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avoid lev.3 super to cancel in another lev.3 super or to cancel into itself (Read 251 times)

Started by M206, September 04, 2018, 02:51:35 pm
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avoid lev.3 super to cancel in another lev.3 super or to cancel into itself
#1  September 04, 2018, 02:51:35 pm
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Hello, i'm going mad, i can't solve this problem.

I have my lev.3 supers that cancel into other lev.3 supers or into themself. how can i avoid that?

here an example:

the lev.3 sfv super is composed by several different parts.. when i try to give full power it cancel into itself and doesn't perform the move.. :( :(

thanks..

Code:
;SFV ULTRA L.3
[Statedef 1999]
type = S
physics = S
movetype = A
anim = 346
poweradd = ifelse(var(20) > 0, -1000, -3000)
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2
juggle = 0

[State 2700, Remove Explods]
type = RemoveExplod
trigger1 = IsHelper
 
[State 2700, Destroy Helpers]
type = DestroySelf
trigger1 = IsHelper

[State 3400, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(10) < 0
time = 1
value = SCA

[State 3400, SuperPause FX]; SF1 VARO HADES
type = Helper
trigger1 = Time = 2;3
helperType = Normal
stateNo = 8570
ID = 8500
name = "Superpause FX"
posType = P1
pos = ceil(30 * const(size.xScale)), ceil(-84 * const(size.yScale))
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3250, SuperPause]
type = SuperPause
trigger1 = Time = 2;3
time = 60
moveTime = 60
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0
poweradd = 0

[State 3400, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3300, TIGER!]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,11
channel = 0

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 50,1

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 50,4

[State 8300, 2]
type = Explod
trigger1 = time = 0
anim = 4600
pos = 0,-90
postype = p1
sprpriority = -1
supermove = 1

[State 8300, 2]
type = Explod
trigger1 = time = 0
anim = 4601
pos = 37,-99
postype = p1
sprpriority = 2
supermove = 1
ontop = 1

[State 105,1]
type = ChangeState
trigger1 = animtime = 0
value = 2000
ctrl = 1

; SFV KNEE
[Statedef 2000]
type = S
physics = S
movetype = A
anim = 348
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1

[State Width, 1];Add Width during the active animation element to the end of the last active element.
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(10) <= 1 ;Ending sprite with the last frame/tick/time of that sprite.
player = 35,0

[State 1310, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10
channel = 0

[State 1310, Tiger Snd]
type = PlaySnd
trigger1 = Animelem = 3
value = 1000, 0
channel = 2

[State 1310, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 3

[State 1310, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1200, Muteki]
type = NotHitBy
trigger1 = animelem = 1
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20

[State 1000, Efeito]
type = Explod
trigger1 = AnimElem = 5
anim = 1053
ID = 1053
pos = -50,8;-40,8
postype = p1
bindTime = 6
scale = .85,.685;0.25,0.25
sprpriority = 7
;ownpal = 1
ignorehitpause = 1
removetime = 9

[State 1310, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1310, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = 6;10.5; 11
y = -3;-7.5

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
x = 20

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 20

[State 1310, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = 10

[State 1310, VelStop]
type = VelSet
trigger1 = AnimElem = 8
x = 1
 
[State 1310, Gravity]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = .41

[State 3160, Sparks]
type = helper
triggerall = movehit = 1 && numtarget
triggerall = (target, movetype = H) && !(target, time)
trigger1 = anim = 348 && animelemtime(5) >= 0 && animelemtime(5) < 7
;trigger2 = anim = 3161 && animelemtime(12) >= 0 && animelemtime(13) < 0
helperType = Normal
stateNo = 8351
ID = 8351
name = "circle explod FX"
postype = p2
;pos = (target, const(size.ground.front) -10), (ifelse(anim = 3161, -75, -64) -floor(p2dist y))
pos = (target, const(size.ground.front) -20), (-80-floor(p2dist y))
ownpal = 1
facing = -1
ignorehitpause = 1
 
