Really quick one, this has come back in blackheartSpoiler, click to toggle visibilty
System.DivideByZeroException: Attempted to divide by zero.
at xnaMugen.Evaluation.Number.op_Modulus(Number lhs, Number rhs)
at xnaMugen.Evaluation.Operations.Modulus.Evaluate(Object state)
at xnaMugen.Evaluation.Operations.Equality.Evaluate(Object state)
at xnaMugen.Evaluation.Triggers.IfElse.Evaluate(Object state)
at xnaMugen.Evaluation.Expression.Evaluate(Object state, Result result)
at xnaMugen.EvaluationHelper.Evaluate(Object state, IExpression expression)
at xnaMugen.EvaluationHelper.AsPoint(Object state, IExpression expression, Point failover)
at (Character character)
at xnaMugen.StateMachine.Controllers.Explod.Run(Character character)
at xnaMugen.StateMachine.StateManager.RunState(State state, Boolean hitpause)
at (Boolean hitpause)
at xnaMugen.StateMachine.StateManager.Run(Boolean hitpause)
at xnaMugen.Combat.Character.UpdateState()
at xnaMugen.Combat.Helper.UpdateState()
at xnaMugen.Combat.EntityCollection.RunEntityUpdates(List`1 entities)
at xnaMugen.Combat.EntityCollection.Update(GameTime time)
at xnaMugen.Combat.FightEngine.Update(GameTime time)
at xnaMugen.Menus.CombatScreen.Update(GameTime gametime)
at xnaMugen.Mugen.Update(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at (Object sender, EventArgs e)
at (Int32 grfidlef)
at (Int32 dwComponentID, Int32 reason, Int32 pvLoopData)
at (Int32 reason, ApplicationContext context)
at (Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at xnaMugen.EntryPoint.Main()
FrantzX Edit: FIXED. I knew I forgot a thing or two rewriting the expression system.
Sprpriority for explods created by superpause should be classed as ontop
FrantzX Edit: FIXED. I did not know that.
Projectiles, back to working right, and the removal fix is good too.
Assertspecial> roundnotover currently not implemented?
FrantzX Edit: FIXED
Sounds will continue on round end into the menu system.
FrantzX Edit: FIXED.
For some odd reason in round 2 all attacks are being classed as knock upwards.
FrantzX Edit: FIXED. The kill flag was not being reset correctly.
Spoiler, click to toggle visibilty
[state 1040]
type = statetypeset
trigger1 = pos Y!= 0
statetype = A
physics = N
Doesn't work.
FrantzX Edit: FIXED. I had a check preventing Physics from being set to None.