id to it
like custom intros are done.

With the players name and !alive, try it out.
I don't really get it. Can you explain this method?

#### altoiddealer

##### Re: Lose KO Problem in Simul Mode
#10  February 22, 2018, 01:58:07 pm
• Robotics Engineer
But you still have loseko instead of !alive

Try this:
Code:
`[state -2,]type=helpertriggerall=!alivetriggerall=!numhelper(6030)trigger1 = RoundNo = 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1[state -2,]type=helpertriggerall=!alivetriggerall=!numhelper(6030)trigger1 = RoundNo = 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#11  February 22, 2018, 02:21:14 pm
• The Illusionary Wanderer
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But you still have loseko instead of !alive

Try this:
Code:
`[state -2,]type=helpertriggerall=!alivetriggerall=!numhelper(6030)trigger1 = RoundNo = 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1[state -2,]type=helpertriggerall=!alivetriggerall=!numhelper(6030)trigger1 = RoundNo = 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`

Still doesn't work, either with loseko or !alive. The partner still plays his KO.
Btw, here is the link to the character (with original code, no modification yet): https://drive.google.com/open?id=1azqXCYXhxt3LvwBLI5YC-iLa3YxnE110
Also, I forgot to mention that I was playing with Uno Tag Mode (but I guess that it isn't the problem as I have some characters with similiar KO codes but all of them work fine with Uno Tag).

#### altoiddealer

##### Re: Lose KO Problem in Simul Mode
#12  February 22, 2018, 05:50:54 pm
• Robotics Engineer
The partner still plays his KO.
Wait, are you trying to make this helper apply itself to P1 AND P3?

If so, that's kind of a different question from what has been asked.

But if you meant by this "P3 still triggers P1s custom KO", why not try this to dumb it down a bit:

Code:
`[state -2,]type=helpertrigger1=!alivetrigger1=!numhelper(6030)helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1 [state -2,]type=helpertrigger1=!alivetrigger1=!numhelper(6030)helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`

Last Edit: February 22, 2018, 05:54:18 pm by altoiddealer

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#13  February 23, 2018, 04:46:45 am
• The Illusionary Wanderer
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Sorry, allow me to re-clarify this. P3 still plays P1 (my character)'s KO effect , which I want to fix.

#### altoiddealer

##### Re: Lose KO Problem in Simul Mode
#14  February 23, 2018, 04:02:44 pm
• Robotics Engineer
Did you try reducing the triggers as I suggested to simply:

trigger1=!alive
trigger1=!numhelper(6030)

If this doesn't trigger when P1 dies before P3, then there must be something fishy in your helper states or elsewhere.

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#15  February 24, 2018, 04:03:33 am
• The Illusionary Wanderer
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Did you try reducing the triggers as I suggested to simply:

trigger1=!alive
trigger1=!numhelper(6030)

If this doesn't trigger when P1 dies before P3, then there must be something fishy in your helper states or elsewhere.

I did try. But it doesn't work at all.
Code:
`[state -2,]type=helpertriggerall=roundstate=3trigger1=!alivetrigger1=!numhelper(6030)trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6031pos=9999,9999postype=backfacing=1stateno=6030keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1[state -2,]type=helpertriggerall=roundstate=3trigger1=!alivetrigger1=!numhelper(6030)trigger1 = NumHelper(6030) < 1trigger1=enemynear,hitdefattr=sca,ha,hp,httrigger2=!(enemynear,hitdefattr=sca,na,np,nt,sa,sp,st)trigger2=enemynear,stateno=[2000,4999]helpertype=normalname="lose"ID=6030pos=9999,9999postype=backfacing=1stateno=6054keyctrl=0ownpal=1pausemovetime=99999999supermovetime=99999999persistent=0ignorehitpause=1`

#### Odb718

##### Re: Lose KO Problem in Simul Mode
#16  February 24, 2018, 09:28:34 am
• Shame on you!
That isn't what altoid said.

Try

[state -2,]
type=helper
trigger1=!alive
trigger1=!numhelper(6030)
helpertype=normal
name="lose"
ID=6031
pos=9999,9999
postype=back
facing=1
stateno=6030
keyctrl=0
ownpal=1
pausemovetime=99999999
supermovetime=99999999
persistent=0
ignorehitpause=1

[state -2,]
type=helper
trigger1=!alive
trigger1=!numhelper(6030)
helpertype=normal
name="lose"
ID=6030
pos=9999,9999
postype=back
facing=1
stateno=6054
keyctrl=0
ownpal=1
pausemovetime=99999999
supermovetime=99999999
persistent=0
ignorehitpause=1
vVv Wheat Stage Released vVv

#### Mr.Giang

##### Re: Lose KO Problem in Simul Mode
#17  February 24, 2018, 04:10:42 pm
• The Illusionary Wanderer
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But why should I delete trigger2? Without trigger2, he won't get the special KO only from Hyper.

#### altoiddealer

##### Re: Lose KO Problem in Simul Mode
#18  February 25, 2018, 03:51:49 am
• Robotics Engineer
When debugging, it's good to first identify the problem.

Make drastic changes to figure out exactly what is causing the problem.

If this simple version results in the same problem, then you know some other code is causing the issue.

If this works, you know that the other triggers were the problem and that they need to be adjusted.

#### Memo

##### Re: Lose KO Problem in Simul Mode
#19  February 25, 2018, 06:46:44 am
• Estoy siempre listo para un desafío.
You ever try my suggestion? If you want it to only happen when
char vs char intro is coded.

Look at a char that has a specific intro against another and copy
the trigger that has the char names, replace those names with
your chars names and it should only trigger when your char is KO'd.

#### Memo

##### Re: Lose KO Problem in Simul Mode
#20  February 25, 2018, 09:43:34 am
• Estoy siempre listo para un desafío.
try this trigger with your chars name and author name
try it as is, or as a triggerall

Code:
`trigger1 = Name = "CVTW2Sagat" && authorname = "MEMO" `