[State 242, Hit 2]
type = HitDef
;trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 150 < 7, 7, fvar(11) * 150)), 0
ID = 2000
getpower = ifElse(!var(13), 50, 25)*!var(20)
givepower = 30, 30
pausetime = 18,24;22
guard.pausetime = 18,24;22
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 130), var(36) := -72
hitsound = s2,4
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 24 + 4*var(9) ;24
ground.hittime = 24 + 4*var(9) ;24
guard.hittime = 24 ;24
air.hittime = 120
ground.velocity = -2;-7.5
guard.velocity = -2;-7.5
air.velocity = -5, -5.8
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
KILL = 0
fall.recovertime = 120
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
;p2stateno = 5000
;snap = 0,0

[State 3400, P2 Custom State];special thanks to Mr. Infinite
type = TargetState
trigger1= MoveHit =1 && NumTarget(2000)
trigger1= Target(2000),MoveType=H
ID = 2000
value = 2020
ignorehitpause=1

[State 1310, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 1310, End]
type = ChangeState
trigger1 = pos y > -vel y; && MoveHit =0
;value = IFELSE (MOVEHIT,2001,262)
value = ifelse (winko,262,(ifelse(MOVEHIT!=0,2001,262)))

;knee state
[Statedef 2020]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0

[State 3420, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 2020

[State 3420, HitFallSet]
type = HitFallSet
trigger1 = 1
value = 0

[State 3420, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 3420, HitBy]
type = HitBy
trigger1 = 1
value = S,HA
time = 1
ignorehitpause =1

[State 3420, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; SFV mid kick
[Statedef 2001]
type = S
physics = S
movetype = A
velset = 0,0
ctrl = 0
anim = 237
poweradd = 70 * !var(20)
sprpriority = 2
;facep2 = 1

[State 1512, Voice]
type = playsnd
trigger1 = AnimElem = 3 && Random < 300
value = 0, ifElse(Random<500, 4, 5)
channel = 0

[State 1512, Swing Snd]
type = playsnd
trigger1 = animelem = 4
value = 1,3
channel = 1

[State 1512, 7]
type = posadd
trigger1 = animelem = 1; 19
x = 11; 18

[State 3160, Sparks]
type = helper
triggerall = movehit = 1 && numtarget
triggerall = (target, movetype = H) && !(target, time)
trigger1 = anim = 237 && animelemtime(5) >= 0 && animelemtime(5) < 2
;trigger2 = anim = 3161 && animelemtime(12) >= 0 && animelemtime(13) < 0
helperType = Normal
stateNo = 8351
ID = 8351
name = "circle explod FX"
postype = p2
;pos = (target, const(size.ground.front) -10), (ifelse(anim = 3161, -75, -64) -floor(p2dist y))
pos = (target, const(size.ground.front) -20), (-80-floor(p2dist y))
ownpal = 1
facing = -1
ignorehitpause = 1

[State 1512, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, HA
ID = 2001
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 100 < 7, 7, fvar(11) * 100)), 0
getpower = ifElse(!var(13), 50, 25)*!var(20)
givepower = 30, 30
pausetime = 6,16
guard.pausetime = 6, 16
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 130), var(36) := -86;-72
hitsound = s2,4
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 16 + 3*var(9)
ground.hittime = 16 + 3*var(9)
guard.hittime = 16
air.hittime = 120
ground.velocity = -1.0;-7.5
guard.velocity = -1.0;-7.5
air.velocity = -5, -5.8
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
kill=0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
p2stateno = 5000

[State 1512, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0 ;32
moveType = I

[State 1512, End]
type = ChangeState
trigger1 = ANIMELEMTIME(8) >=2;!AnimTime
value = 2002
ctrl = 1

; SFV mid kick
[Statedef 2002]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 238
poweradd = 70 * !var(20)
sprpriority = 2
;facep2 = 1

[State 1512, Voice]
type = playsnd
trigger1 = AnimElem = 3 && Random < 300
value = 0, ifElse(Random<500, 4, 5)
channel = 0

