Hello again.
I finally decided to coding the LVL3 Striker Hyper.
Except from the fact, that the striker appears at the wrong place, it works well...until the player does the finishing move.
If the player finishes the finishing move, MUGEN crashes withou any error messages...
Here is the whole code:
;---------------------------------------------------------------------------
; Lvl 3: Blast Duet - First Hit
[Statedef 4200]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
anim = 4200
sprpriority = 2
[State 210, PSND]
type = playsnd
trigger1 = time = 0
value = 4200,0
channel = 0
[State 210, PSND]
type = playsnd
trigger1 = animelem = 9
value = 4200,1
channel = 0
[State 2000, Spellcard Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Spellcard_FX"
id = 3999
stateno = 1999
pos = 0,-50
postype = p1
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40
[state 1010, Za Warudo!]
type = SuperPause
trigger1 = time = 0
time = 40
anim = -1
sound = S2000, 0
p2defmul = 1
poweradd = -3000
unhittable = 1
movetime = 12
darken = 0
[State 210, 2]
type = HitDef
trigger1 = var(6) > 0
trigger1 = time = 0
attr = S, HT
hitflag = MAF
guardflag = H
animtype = Hard
priority = 7,miss
sparkno = -1
hitsound = s1,6
guardsound = s2,0
getpower = 0,0
givepower = 0,0
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 4201
p2stateno = 5300 ;4250
guard.dist = 100
fall = 1
ID = 4200
[State 4000, Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Blackout Effect"
ID = 701
pos = 0,0
postype = p1
stateno = 701
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40
[State 4200, CS]
type = changestate
trigger1 = animelem = 13
trigger1 = movecontact = 1
value = 4201
[State 4200, CS]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Blast Duet - Summon Spiritia
[Statedef 4201]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4206
velset = 0, 0
sprpriority = 1
[State -2, ComboLimit Add]
type = varset
trigger1 = time = 0
v = 6
value = 0
;persistent = 0
[State 4201, NHB]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
[State 4201, TB]
type = targetbind
trigger1 = time = 0
id = 4200
pos = 50,0
;[State 210, PSND]
;type = playsnd
;trigger1 = animelem = 6
;value = 4200,2
;channel = 0
[State 3100, Spiritia]
type = helper
trigger1 = animelem = 8
helpertype = normal
name = "Spiritia"
id = 4220
stateno = 4220
pos = -50,-50
postype = p1
ownpal = 1
facing = 1
persistent = 0
[State 3200, CS]
type = changestate
trigger1 = animtime = 0
value = 4203
;---------------------------------------------------------------------------
; Blast Duet - Dash
[Statedef 4202]
type = S
movetype = I
physics = S
ctrl = 0
anim = 20
velset = 0, 0
sprpriority = 1
[State 4201, NHB]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
;[State 4203, PSND]
;type = playsnd
;trigger1 = time = 0
;value = 4200,3
;channel = 0
[State 4202, Velset]
type = velset
trigger1 = 1
x = 2.0;1.5
y = 0
[State 4202, Finishing Blow]
type = changestate
trigger1 = abs(pos x - target(4200),pos x) <= 50
value = 4204
;---------------------------------------------------------------------------
; Blast Duet - Meteoric Shower
[Statedef 4203]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4207
velset = 0, 0
sprpriority = 1
[State 2100, VarS]
type = varset
trigger1 = time = 0
v = 20
value = 0
[State 210, 2]
type = null;HitDef
trigger1 = (var(6)>0)||(var(12)>0)
trigger1 = var(20)<12
attr = A, HA
animtype = Hard
priority = 7,hit
damage = 20,2
Hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = -1;S8025
sparkxy = -30,-50
hitsound = s1,7
guardsound = s2,0
ground.type = High
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -2.5,-2.5
air.velocity = -2,-2.5
fall = 1
fall.recover = 0
getpower = 0,0
givepower = 10,10
p2facing = 1
[State -2, ComboLimit Add]
type = varadd
trigger1 = movehit = 1
v = 6
value = -5
persistent = 0
ignorehitpause = 1
[State 0, Width]
type = Width
trigger1 = animelemtime(5) >= 0
edge = 80,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =
[State 4203, PSND]
type = playsnd
trigger1 = animelem = 3
value = 4200,5
[State 2100]
type = Helper
trigger1 = AnimElemTime(5) >= 0
trigger1 = Random%4 = 0
stateno = 2105 + Random%4
name = "Star Meteor"
ID = 2105
pos = -6+Random%25,-48+Random%25
postype = p1
;bindtime = 1
