I tried to make a character with grooves, just for fun.
However, there is a problem:
[State -1, Standing Parry]
type = hitoverride
triggerall = var(99) = 0 || var(99) = 2
trigger1 = !AIlevel
trigger1 = roundstate = 2 && (statetype = S || stateno = 5120)
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || (stateno = [700, 701]) || stateno = 5120
trigger1 = var(21) := 1
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8
[State -1, Crouching Parry]
type = hitoverride
triggerall = var(99) = 0 || var(99) = 2
trigger1 = !AIlevel
trigger1 = roundstate = 2 && statetype != A
trigger1 = command = "down" && command != "fwd" && command != "back" && command != "up"
trigger1 = ctrl || (stateno = [700, 701]) || stateno = 5120
trigger1 = var(21) := 2
attr = C, AA, AP
stateno = 701
slot = 0
time = 8
[State -1, Air Parry]
type = hitoverride
triggerall = var(99) = 0 || var(99) = 2
trigger1 = !AIlevel
trigger1 = roundstate = 2 && statetype = A
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || stateno = 702
trigger1 = var(21) := 3
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 7
[State -1, Standing Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
triggerall = var(99) = 0 || var(99) = 2
trigger1 = (Ctrl || StateNo=21)
trigger1 = Random < (IfElse(P2bodydist x > 90,280+(Lifemax-Life)/2, 90+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger1 = var(21) := 1
trigger2 = StateNo = [700, 701]
trigger2 = Random < (450+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0)
trigger2 = var(21) := 1
trigger3 = (Ctrl || StateNo=21) && (Enemynear,NumProj || Enemynear,NumHelper)
trigger3 = random < (380+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0)
trigger3 = var(21) := 1
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8
[State -1, Crouching Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
triggerall = var(99) = 0 || var(99) = 2
trigger1 = (Ctrl || StateNo=21)
trigger1 = Random < (IfElse(P2Statetype=C,260+(Lifemax-Life)/2, 100+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger1 = var(21) := 1
trigger2 = StateNo = [700, 701]
trigger2 = Random < (450+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0)
trigger2 = var(21) := 2
trigger3 = time < 5 || StateNo=21
trigger3 = var(21) := 1
attr = C, AA, AP
stateno = 701
slot = 1
time = 8
[State -1, Air Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype = A
triggerall = var(99) = 0 || var(99) = 2
trigger1 = ctrl && random < (10+(Lifemax-Life)/10 * (AIlevel ** 2 / 64.0))
trigger1 = var(21) := 1
trigger2 = stateno = 702
trigger2 = random < ((250+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger2 = var(21) := 1
trigger3 = Ctrl && (Enemynear,NumProj || Enemynear,NumHelper)
trigger3 = random < ((10+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger3 = var(21) := 3
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 6
As you can see, Parry only should work on var(99)=0 (Capcom) and var(99)=2 (EX).
However, my char even parries on var(99)=1 (Arc System Works), which should NOT happen.
I even tried the alternate version:
[State -1, Standing Parry]
type = hitoverride
triggerall = var(99) := 0 || var(99) := 2
trigger1 = !AIlevel
trigger1 = roundstate = 2 && (statetype = S || stateno = 5120)
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || (stateno = [700, 701]) || stateno = 5120
trigger1 = var(21) := 1
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8
[State -1, Crouching Parry]
type = hitoverride
triggerall = var(99) := 0 || var(99) := 2
trigger1 = !AIlevel
trigger1 = roundstate = 2 && statetype != A
trigger1 = command = "down" && command != "fwd" && command != "back" && command != "up"
trigger1 = ctrl || (stateno = [700, 701]) || stateno = 5120
trigger1 = var(21) := 2
attr = C, AA, AP
stateno = 701
slot = 0
time = 8
[State -1, Air Parry]
type = hitoverride
triggerall = var(99) := 0 || var(99) := 2
trigger1 = !AIlevel
trigger1 = roundstate = 2 && statetype = A
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || stateno = 702
trigger1 = var(21) := 3
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 7
[State -1, Standing Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
triggerall = var(99) := 0 || var(99) := 2
trigger1 = (Ctrl || StateNo=21)
trigger1 = Random < (IfElse(P2bodydist x > 90,280+(Lifemax-Life)/2, 90+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger1 = var(21) := 1
trigger2 = StateNo = [700, 701]
trigger2 = Random < (450+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0)
trigger2 = var(21) := 1
trigger3 = (Ctrl || StateNo=21) && (Enemynear,NumProj || Enemynear,NumHelper)
trigger3 = random < (380+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0)
trigger3 = var(21) := 1
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8
[State -1, Crouching Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype != A
triggerall = var(99) := 0 || var(99) := 2
trigger1 = (Ctrl || StateNo=21)
trigger1 = Random < (IfElse(P2Statetype=C,260+(Lifemax-Life)/2, 100+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger1 = var(21) := 1
trigger2 = StateNo = [700, 701]
trigger2 = Random < (450+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0)
trigger2 = var(21) := 2
trigger3 = time < 5 || StateNo=21
trigger3 = var(21) := 1
attr = C, AA, AP
stateno = 701
slot = 1
time = 8
[State -1, Air Parry]
type = hitoverride
triggerall = AIlevel && numenemy
triggerall = roundstate = 2 && statetype = A
triggerall = var(99) := 0 || var(99) := 2
trigger1 = ctrl && random < (10+(Lifemax-Life)/10 * (AIlevel ** 2 / 64.0))
trigger1 = var(21) := 1
trigger2 = stateno = 702
trigger2 = random < ((250+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger2 = var(21) := 1
trigger3 = Ctrl && (Enemynear,NumProj || Enemynear,NumHelper)
trigger3 = random < ((10+(Lifemax-Life)/2) * (AIlevel ** 2 / 64.0))
trigger3 = var(21) := 3
attr = SA, AA, AP
stateno = 702
forceair = 1
slot = 0
time = 6
But I still get the same results. I also placed them on different triggers, but still the same results. What do I do wrong?