[State 1512, Swing Snd]
type = playsnd
trigger1 = animelem = 4
value = 1,3
channel = 1

;[State 1512, 7]
;type = posadd
;trigger1 = animelem = 1; 19
;x = 11; 18

[State 3160, Sparks]
type = helper
triggerall = movehit = 1 && numtarget
triggerall = (target, movetype = H) && !(target, time)
trigger1 = anim = 238 && animelemtime(5) >= 0 && animelemtime(5) < 2
;trigger2 = anim = 3161 && animelemtime(12) >= 0 && animelemtime(13) < 0
helperType = Normal
stateNo = 8351
ID = 8351
name = "circle explod FX"
postype = p2
;pos = (target, const(size.ground.front) -10), (ifelse(anim = 3161, -75, -64) -floor(p2dist y))
pos = (target, const(size.ground.front) -20), (-80-floor(p2dist y))
ownpal = 1
facing = -1
ignorehitpause = 1

[State 1512, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 100 < 7, 7, fvar(11) * 100)), 0
ID = 200
getpower = ifElse(!var(13), 50, 25)*!var(20)
givepower = 30, 30
pausetime = 6,18
guard.pausetime = 6, 18
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 130), var(36) := -86;-72
hitsound = s2,4
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 3*var(9)
ground.hittime = 18 + 3*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -1.0;-7.5
guard.velocity = -1.0;-7.5
air.velocity = -5, -5.8
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
kill=0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
p2stateno = 5000

[State 1512, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0 ;32
moveType = I

[State 1512, End]
type = ChangeState
trigger1 = ANIMELEMTIME(8) >=2;!AnimTime
value = 2003
ctrl = 1

; SFV elbow 1
[Statedef 2003]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 20014
poweradd = 70 * !var(20)
sprpriority = 2
;facep2 = 1

[State 1512, Voice]
type = playsnd
trigger1 = AnimElem = 3 && Random < 300
value = 0, ifElse(Random<500, 4, 5)
channel = 0

[State 1512, Swing Snd]
type = playsnd
trigger1 = animelem = 4
value = 1,3
channel = 1

[State 241, 7]
type = posadd
trigger1 = animelem = 1
x = 10; 45

[State 15101, Starting Velocity]
type = Veladd
trigger1 = AnimElem = 1
x = 2.5;0.1

[State 15101, Starting Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = 0;0.1

[State 3160, Sparks]
type = helper
triggerall = movehit = 1 && numtarget
triggerall = (target, movetype = H) && !(target, time)
trigger1 = anim = 20014 && animelemtime(5) >= 0 && animelemtime(5) < 2
;trigger2 = anim = 3161 && animelemtime(12) >= 0 && animelemtime(13) < 0
helperType = Normal
stateNo = 8351
ID = 8351
name = "circle explod FX"
postype = p2
;pos = (target, const(size.ground.front) -10), (ifelse(anim = 3161, -75, -64) -floor(p2dist y))
pos = (target, const(size.ground.front) -20), (-110-floor(p2dist y))
ownpal = 1
facing = -1
ignorehitpause = 1

[State 1512, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5 ; 15 
attr = S, SA
damage = ceil(ifElse(fvar(11) * 100 < 7, 7, fvar(11) * 100)), 0
priority = 4, hit
animtype = medium
getpower = 50 * !var(20), 25 * !var(20)
givepower = 30, 30
guardflag = M
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 6 , 18 ;5,6
guard.pausetime = 6 ,18 ;6,25
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 130), var(36) := -110
air.animtype = Back
fall.animtype = Back
ground.type = HIGH
air.type = HIGH
ground.slidetime = 18 + 2 * var(9)
ground.hittime  = 18 + 2 * var(9)
guard.hittime = 18
ground.velocity = -4.5
guard.velocity = -4.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -3.5,-6.5
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
kill=0
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
p2stateno = 5000

[State 1512, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime (9) >= 0 ;32
moveType = I
 
