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Helper performs "Ryoku Ranbu" and disappear (Read 323 times)

Started by shadowhand23, December 10, 2017, 08:42:22 pm
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Helper performs "Ryoku Ranbu" and disappear
#1  December 10, 2017, 08:42:22 pm
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 I am creating a move where my characters performs random attacks, and then summon a helper which also does random attacks on the opposite side of the opponent. The helper performs a series of random attacks and then disappear after they are finished (very similar to Cable's Time Flip). The Issue I am having is that when the helper is performing the random attacks, it just keeps on attacking and spawning more helpers even though I have the destroyself trigger in the helpers state. Can someone help me with this issue? Here is the code below:

;-------------------------------------------------------------
; Death Dance                                                  <-----------------STATE THAT HELPER IS CREATED IN
;-------------------------------------------------------------
[Statedef 641506]
type = S
physics = S
movetype = A
anim = 92302813
velset = 0
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 3
x = -12
y = 0

[State 3050, 0]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 80


[State 0, No Bars and FG]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

;-------------------------------------------------------------START OF ASS KICKIN BLITZ BELOW

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 100) && (HitCount = 0) && (Random <= 999 / 6)
value = 4585


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 100) && (HitCount = 0) && (Random <= 999 / 6)
value = 200 ;Weak Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 100) && (HitCount = 0) && (Random <= 999 / 6)
value = 300 ;Weak Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166)
value = 215 ;Medium Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 2)
value = 230 ;Strong Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 2)
value = 235 ;Strong Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 3)
value = 400 ;Weak Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 4)
value = 240 ;Medium Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 5)
value = 245 ;Strong Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 6)
value = 250 ;Strong Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 7)
value = 251

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 160) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 8)
value = 410


;--------------------------------------------------------------------------------------------------- ASS KICKIN BLITZ ANIMATIONS BELOW

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6)
value = 200 ;Weak Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 1) && (HitCount < 28) &&(Random <= 999 / 6)
value = 300 ;Weak Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166)
value = 215 ;Medium Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 2)
value = 230 ;Strong Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 2)
value = 235 ;Strong Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 3)
value = 400 ;Weak Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 4)
value = 240 ;Medium Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 5)
value = 245 ;Strong Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 6)
value = 250 ;Strong Kick


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 7)
value = 251


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 8)
value = 410


[State 2000, VarSet]
type = VarSet
trigger1 = Time <= 0
var(0) = 0
 
[State 2000, VarSet]
type = VarSet
trigger1 = MoveHit
ignorehitpause = 1
var(0) = 1
 
[State 2000, Flash]
type = EnvColor
trigger1 = MoveHit
value = 240,240,240
ignorehitpause = 1
time = 2

[State 2000, Reset]
type = MoveHitReset
trigger1 = MoveHit
ignorehitpause = 1



[State 4580, HITDEF]
type = HitDef
trigger1 = Animelem = 2
attr = S, SA
hitflag = MAFDP
animtype = Hard
damage = 5,10
guardflag = MA
pausetime = 1,76
sparkno = s7002 ;s92302575
guard.sparkno = S7012
sparkxy = -20,-50
hitsound = S225,1 ;S1000,1
guardsound = S120,0
ground.type = Light ;High
air.type = High
ground.velocity = -3,0
air.velocity = -3,0  ;x = -2.5  y = -10
airguard.velocity = -2,0
ground.slidetime = 6
ground.hittime = 12
guard.velocity = -3
guard.pausetime = 11,13
guard.slidetime = 22
guard.hittime = 44
guard.ctrltime = 44
getpower = 0,0
givepower = 21,21
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
fall.recover = 0
air.recover = 0
kill = 0
palfx.time = 20
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 12
envshake.freq = 90
envshake.ampl = -1
envshake.phase = -2
yaccel = .49
mindist = 60,-0           
maxdist = 60,-0



[State 4580, HITDEF]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
hitflag = MAFDP
animtype = Hard
damage = 5,10
guardflag = MA
pausetime = 1,76
sparkno = s7002 ;s92302575
guard.sparkno = S7012
sparkxy = -20,-50
hitsound = S225,1 ;S1000,1
guardsound = S120,0
ground.type = Light ;High
air.type = High
ground.velocity = -3,0
air.velocity = -3,0  ;x = -2.5  y = -10
airguard.velocity = -2,0
ground.slidetime = 6
ground.hittime = 12
guard.velocity = -3
guard.pausetime = 11,13
guard.slidetime = 22
guard.hittime = 44
guard.ctrltime = 44
getpower = 0,0
givepower = 21,21
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
fall.recover = 0
air.recover = 0
kill = 0
p2stateno = 5300
envshake.time = 12
envshake.freq = 90
envshake.ampl = -1
envshake.phase = -2
yaccel = .49
mindist = 60,-0           
maxdist = 60,-0



