The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: Shadow_Harlequin on November 12, 2019, 08:03:30 am

Title: Blob rivals disappear during battle
Post by: Shadow_Harlequin on November 12, 2019, 08:03:30 am
Hello, I'm a newbie. The character's rival Blob periodically disappears during an autoboy. Perhaps during an attempt to "swallow". Here's a video




Code:
;-----------------------------------------------Arresso 2 (comer)
;---------------------------------------inicio
[Statedef 1901]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
poweradd = 20
anim = 1901
ctrl = 0

[State 1901, pega] ;Perto do oponente
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
animtype  = low
damage    = 20
pausetime = 0,3
sparkxy = 0, 260
ground.type = low
p1stateno = 801
p2stateno = 902
ground.slidetime = 2
ground.hittime  = 20
ground.velocity = -1

[State 1901, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------Pegando
[Statedef 801]
type    = S
movetype= A
physics = S
anim = 8011
sprpriority = -1
poweradd = 75

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 1, >=0
trigger1 = animelem = 2, < 0
pos = 10, -0
time = 1

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 3, >=0
trigger1 = animelem = 4, < 0
pos = 10, -0;-60
time = 1

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 5, >=0
trigger1 = animelem = 6, < 0
pos = 13,-80
time = 1

[State 801, Bind]
type = TargetBind
trigger1 = animelem = 7
pos = 2, 0
time = 1

[State 801, liftoff]
type = sprpriority
Trigger1 = animelem = 7
value = 2

;aciona o state invisivel para p2
[State 801, invisp2]
type = TargetState
Trigger1 = animelem = 7
value = 9011
ctrl = 0

[State 801, mast]
type = ChangeState
trigger1 = animelem = 8
value = 803

;-----------------------------------------------------mastigando
[Statedef 803]
type    = A
movetype= A ;Get hit
physics = N
anim = 803
ctrl = 0

[state 1, varclay]
type = varset
triggerall = var(2) >=1
trigger1 = time = 0
v = 30
value = 1

;dentro da barriga
[State 803, som]
type = playsnd
trigger1 = time = 0
value = 0,8

[State 803, 1]
type = screenbound
Trigger1 = 1
value = 0

;se o adversбrio for atingido volta ao normal
[State 803, normal]
type = ChangeState
Trigger1 = P2MoveType = H
value = 0
ctrl=1

[State 803, cuspe]
type = ChangeState
Trigger1 = animelem = 13
value = 805

;--------------------------------------segundo player sendo engolido
[Statedef 902]
type    = A
movetype= H
physics = N
ctrl = 0

;animaзгo do p2 sendo engolido
[State 902, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 804

;nгo movimentar tela
[State  902,ntela]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 902, n2tela]
type = screenbound
Trigger1 = 1
value = 0

;----------------------------------------p2 imovel,invisivel e cria uma caixa de colisгo
[Statedef 9011]
type    = S
movetype= I;H
physics = S;N
juggle  = 1
velset = 0,0
ctrl = 0

[State  9011,ntela]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 9011, 1]
type = Changeanim2
trigger1 = time = 0
value = 9011

;------------------------------------------final do arremesso usando um hit, para fazer p2 voltar ao normal
[Statedef 805]
type    = A
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450
sprpriority = 2

[State 805, 2]
type = PlaySnd
trigger1 = Time = 2
value = 3,8

[State 805, 3]
type = HitDef
triggerall =var(57)=0
trigger1 = Time = 0
attr = S, NT
damage    = 102
hitflag = MAFD
guardflag = L
pausetime = 0,3
sparkno = -1
sparkxy = 0,0
;;hitsound   = 5,2
;guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 805, 3]
type = HitDef
triggerall =var(57)=1
trigger1 = Time = 0
attr = S, NT
damage    = 85
hitflag = MAFD
guardflag = L
pausetime = 0,3
sparkno = -1
sparkxy = 0,0
;;hitsound   = 5,2
;guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-10
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1
kill = 0

[State 805, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

I also use such code in the cmd file ...

[State -1, AI Hyper Tatsumaki]
type = changestate
triggerall = (roundstate = 2) && Power >=1
triggerall = (statetype != A) && (p2statetype != L)
trigger1 = (Ctrl) && (random = [0,160])
trigger2 = ((Stateno = 640) || (Stateno = 650)) && MoveHit
trigger3 = (Stateno = 1300) && (AnimElem = 11) && MoveHit
value = 1901

With statetype = S it periodically rises into the air. Stateno also tried to change



Title: Re: Blob rivals disappear during battle
Post by: Cyanide on November 12, 2019, 10:30:46 am
So it woulx have been nice to tell us when the fault occurs in the vid...

Couple of questions. Can you replicate this manually. As in with you as blob can you do it yourself. Does it only happen to mr frosty or does blob cause the error with everyone. Is the state you posted also the one causing the issue? I can see its a rather poorly coded throw. But nothing says "send your opponent out the bottom of the screen".

If you can replicate it. Find out what conditions cause it and tell us.
If its only mr frosty it might not be a blob thing. Could be shit AI.
If blob can do it to everyone it is a blob thing. But could also be shit ai cancelling out of a throw.
Title: Re: Blob rivals disappear during battle
Post by: Shadow_Harlequin on November 12, 2019, 12:00:21 pm
This happens with every enemy of Blob. Not always, sometimes the battle ends successfully, sometimes there is a mistake. Here is the debug mode ... I have little sense in all of this.

https://ibb.co/dkbWwpT image

;--------------------------------------segundo player sendo engolido
[Statedef 902]
type    = A
movetype= H
physics = N
ctrl = 0

;animaзгo do p2 sendo engolido
[State 902, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 804

;nгo movimentar tela
[State  902,ntela]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0

[State 902, n2tela]
type = screenbound
Trigger1 = 1
value = 0

Title: Re: Blob rivals disappear during battle
Post by: Basara Lapis on November 14, 2019, 03:40:20 am
Maybe I can help (as creator and as CF fan), but I need to answer some questions:

1. Which Blob is that (who made him for MUGEN)?? only I can see it's from CF2 but nothing else
2. This happens only with the AI (in the video you play in Watch) or also happens when you make the grab manually (in Arcade or Training modes) as Cyanide says??
3. When you do the move, the enemy is moving or making some attack, or also happens when the enemy isn't moving??

Just by judging the video and the screenshot, the enemy effectively dissapear but don't come back, which makes the bug, but I'm not sure if that was a bug from AI or the character itself. try to make the throw again by yourself and clarify that so we can help you
Title: Re: Blob rivals disappear during battle
Post by: XGargoyle on November 14, 2019, 07:38:27 am
There's no ailevel parameter on the AI command, meaning that it could happen while being controlled by a human. Just add a trigerall=ailevel>0 to fix it
Title: Re: Blob rivals disappear during battle
Post by: Odb718 on November 20, 2019, 11:04:07 am
While I personally believe in -0 being an actual thing, I don't know if Mugen does.

Also, I'm not sure if you guys noticed, but P2 is being flipped and sent downward off screen.
(https://i.imgur.com/FUozctT.png)

What ever move you do at 0:52 - 0:53 is the issue. 

Edit those weird targetbinds and use Debug (ctrl+d) when you record next time. Use F4 to reset the round and watch P2's values also.
Title: Re: Blob rivals disappear during battle
Post by: Cyanide on November 21, 2019, 11:23:40 am
Did notice. Its why i made the send off bottom of screen comment. I just can't see anything in the code posted thatd cause that. Potentially a bad ending state for the attack does it. But that hasn't been posted.