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Does the Time trigger break when life = 0? (Read 2439 times)

Started by Disconcorde, December 18, 2019, 02:56:52 pm
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Does the Time trigger break when life = 0?
#1  December 18, 2019, 02:56:52 pm
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I know that the time trigger doesn't work in State -1,-2 or -3, and is supposed to work in normal states, but it's not doing that for me... when the character I'm editing's life hits 0, they go into a state (State 5052) before either going to their resurrection state or dying. There are no problems with this process... except for the time trigger. It's not working.

Here's the State:
Code:
[Statedef 5052]
Type = U
MoveType = U
Physics = N
anim = 7703

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoKo
flag2 = RoundNotOver
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = NotHitBy
trigger1 = 1
time = -1
value = SCA
value2 = SCA
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,NA,SA,HA,AP,NP,SP,HP,AT,NT,ST,HT
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State , Leave]
type = ChangeState
trigger1 = (var(17)) && var(43) = 2 && var(19) = 2
value = 710
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State , Save]
type = SelfState
triggerall = time >= 1
trigger1 = var(43) < 2 && (life <= 0)
value = 14000
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State , Die]
type = ChangeState
triggerall = time >= 7
trigger1 = var(43) = 2
trigger1 = (life <= 0)
value = 5100
ignorehitpause = 1

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111


See, the ChangeState for dying will activate instantly rather than time >= 7 like it should. I have a couple theories as to why, but I can't seem to fix it.

1. It might be because of the helper that makes her immune to Superpauses and Pauses?
2. ...It's because of the nulls, maybe?

I tried taking out the nulls, but then she died whenever she got to this state, even somehow with the NoKo active. (It's not related to the null exploit, I think...) And I tried removing this State from the UnPauseHelper's list of States to work on but didn't help either.


All I know, is that in State 5052, the time trigger won't work, so I either need to get it working, or use something else as a substitute... any help?
Last Edit: February 25, 2020, 12:32:26 am by Disconcorde
Re: Does the Time trigger break when life = 0?
#2  March 09, 2020, 03:39:12 am
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You should put noko flag into statedef -2. Second time trigger can also work in minus state but started from time = 1 instead of time = 0 in positive state. if you want do the resurrection drama. you need to put noko flag in statedef -2 and it only trigger when your chars in gethit state(movetype = H). If you use life = 0 is condition to trigger noko flag. You will have 1 steps late. so the best thing is using movetype = H to trigger it. After noko flag is triggered your life will be maintance to the value of 1 if life value is 0. After that you use selfstate sctrl, put it into statedef -2 and use your res statedef number into selfstate's value to trigger resurrection drama. Done. You are being resurrected
------Tremble Mortal and Despair. Doom has come to this world------