[State 1512, End]
type = ChangeState
trigger1 = animelem=8;!AnimTime
value = 2004
ctrl = 1

; SFV elbow 2
[Statedef 2004]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 424
poweradd = 70 * !var(20)
sprpriority = 2
;facep2 = 1

[State 3000, StayOnTarget]
type = ScreenBound
trigger1 = anim = 424
value = 1
movecamera = 0,0
IGNOREHITPAUSE = 1

[State 1604, Voice]
type = playsnd
trigger1 = AnimElem = 3 && Random < 300
value = 0, ifElse(Random<500, 4, 5)
channel = 0

[State 1604, Swing Snd]
type = playsnd
trigger1 = animelem = 4
value = 1,3
channel = 1

[State Width, 1];Add Width during the active animation element to the end of the last active element.
type = Width
trigger1 = animelemtime(1) >= 0
trigger1 = animelemtime(9) <= 1 ;Ending sprite with the last frame/tick/time of that sprite.
player = 25,0

;[State 310, 7]
;type = posadd
;trigger1 = animelem = 1
;x = 20

[State 310, 7]
type = posadd
trigger1 = animelem = 2 
x = 5

[State 310, 7]
type = posadd
trigger1 = animelem = 3
x = 5

[State 3160, Sparks]
type = helper
triggerall = movehit = 1 && numtarget
triggerall = (target, movetype = H) && !(target, time)
trigger1 = anim = 424 && animelemtime(4) >= 0 && animelemtime(4) < 2
;trigger2 = anim = 3161 && animelemtime(12) >= 0 && animelemtime(13) < 0
helperType = Normal
stateNo = 8351
ID = 8351
name = "circle explod FX"
postype = p2
;pos = (target, const(size.ground.front) -10), (ifelse(anim = 3161, -75, -64) -floor(p2dist y))
pos = (target, const(size.ground.front) -20), (-95-floor(p2dist y))
ownpal = 1
facing = -1
ignorehitpause = 1

[State 1604, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 3
trigger1 = AnimElem = 4
attr = S, NA
damage = ceil(ifElse(fvar(11) * 100 < 7, 7, fvar(11) * 100)), 0
guardflag = M
hitflag = MAF
ID = 2004
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 6, 24;6,18
guard.pausetime = 6, 24;6,18
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
;sparkXY = -10 + 0 * (var(35) := 120), var(36) := -86
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-95;-79
hitsound = S2, 0
guardsound = s130, 0
animType = Light
air.animtype = DiagUp
fall.animtype = DiagUp
ground.type = high
air.type = Low
ground.slidetime = 24 + 3*var(9);18
ground.hittime = 24 + 3*var(9);18
guard.hittime = 24 ;18
ground.velocity = -.1, -13.5;-13.7
air.velocity = -.1, -0.1
guard.velocity = -4.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
fall = 1
fall.recover = 0
kill=0
forcestand = 0
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 16
envshake.ampl = 8
envShake.freq = 120
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
p2stateno = 5000

[State 3400, P2 Custom State];special thanks to Mr. Infinite
type = TargetState
trigger1= MoveHit =1 && NumTarget(2004)
trigger1= (Target(2004),StateNo=5000) || (Target(2004),StateNo=5010) || (Target(2004),StateNo=5020)
ID = 2004
value = 2025
ignorehitpause=1

;[State 3401, TargetState];causes foe to flip through the air
;type = TargetState
;trigger1= MoveHit=1; && NumTarget(2004)
;trigger1= (Target(2004),StateNo=5000) || (Target(2004),StateNo=5010) || (Target(2004),StateNo=5020)
;value= 2025
;ID= 2004
;ignorehitpause= 1

[State 1512, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime (9) >= 0 ;32
moveType = I
 
[State 1512, End]
type = ChangeState
trigger1 = animelem=8;!AnimTime
value = 2005
ctrl = 1

;[State 1604, StateTypeSet: Idle]
;type = StateTypeSet
;trigger1 = AnimElemTime(8) >= 0 ;9
;moveType = I

