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Winpose doesn't work properly after moving (Read 511 times)

Started by Good_Wall533, February 15, 2019, 03:42:22 pm
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Winpose doesn't work properly after moving
#1  February 15, 2019, 03:42:22 pm
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I ran into something weird after playing Raoh by Ataru, In his winpose, Raoh's horse comes to him and he's supposed to mount his horse. This doesn't happen if i move. At all. He just stands there. When i use debug (F1) to kill my opponent and not move at all, Then the winpose happens normally but the winpose will just not work if i jump, move or attack.

Here's some screenshots that i took:
https://imgur.com/a/EFC49cI

Here are the states for the winpose if that helps:

[StateDef 180]
;==========================================================================================================
Type        = S
;MoveType    =
Physics     = S
VelSet      = 0, 0
Ctrl        = 0
;PowerAdd    =
Sprpriority = -1
ontop = 1

[state 0,0]
type = varset
;triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 31
[state 0,0]
type = varset
;triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 32

[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 35
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 36

[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "KENSHIRO-SAIKEI"
trigger2 = enemy,name = "KENSHIRO"
v = 19
value = 33
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "KENSHIRO-SAIKEI"
trigger2 = enemy,name = "KENSHIRO"
v = 19
value = 34

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 31
trigger1 = time = 0
value = 0, 105;きかぬ…
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 32
trigger1 = time = 0
value = 0, 105
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 35
trigger1 = time = 0
value = 0, 106;きかぬ…
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 36
trigger1 = time = 0
value = 0, 106
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 33
trigger1 = time = 0
value = 0, 104;終焉の日
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 34
trigger1 = time = 0
value = 0, 104;終焉の日
channel = 0
volume=255

;==========================================================================================================
;ヘルパー
;==========================================================================================================
[state a];馬
Type     = Helper
TriggerAll= NumHelper(185)=0
Trigger1  = TeamSide = 1
Trigger1  = Time = 0
HelperType = normal
Name     = "KokuoGo"
ID       = 185
StateNo  = 185
Pos      = -350,0
PosType  = Left
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
size.shadowoffset = 11
IgnoreHitPause=1
SuperMoveTime = 99999
SauseMoveTime = 99999

[state a];馬
Type     = Helper
TriggerAll= NumHelper(186)=0
Trigger1  = TeamSide = 2
Trigger1  = Time = 0
HelperType = normal
Name     = "KokuoGo"
ID       = 186
StateNo  = 185
Pos      = 350,0
PosType  = Right
Facing   = 1
KeyCtrl  = 0
OwnPal   = 1
size.shadowoffset = 11
IgnoreHitPause=1
SuperMoveTime = 99999
SauseMoveTime = 99999

;==========================================================================================================
;ステート移行
;==========================================================================================================
[State a]
Type     = ChangeAnim
value    = 180
TriggerAll= Anim = 0
TriggerAll=(TeamSide = 1)*Facing = 1
Trigger1  = (NumHelper(185))*(!NumHelper(186))
Trigger1  = Helper(185),ParentDist X=0
Trigger2  = (!NumHelper(185))*(NumHelper(186))
Trigger2  = Helper(186),ParentDist X=0
[State a]
Type     = ChangeAnim
value    = 182
TriggerAll= Anim = 0
TriggerAll=(TeamSide = 1)*Facing = -1
Trigger1  = (NumHelper(185))*(!NumHelper(186))
Trigger1  = Helper(185),ParentDist X=0
Trigger2  = (!NumHelper(185))*(NumHelper(186))
Trigger2  = Helper(186),ParentDist X=0

[State a]
Type     = ChangeAnim
value    = 180
TriggerAll= Anim = 0
TriggerAll=(TeamSide = 2)*Facing = -1
Trigger1  = (NumHelper(185))*(!NumHelper(186))
Trigger1  = Helper(185),ParentDist X=0
Trigger2  = (!NumHelper(185))*(NumHelper(186))
Trigger2  = Helper(186),ParentDist X=0
[State a]
Type     = ChangeAnim
value    = 182
TriggerAll= Anim = 0
TriggerAll=(TeamSide = 2)*Facing = 1
Trigger1  = (NumHelper(185))*(!NumHelper(186))
Trigger1  = Helper(185),ParentDist X=0
Trigger2  = (!NumHelper(185))*(NumHelper(186))
Trigger2  = Helper(186),ParentDist X=0


[State a]
Type     = ChangeState
value    = 181
Trigger1  = AnimTime = 0
Trigger1  = Anim = 180
Trigger2  = AnimTime = 0
Trigger2  = Anim = 182

;==========================================================================================================
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[StateDef 181]
Type        = S
;MoveType    =
Physics     = S
Anim        = Ifelse(Anim=180,181,183)
;VelSet      = 0, 0
;Ctrl        = 1
;PowerAdd    =
Sprpriority = 1
;Ontop=1

[State lordmike]
type       = Explod
triggerall = !numexplod(77181)
trigger1   = anim = 181
trigger1   = time = 0;root,animelem = 1
anim       = 77181
ID         = 77181
pos        = 0, 0
postype    = p1
bindtime   = -1
scale      = .5,.5
ownpal     = 1
ontop      = 1
keyctrl    = 0
removetime = -1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999
sprpriority   = 1000

[State lordmike]
type       = Explod
triggerall = !numexplod(77183)
trigger1   = anim  = 183
trigger1   = time = 0;root,animelem = 1
anim       = 77183
ID         = 77183
pos        = 0, 0
postype    = p1
bindtime   = -1
scale      = .5,.5
ownpal     = 1
ontop      = 1
keyctrl    = 0
removetime = -1
ignorehitpause = 1
supermovetime = 999999999999
pausemovetime = 999999999999
sprpriority   = 1000

[State 185,win]
type = Helper
trigger1 = time = 100
id = 47185
name = "win"
pos = 0,0
postype = left
stateno = 47185
helpertype = normal
keyctrl = 0
ontop=1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1 ;硬直無視
persistent = 0

[State 186,perfect]
type = Helper
trigger1 = time = 230;270
trigger1 = WinPerfect
id = 47186
name = "perfect"
pos = 0,0
postype = left
stateno = 47186
helpertype = normal
keyctrl = 0
ontop=1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1 ;硬直無視
persistent = 0

[state a, 0]
type = playsnd
trigger1 = time = 230;270
trigger1 = WinPerfect
value = 2300,9

[State 181]
type = PlaySnd
trigger1 = time = 100
value = s8800,0
volume = 255
channel = -1

[State 181]
type = PlaySnd
trigger1 = time = 160
value = s8800,1
volume = 255
channel = -1
Re: Winpose doesn't work properly after moving
#2  February 16, 2019, 07:42:47 am
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Just an idea based on something I've seen happen with other characters.

I bet that if you checked the parentdist X during the animation, it wouldn't ever be reaching exactly 0.  It'd get to something really close, but never exact.  You might want to try finding a way to loosen up how precise the changeanims need to be.  Maybe just +/- 0.1
Re: Winpose doesn't work properly after moving
#3  February 17, 2019, 06:20:09 pm
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How can i do this then? I'm not exatcly good when comes to messing with the codes.
Re: Winpose doesn't work properly after moving
#4  March 08, 2019, 12:28:25 pm
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Trigger2  = Helper(186),ParentDist X=0
Is probably the problem like NotAGoodName suggested. 

Trigger2  = Helper(186),ParentDist X<=2

Adjust that value until it works well.
vVv Wheat Stage Released vVv
Re: Winpose doesn't work properly after moving
#5  March 09, 2019, 05:28:07 pm
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Didn't work. Nothing changed.