;removetime = -2
ownpal = 1
;sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
;vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
ignorehitpause = 1
[State 4202, Finishing Blow]
type = changestate
trigger1 = numhelper(4206)
trigger1 = helper(4206),var(0)>=20
trigger2 = time >= 226;196
value = 4202
;---------------------------------------------------------------------------
; Blast Duet - Master Spark
[Statedef 4204]
type = S
movetype = I
physics = S
ctrl = 0
anim = 4202
velset = 0, 0
sprpriority = 1
[State 210, PSND]
type = playsnd
trigger1 = time = 0
value = 2100,0
channel = 0
[State 4205]
type = Helper
trigger1 = AnimElem = 6
Stateno = 4207
ID = 4204
name = "Master_Spark"
postype = p1
pos = 25,-42
size.xscale = 1
size.yscale = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
[State 4204]
type = Explod
trigger1 = AnimElem = 6
anim = 2051
ID = 2051
pos = -38,-64
postype = p1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 2
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 1, 1
ignorehitpause = 1
removeongethit = 1
[State 4204]
type = Explod
trigger1 = AnimElem = 6
anim = 2003
ID = 2003
pos = 25,-43
postype = p1
bindtime = -1
removetime = -1
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 2, 2
ignorehitpause = 1
removeongethit = 1
[State 4204]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0
value = SCA
ignorehitpasue = 1
[State 4204]
type = ChangeState
trigger1 = time >= 127
value = 4205
;----------------------------------------------------------------------------
; Blast Duet - Finish Up
[Statedef 4205]
type = S
movetype = I
physics = S
ctrl = 0
;anim = 4203
velset = 0, 0
sprpriority = 1
[State 4205, NHB]
type = nothitby
trigger1 = prevstateno = 4203;1
value = SCA, AA, AP, AT
[State 4205, CA]
type =changeanim
trigger1 = time = 30
value = 4203
[State 4205, CS]
type = changestate
trigger1 = anim = 4203
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------
; Diagonal Master Spark
[Statedef 4207]
Type = A
Movetype= A
Physics = N
velset = 0,0
anim = 4205
Ctrl = 0
Sprpriority = 5
[State 2051]
type = Playsnd
trigger1 = time = 0
value = S100,14
[State 2051]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 2051]
type = AngleDraw
trigger1 = 1
scale = 2, 1
value = 45
ignorehitpause = 1
[State 2051]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 2051]
type = BindtoRoot
trigger1 = 1
pos = 25,-42
ignorehitpause = 1
[State 2051, Hitdef]
type = HitDef
trigger1 = time%3 = 0
attr = A, HP
hitflag = MAF
guardflag = MA
damage = 10,1
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
sparkno = S8050*10**(random%4)
guard.sparkno = S8030
sparkxy = -30+random%20,-25+random%20
hitsound = -1
guardsound = s2,0
pausetime = 1, 6
fall = 1
fall.recover = 0
fall.recovertime = 0
air.fall = 1
getpower = 0, 0
givepower = 0, 0
yaccel = 0.4
ground.slidetime= 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8,-5.5
guard.velocity = -6
air.velocity = -8,-5.5
airguard.velocity = -6,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
Sprpriority = 5
guard.dist = 360
envshake.time = 5
envshake.freq = 60
envshake.ampl = -3
[State 2051, PlaySnd]
type = PlaySnd
trigger1 = MoveHit = 1
value = S100,15
Channel = 1
;[State 2051, PlaySnd]
;type = PlaySnd
;trigger1 = MoveGuarded = 1
;value = S300,0
;Channel = 2
[State 2051]
type = MoveHitReset
trigger1 = MoveContact
ignorehitpause = 1
[State 2051]
type = ChangeState
triggerall = time > 2
trigger1 = root,Anim != 4202
trigger2 = root,MoveType = H
value = 4208
[StateDef 4208]
Type = A
Movetype= I
Physics = N
Ctrl = 0
Sprpriority = 5
[State 2003]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 2003]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
[State 2003]
type = varset
trigger1 = time = 0
fvar(10) = 1
ignorehitpause = 1
[State 2003]
type = varset
trigger1 = time > 0
fvar(10) = 0.8 * fvar(10)
ignorehitpause = 1
[State 2003]
type = AngleDraw
trigger1 = time > 0
scale = 2, fvar(10)
ignorehitpause = 1
[State 2003]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 2003]
type = DestroySelf
trigger1 = time >= 34
I hope, someone can solve that problem. Only this hyper, a LVL2 hyper and some missing sprites are left, until I can finally release a beta.
Thanks in advance.