;[State 1604, End]
;type = ChangeState
;trigger1 = !AnimTime
;value = 2005
;ctrl = 1

;uppercut state
[Statedef 2025]
type=A
movetype=H
physics=N
velset=0,0
anim=5051

[State 1111151, PosAdd]
type=posadd
trigger1= !time
y=const(size.mid.pos.y)

[State 1111151, Target Anim: Falling]
type=changeanim2
trigger1= !time
value=1111153

[State 1111151, Velocity]
type=hitvelset
trigger1= !time
x=1
y=1

[State 1111151, HitBy]
type = HitBy
trigger1 =1
value = SCA,HA
time = 1
ignorehitpause =1

[State 1111151, Gravity]
type=veladd
trigger1= 1
y= 0.3;0.37; gethitvar(yaccel)
;y= gethitvar(yaccel)

[State 1111151, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1

[State 1111151, End]
type=selfstate
trigger1= pos y>=0 && vel y>0;vel y>0 && pos y>=-5
value=5100

; SFV CHARGE
[Statedef 2005];7799]
type    = S
movetype= A
physics = S
anim = 1597
juggle = 8
poweradd= 0
ctrl = 0
poweradd = 0
velset = 0,0
sprpriority = 2
movehitpersist = 1
hitcountpersist = 1

[State 3000, StayOnTarget]
type = ScreenBound
trigger1 = anim = 1597
value = 1
movecamera = 0,0
IGNOREHITPAUSE = 1

[State 3020, lv1indicator]
type = explod
;trigger1 = (anim = 3020 && animelemtime(4) >= 0) ||
;trigger1 = var(35) >= 20
trigger1 = AnimElem =8
anim = 30273
;ID = 3030
sprpriority = 4
postype = p1
pos = -10,-42
scale = 0.5, 0.5
ownpal = 1
persistent = 0

[State 3020, lv1indicator]
type = explod
trigger1 = AnimElem =8
anim = 2097
ID = 3030
sprpriority = 4
postype = p1
pos = -30, -54
scale = 0.325, 0.325
ownpal = 1
persistent = 0

[State 3020, lv1indicator]
type = explod
trigger1 = AnimElem =9
anim = 2096
ID = 3030
sprpriority = 4
postype = p1
pos = -35, -59
scale = 0.325, 0.325
ownpal = 1
persistent = 0

[State 3020, lv1indicator]
type = explod
trigger1 = AnimElem =10
anim = 2097
ID = 3030
sprpriority = 4
postype = p1
pos = -40, -64
scale = 0.325, 0.325
ownpal = 1
persistent = 0

[State 2700, Remove Explods]
type = RemoveExplod
trigger1 = IsHelper

[State 3501, Safety]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 3501, More Safety]
type = NotHitBy
trigger1 = 1
value = SCA

[State 310, 7]
type = posadd
trigger1 = animelem = 1
x = 5

[State 310, 7]
type = posadd
trigger1 = animelem = 2
x = 10;20

[State 310, 7]
type = posadd
trigger1 = animelem = 3
x = 5

[State 310, 7]
type = posadd
trigger1 = animelem = 4
x = 5;10

[State 3501, Target Facing]
type = TargetFacing
trigger1 = Time <= 1
value = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 50,1

[State 3100, 1]
type = PlaySnd
trigger1 = Time = 0
value = 100,1

[State 2000, 1]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 5
 
[State 3110, Super Pause FX]
type = helper
trigger1 = animelem = 110;5
helpertype = normal
stateno = 8520
ID = 8500
name = "Super Charge"
postype = p1
pos = 32,-104
ownpal = 1
persistent = 0
supermovetime = 251

[State 3100, 1]
type = superPause
trigger1 = AnimElem = 110;5
anim = -1;s4400
pos = 37,-99
time = 43;18;28
movetime = 0
darken = 0

