Apologies for the double post. I was going to request for a Level 3 Nameless port as the one I have didn't have one and it seemed you posted one in the first page. But the image seems to have disappeared or was removed. Had a look through the whole thread and I can't find it. If it's gone for good there is this:
[State Idle] type = statetypeset trigger1 = anim = 3702 || anim = 3703 movetype = I
[State 3700, End] type = changestate trigger1 = anim = 3702 && animelemtime(17) >= 0 && winko value = 189
[State 3700, End] type = changestate trigger1 = (anim = [3702, 3703]) && !animtime value = 0 ctrl = 1
;--- TARGET STANDING --- [Statedef 1114100] type = S physics = S movetype = H ctrl = 0 velset = gethitvar(xvel), 0 sprpriority = 1
[State 1114100, NHB] type = nothitby trigger1 = 1 time = 1 value = SCA
[State 1114100, Anim] type = changeanim trigger1 = !time && selfanimexist(5950) value = 5950 [State 1114100, Anim] type = changeanim2 trigger1 = !time && !selfanimexist(5950) value = 1114100
[State 1114100, Stop] type = posset trigger1 = 1 y = 0 [State 1114100, Stop] type = velset trigger1 = 1 y = 0 [State 1114100, dust] type = gamemakeanim trigger1 = anim = 1114100 && animelem = 7 value = 60 pos = 0, 0 under = sysvar(1) <= 14 [State 1114100, snd] type = playsnd trigger1 = anim = 1114100 && animelem = 7 value = 5000,11
[State 1114100, Anim] type = changeanim trigger1 = time >= 110 && selfanimexist(5111) value = 5111 [State 1114100, End] type = selfstate trigger1 = time >= 110 value = ifelse(alive, 5120, 5150)
;--- TARGET MID -AIR --- [Statedef 1114110] type = A physics = N movetype = H ctrl = 0 velset = gethitvar(xvel), gethitvar(yvel) sprpriority = 1
[State 1114110, NHB] type = nothitby trigger1 = 1 time = 1 value = SCA
[State 1114110, Anim] type = changeanim2 trigger1 = !time value = 1114110
[State 1114110, Accel] type = gravity trigger1 = animelemtime(5) < 0 [State 1114110, Stop] type = posset trigger1 = pos y >= 0 y = 0 [State 1114110, Stop] type = velset trigger1 = pos y >= 0 y = 0 [State 1114110, sts] type = statetypeset trigger1 = pos y >= 0 type = L physics = C
[State 1114110, Anim] type = changeanim2 trigger1 = pos y >= 0 value = 1114110 elem = 5 persistent = 0 [State 1114110, dust] type = gamemakeanim trigger1 = animelem = 5 value = 62 pos = 0, 0 under = sysvar(1) <= 14 [State 1114110, snd] type = playsnd trigger1 = animelem = 5 value = 5000,11
[State 1114110, End] type = selfstate trigger1 = animelemtime(7) >= 110 value = ifelse(alive, 5120, 5150)
[State 3501, TargetState] type = TargetState trigger1 = AnimElem = 34 && NumTarget value = 3506
[State 3501, End(Win)] type = ChangeState trigger1 = AnimElemTime(34)>=0 && WinKo value = 188
[State 3501, End] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1
;===============<Shun Goku Satsu(Target)>============== [Statedef 3605] type = A physics = N movetype = H velset = 0, 0 ctrl = 0
[State 3505, ChangeAnim2] type = ChangeAnim2 trigger1 = !Time value = 3605
[State 3505, On Ground] type = PosSet trigger1 = !Time y = 0
[State 3505, Screenbound] type = ScreenBound Trigger1 = 1 value = 1 movecamera = 0,0
;In case attacker loses binding on player for any reason, this controller ;guarantees that the player will never get stuck in this thrown state. [State 3505, Safety] type = SelfState trigger1 = !gethitvar(isbound) trigger1 = Time > 160 value = 5050
;RSGS Target 2nd [Statedef 3606] type = A physics = N movetype = H velset = 0, 0 ctrl = 0
[State 3506, ChangeAnim2] type = ChangeAnim2 trigger1 = !Time value = 3606
[State 3506, On Ground] type = PosSet trigger1 = !Time y = 0
[State 3506, SelfState] type = SelfState trigger1 = !AnimTime && Anim = 3606 value = IfElse(Alive,5120,5150)
The Command is this
[State -1, Raging Shun Goku Satsu] type = ChangeState value = 3600 triggerall = !IsHelper(10371) ;Always add this as well! triggerall = numhelper(10371) triggerall = helper(10371), var(43) triggerall = (helper(10371), var(2)) && (helper(10371), var(9)) triggerall = RoundState = 2 && StateType != A triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000) trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101]) trigger2 = var(6) trigger3 = (StateNo =[200,250]) && StateNo != 225
I left the buffering file untouched and the command itself is x, x, B, a but I can't get it to work while the regular demon works fine.
Re: Warning: Player Parry Detection (60) in State 765: Changed to invalid action 1,
This is baffling me because I can't see what the problem is.
Warning: Player Parry Detection (60) in State 765: Changed to invalid action 1.
The character works fine, but this warning doesn't appear on Ryu and he works.
I changed Pots Ryu and Evil Ryu with the new parry coding on DivineWolf's and it works just fine on Ryu, but with Evil Ryu he gets that warning. Both helper states are the same. as are the commands.
For some reason there's a frame of State 0 when the Evil Ryu starts state 10 I changed nothing in state 10 so I don't know what went wrong here. It disappears when the animation for State 10 ends but still, it's odd. Any thoughts?