[State 0, Explod Flame Cylinder]
type = Explod
trigger1 = Animelem = 12
anim = 92302529
ID = 92302529
pos = 0,0  ;-2,-126
postype = p2 ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = -2  ;240
pausemovetime = 999
scale = 0.7,0.9
sprpriority = 1
ontop = 1
ownpal = 1
persistent = 0
ignorehitpause = 1
removeongethit = 1


[State 2343,RemoveExplod Hand Flame]
type = RemoveExplod
trigger1 = Animtime = 0 && !NumExplod(92302529) = 0
ID = 92302529



[State 2020, Hit]
type = HitDef
trigger1 = Animelem = 12
attr = S, SA
hitflag = MAF
animtype = medium
damage = 10,10
guardflag = HA
pausetime = 8,35 ;22
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-65
hitsound = S67,129 ;225,1
guardsound = S200,3
ground.type = high ;low
ground.velocity = -1,0
air.velocity = -1,0
air.type = low ;trip
air.fall = 0
ground.slidetime = 9
ground.hittime = 26
recover = 0
down.bounce = 2
guard.velocity = -9
airguard.velocity = -4,-2
ground.cornerpush.veloff = -0
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10
getpower = 54,54
givepower = 21,21
guard.pausetime = 11,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
fall.yvelocity = -3.4
fall = 0
palfx.time = 760
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 5300
;p1stateno = 641507
fall.recover = 0
envshake.freq = 178
envshake.time = 30
ampl = 6
yaccel = .6



[State VarA, 1]
type = VarAdd
trigger1 = animelemtime(4) = 1
var(28) = 1


[State 0, Astral Projection (Helper)]  <----------------------------------------HELPER CREATED
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Astral Projection"
ID = 3336+var(28)
stateno = 1236
pos = 128,0 ;130,0
postype = p1    ;p2,front,back,left,right
facing = -1 ;1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999

[State 313, 2]
type = changestate
trigger1 = animtime = 0
value = 641507
ctrl= 1

;----------------------------------------------------------------
;Astral Projection (Helper                       ;<--------------------------- HELPER'S STATE
;-------------------------------------------------------------
[Statedef 1236]
type = S
physics = S
movetype = A
facing = -1
anim = 92302818
velset = 0
ctrl = 0

[State 3050, 0]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 80


[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha ;none, add, addalpha, add1, sub
alpha = 256,256

[State 0, No Bars and FG]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg

;[State 0, PalFX]
;type = PalFX
;trigger1 = Animelem = 1
;time = 150
;add = 240,50,0
;mul = 250,224,120
;sinadd = 110,55,85,10
;color = 0
;invertall = 1




;--------------------------------------------------------------------------------- START OF HELPER'S ASS KICKIN BLITZ



[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 100) && (HitCount = 0) && (Random <= 999 / 6)
value = 200 ;Weak Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 100) && (HitCount = 0) && (Random <= 999 / 6)
value = 300 ;Weak Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166)
value = 215 ;Medium Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 2)
value = 230 ;Strong Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 2)
value = 235 ;Strong Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 3)
value = 400 ;Weak Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 4)
value = 240 ;Medium Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 5)
value = 245 ;Strong Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 6)
value = 250 ;Strong Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 7)
value = 251

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (HitCount = 0) && (Random <= 999 / 6 + 166 * 8)
value = 410


;--------------------------------------------------------------------------------------------- HELPER'S ASS KICKIN ANIMATIONS


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6)
value = 200 ;Weak Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 1) && (HitCount < 28) &&(Random <= 999 / 6)
value = 300 ;Weak Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166)
value = 215 ;Medium Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 2)
value = 230 ;Strong Punch


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 2)
value = 235 ;Strong Punch

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 3)
value = 400 ;Weak Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 4)
value = 240 ;Medium Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 5)
value = 245 ;Strong Kick

[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 6)
value = 250 ;Strong Kick


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 7)
value = 251


[State 9000: ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (HitCount > 0) && (HitCount < 28) &&(Random <= 999 / 6 + 166 * 8)
value = 410