[State 2000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006
ctrl = 1

; SFV T.UPPERCUT
[Statedef 2006]
type = S 
movetype = A   
physics = S   
anim = 1186
ctrl = 0
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -250)
sprpriority = 2
facep2 = 1

[State 750, Zero Counter FX Helper]
type = Helper
trigger1 = animelem=5;movehit=1
helperType = Normal
stateNo = 8351
ID = 8351
name = "circle explod FX"
posType = P1
pos = 60 + 0 * (var(35) := 61), var(36) := -130
;pos = 40 + 0 * (var(35) := 41), var(36) := -77
;superMoveTime = 255
ownPal = 1

[State 0, Explod]
type = Explod
trigger1 = !NumHelper(8151)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
anim = 2195;2194
;ID = 2194
pos = 75,15;75,15;30,45
postype = p1
bindtime = 1;16
removetime = -2
scale = .7,.7;.35,.55
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = animelem=7 && !numhelper(8151)
;trigger1 = !NumHelper(8151)
;trigger1 = MoveHit = 1 && NumTarget
;trigger1 = !(Target, HitShakeOver)
;trigger1 = var(40) := (Target, ID)
anim = 2195;2194
pos = 95,15;75,15;30,45
postype = p1
bindtime = 1;16
removetime = -2
scale = .7,.7;.35,.55
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1
trans = sub

[State 3350, Flame Particles]
type = Helper
;trigger1 = 1;AnimElemTime(46) >= 0
trigger1 = !NumHelper(8151)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(40) := (Target, ID)
helperType = Normal
stateNo = 8151
ID = 8151
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3050, Shoryureppa Flames Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 3005
ID = 3005
sprPriority = 3
bindTime = 5
posType = P1
pos = -10,-55
scale = 0.65,0.65
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 3050, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElem = 2;3
ID = 3005
pos = 30,-35;-49;19,-49
posType = P1
bindTime = 3
ignoreHitPause = 1

[State 3050, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElem = 3;4
ID = 3005
pos = 55,-45;36,-82
posType = P1
bindTime = 3
ignoreHitPause = 1

[State 3050, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElem = 4
ID = 3005
pos = 45,-85
posType = P1
bindTime = 9;20
ignoreHitPause = 1

[State 3050, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElem = 5
ID = 3005
pos = 5,-163
posType = P1
bindTime = 9;20
ignoreHitPause = 1

[State 600,***]
type = Explod
trigger1 = time = 0
anim = 30050
id =30050
pos = -150,-180;0,0
postype = p1; left
sprpriority = 5
supermove = 1
scale = 0.8, 0.8
supermovetime = 44
pausemovetime = 44
ownpal = 1
bindtime = -1

[State 1030, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 0,-45;16, -89
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1200, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,9
channel = 0
 
[State 1200, Tiger Snd]
type = PlaySnd
trigger1 = Animelem = 4
value = 1000, 0
channel = 2

[State 1200, Jump Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 40,0
channel = 3

[State 1200, StateTypeSet: Air, No Phys]
type = StateTypeSet
trigger1 = AnimElem = 6
stateType = A
physics = N

[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20

[State 1200, Dust Helper]
type = Helper
trigger1 = AnimElem = 6
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1200, Muteki]
type = Nothitby
trigger1 = AnimElemTime(5) < 0
time = 1
value = SCA

[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
x = 0;5;25

[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = 20

[State 1200, Rising Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 5
y = -11;-9

[State 1200, Friction]
type = VelMul
trigger1 = 1
x = 0.825

[State 1200, VelStop]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 1200, Gravity]
type = VelAdd
trigger1 = AnimElemTime(6) > 0 ;4
y = 0.37;0.6

[State 1200, Rising Velocity]
type = VelSet
trigger1 = AnimElemTime(7) > 0
x = 1

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 7
 
[State 1200, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
x = -25;25

[State 1200, Hit]
type = HitDef
;trigger1 = !var(16) && var(15) < 2
trigger1 = !MoveContact
trigger1 = AnimElem = 6 
attr = S, HA
damage = ceil(ifElse(fvar(11) * 200 < 7, 7, fvar(11) * 200)), 10 ; 250 250
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = M
hitflag = MAF 
hitsound = S2,2
guardsound = S130,0
pausetime = 34,38
guard.pausetime = 34,38
sparkNo = -1 + 0 * (var(33) := 8014)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -120
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 28
ground.hittime  = 28
guard.hittime = 28
ground.velocity = -1,-20;-2.8, -10.5;-1.8,-9.5
air.velocity = -1,-20;-2.8,-10.5;-1.8,-9.5
guard.velocity = -8
;airguard.velocity = -6, -4
;airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 18
envshake.ampl = 6
envShake.freq = 120
snap = 0,0
;p2stateno = 5000


[State 3402, electricity]
type = helper
;trigger1 = MOVEHIT&& !numhelper(7181);animelem=5 && !numhelper(7181)
trigger1 = animelem=7 && !numhelper(7181)
helpertype = normal
stateno = 7181
ID = 7181
name = "electricity"
postype = p2
ownpal = 1
facing = -1
ignorehitpause = 1

[State 1025, p2fx]
type=helper
;trigger1 = MOVEHIT&& !numhelper(7300);animelem=5 && !numhelper(7181)
trigger1 = animelem=7 && !numhelper(7181)
helpertype = normal
stateno=7300
ID=7300
name="p2fx"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1000, State]
type = TargetState
trigger1 = movehit;animelem=7
value = 2030
IgnoreHitPause = 1
Persistent = 0

[State 1200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 1200, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 3532;3913;1201
;

Code:
; SFV L3
[State -1, SFV L3 ]
type = ChangeState
value = 1999
triggerall = var(59) = 1
triggerall = life<= 333 && random < 999 && p2dist x <= 200
triggerall = roundstate != 1 && roundState = 2 && alive && statetype != A
triggerall = p2statetype != L && p2statetype != A && (p2stateno != [150,151]) && p2dist x <= 300
triggerall = prevstateno != 3000 && prevstateno != 3100 && prevstateno != 1000 && prevstateno != 1100
triggerall = prevstateno != 3050 && prevstateno != 3150 && prevstateno != 1030 && prevstateno != 1130
triggerall = prevstateno != (1999,2006)
triggerall = prevstateno != (2200,2208)
triggerall = prevstateno != (2700,2725)
triggerall = prevstateno != (3400,3420)
triggerall = prevstateno != (3500,3520)
triggerall = prevstateno != (3600,3623)
triggerall = prevstateno != (3700,3721)
triggerall = prevstateno != (3800,3870)
triggerall = prevstateno != (3900,3911)
triggerall = stateno != (1999,2006)
triggerall = stateno != (2200,2208)
triggerall = stateno != (2700,2725)
triggerall = stateno != (3400,3420)
triggerall = stateno != (3500,3520)
triggerall = stateno != (3600,3623)
triggerall = stateno != (3700,3721)
triggerall = stateno != (3800,3870)
triggerall = stateno != (3900,3911)
triggerall = anim != 346 && anim != 169 && anim != 2099 && anim != 3401 && anim != 179
triggerall = anim != 883 && anim != 3700 && anim != 31500
triggerall = anim != 3000 && anim != 3100 && anim != 1000 && anim != 1100
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 0)
triggerall = (p2stateno != [5020,5050]) || (p2stateno != [5080,5210])
;triggerall = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger1 = ctrl || (StateNo = [100,101]); || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (p2stateno = [5000,5001]) || (p2stateno = [5010,5011])
trigger3 = (p2stateno = [120,140])
trigger4 = var(5) || var(6) || var(7) || var(8)

thanks.
Re: avoid lev.3 super to cancel in another lev.3 super or to cancel into itself
#2  September 04, 2018, 03:06:50 pm
  • avatar
  • ***
ok, it seems that maybe i've solved.. i've included both stateno and prevstateno and it seems to work.. :/ :/