[State 4580, HITDEF]
type = HitDef
trigger1 = Animelem = 2
attr = S, SA
hitflag = MAFDP
animtype = Hard
damage = 5,10
guardflag = MA
pausetime = 1,76
sparkno = s7002 ;s92302575
guard.sparkno = S7012
sparkxy = -20,-50
hitsound = S225,1 ;S1000,1
guardsound = S120,0
ground.type = Light ;High
air.type = High
ground.velocity = -3,0
air.velocity = -3,0  ;x = -2.5  y = -10
airguard.velocity = -2,0
ground.slidetime = 6
ground.hittime = 12
guard.velocity = -3
guard.pausetime = 11,13
guard.slidetime = 22
guard.hittime = 44
guard.ctrltime = 44
getpower = 0,0
givepower = 21,21
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
fall.recover = 0
air.recover = 0
kill = 0
envshake.time = 12
envshake.freq = 90
envshake.ampl = -1
envshake.phase = -2
yaccel = .49
mindist = 60,-0           
maxdist = 60,-0



[State 4580, HITDEF]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
hitflag = MAFDP
animtype = Hard
damage = 5,10
guardflag = MA
pausetime = 1,76
sparkno = s7002 ;s92302575
guard.sparkno = S7012
sparkxy = -20,-50
hitsound = S225,1 ;S1000,1
guardsound = S120,0
ground.type = Light ;High
air.type = High
ground.velocity = -3,0
air.velocity = -3,0  ;x = -2.5  y = -10
airguard.velocity = -2,0
ground.slidetime = 6
ground.hittime = 12
guard.velocity = -3
guard.pausetime = 11,13
guard.slidetime = 22
guard.hittime = 44
guard.ctrltime = 44
getpower = 0,0
givepower = 21,21
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -10
fall.recover = 0
air.recover = 0
kill = 0
p2stateno = 5300
envshake.time = 12
envshake.freq = 90
envshake.ampl = -1
envshake.phase = -2
yaccel = .49
mindist = 60,-0           
maxdist = 60,-0


[State 2020, Hit]
type = HitDef
trigger1 = Animelem = 12
attr = S, SA
hitflag = MAF
animtype = medium
damage = 10,10
guardflag = HA
pausetime = 8,35 ;22
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-65
hitsound = S67,129 ;225,1
guardsound = S200,3
ground.type = high ;low
ground.velocity = -1,0
air.velocity = -1,0
air.type = low ;trip
air.fall = 0
ground.slidetime = 9
ground.hittime = 26
recover = 0
down.bounce = 2
guard.velocity = -9
airguard.velocity = -4,-2
ground.cornerpush.veloff = -0
air.cornerpush.veloff = -0
guard.cornerpush.veloff = -10
getpower = 54,54
givepower = 21,21
guard.pausetime = 11,11
guard.slidetime = 18
guard.hittime = 36
guard.ctrltime = 36
fall.yvelocity = -3.4
fall = 0
palfx.time = 760
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall.recover = 0
envshake.freq = 178
envshake.time = 30
ampl = 6
yaccel = .6

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
Re: Helper performs "Ryoku Ranbu" and disappear
#2  December 10, 2017, 11:40:30 pm
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    • www.yahoo.com
..............Anyone?

ink

Re: Helper performs "Ryoku Ranbu" and disappear
#3  December 11, 2017, 05:47:27 pm
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  • inktrebuchet
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I don't see anything wrong with this code but sounds like your helper is not being destroyed at the end. Have you tried adding ignorehitpause = 1 to the destroyself?

My only other suggestion would be to mess with the destroyself trigger to see if if you can get it to work at all. maybe something like animtime < 3.
Re: Helper performs "Ryoku Ranbu" and disappear
New #4  December 11, 2017, 09:35:16 pm
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    • www.yahoo.com
Ok That seems to have worked. I got the clones to disappear when I want them, but now I have another issue. Half way through the clones attacking the opponent, they disappear and reappear randomly. This seems to happen right in the middle of the clones attacking. They hit the opponent, disappear for about 2 seconds, then reappear attacking again.  I want them to stay out the entire time, my character is attacking, very similar to Darkstalker's Morgan super where she creates an illusion that attacks as the same time that she does. Any suggestions on what could be happening?

EDITED:

OK I figure it out, apparently I was hitting the limit of how many helpers I'm allowed to have out. After a certain amount  of helpers, they just stop attacking or appearing. I guess I can use a Var to try to force only a certain amount of helpers out at a time.
Last Edit: December 13, 2017, 02:28:07 am by shadowhand23