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Attack Stopped Working (Read 195 times)

Started by MUGENforever, July 05, 2010, 09:02:26 am
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Attack Stopped Working
#1  July 05, 2010, 09:02:26 am
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So I was making edits to psycho weapon to fix the balance between power drain, damage, and confusion of how attacks are done, but two of the moves have stopped working altogether for some reason. To avoid making this super long I will cut out the parts from the CMD that are necessary:

Code:
;---------------------------------------------------------------------------
; Maximum Cannon Field (Power 1000)

[Command]
name = "QCF_PP"
command = ~D, DB, B, D, DB, B, x

[Command]
name = "QCF_PP"
command = ~D, DB, B, D, DB, B, y

[Command]
name = "QCF_PP"
command = ~D, DB, B, D, DB, B, z

;---------------------------------------------------------------------------
; Maximum Cannon Field ( Original )

[State -1]
type = ChangeState
value = 3100
triggerall = Var(59) != 2
triggerall = command = "QCF_PP"
triggerall = power >= 1000
triggerall = Var(54) != 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = stateno = [100,105]
trigger3 = time >= 4
trigger4 = statetype != A
trigger4 = Var(56) = 1

This is what the CNS portion looks like, I haven't changed the State or anything, so don't know why it doesn't work.

Code:
;---------------------------------------------------------------------------
; Maximum Cannon Field - Start

[Statedef 3100]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 3100
juggle = 5
sprpriority = 2

[State 3100, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -5,-90
anim = S8100
sound = S8100,0
time = 75
poweradd = -1000

[State 3100, 2.1]
type = Explod
trigger1 = AnimElem = 1 && (NumExplod(8470) < 1)
ID = 8470
anim = 8470
postype = Back
pos = 0,0
sprpriority = -105
ownpal = 1
ignorehitpause = 1
supermove = 1

[State 3100, 2.2]
type = EnvColor
trigger1 = AnimElem = 1
value = 0,0,0
time = 75
under = 1
supermove = 1

[State 3100, 3.1]
type = Helper
trigger1 = AnimElem = 1 && NumHelper(7000) = 0
helpertype = normal
name = "Zoom Effect"
ID = 7000
pos = 0,0
stateno = 7000
ownpal = 1
supermovetime = 40

[State 3100, 3.2]
type = Explod
trigger1 = time = 0
anim = 8115
postype = p1
pos = -5,-90
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1

[State 3100, 4]
type = Explod
trigger1 = AnimElem = 2, = 0
ID = 8480
anim = 8480
postype = Back
pos = 0,0
sprpriority = -115
bindtime = -1
removetime = -1
ownpal = 1
supermovetime = 9999
removeongethit = 1
under = 1

[State 3100, 5]
type = RemoveExplod
trigger1 = AnimElem = 2, = 0
ID = 8470

[State 3100, 6]
type = AfterImage
trigger1 = AnimElem = 2
time = 9999
length = 20
color = 0
add = 0,0,200
palbright = 0,0,100
palcontrast = 0,0,250
palpostbright = 0,0,50

[State 3100, 7.1]
type = VelSet
trigger1 = AnimElem = 2
x = 2.5

[State 3100, 7.2]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 3100, 8.1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,3
channel = 0

[State 3100, 8.2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 3100,1

[State 3100, 9]
type = Explod
trigger1 = AnimElem = 2
anim = 8510
postype = p1
pos = 20,4
ownpal = 1
ignorehitpause = 1
sprpriority = 8

[State 3100, 10.1]
type = Helper
trigger1 = AnimElem = 5, = 0
helpertype = Normal
id = 3105
name = "projectile"
postype = p1
pos = 90,-80
stateno = 3105
ownpal = 1

[State 3100, 10.2]
type = Helper
trigger1 = AnimElem = 6, = 3
helpertype = Normal
id = 3105
name = "projectile"
postype = p1
pos = 70,-100
stateno = 3105
ownpal = 1

[State 3100, 10.3]
type = Helper
trigger1 = AnimElem = 8, = 0
helpertype = Normal
id = 3105
name = "projectile"
postype = p1
pos = 110,-60
stateno = 3105
ownpal = 1

[State 3100, 10.4]
type = Helper
trigger1 = AnimElem = 9, = 3
helpertype = Normal
id = 3105
name = "projectile"
postype = p1
pos = 70,-60
stateno = 3105
ownpal = 1

[State 3100, 10.5]
type = Helper
trigger1 = AnimElem = 11, = 0
helpertype = Normal
id = 3105
name = "projectile"
postype = p1
pos = 110,-100
stateno = 3105
ownpal = 1

[State 3100, 11]
type = Explod
triggerall = (RoundState = 3) && (NumExplod(8400) < 1) && (P2Life <= 0) && (Alive = 1)
trigger1 = NumHelper(3105) != 0
trigger1 = Helper(3105), MoveHit
ID = 8400
anim = 8410
postype = Back
pos = 0,0
sprpriority = -105
ownpal = 1
ignorehitpause = 1
bindtime = -1
supermove = 1
persistent = 0

[State 3100, 12]
type = PlaySnd
triggerall = (RoundState = 3) && (NumExplod(8400) < 1) && (P2Life <= 0) && (Alive = 1)
trigger1 = NumHelper(3105) != 0
trigger1 = Helper(3105), MoveHit
value = 8400,0
persistent = 0
ignorehitpause = 1

[State 3100, 13]
type = RemoveExplod
trigger1 = AnimTime = 0
ID = 8480

[State 3100, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Maximum Cannon Field - Helper Projectile

[Statedef 3105]
type = S
movetype = A
ctrl = 0
velset = 0,0
anim = 3105

[State 3105, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3105, 2]
type = Sprpriority
trigger1 = 1
value = 3

[State 3105, 3]
type = HitDef
trigger1 = Time >= 0 && TimeMod = 5, = 0 && Var(7) < 2
attr = S, SA
damage = 32,3
getpower = 0,0
givepower = 15,0
animtype = Heavy
hitflag = MAF
guardflag = M
pausetime = 0,12
sparkno = -1
guard.sparkno = -1
sparkxy = -1
hitsound = S1,2
guardsound = S0,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-4.5
air.fall = 1
fall = 1
air.recover = 0
envshake.time = 15
envshake.ampl = 7
ground.cornerpush.veloff = 0
palfx.time = 60
palfx.add = 75,25,95
palfx.mul = 170,80,210
palfx.sinadd = 40,10,50,5

[State 3105, 4.1]
type = Explod
trigger1 = MoveHit
anim = (80050+Var(5))
id = 8005
pos = (const(size.mid.pos.x)),(const(size.mid.pos.y))
postype = p2
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3105, 4.2]
type = Explod
trigger1 = MoveGuarded
anim = 8007
id = 8007
pos = (const(size.mid.pos.x)),(const(size.mid.pos.y))
postype = p2
sprpriority = 3
ownpal = 1
ignorehitpause = 1

[State 3105, 5.1]
type = Explod
trigger1 = (MoveHit) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8600
postype = p2
pos = -10,-40
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 3105, 5.2]
type = Explod
trigger1 = (MoveHit) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8600
postype = p2
pos = -30,-70
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 3105, 6.1]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimTime = 0
v = 7
value = 0

[State 3105, 6.2]
type = VarAdd
trigger1 = MoveContact
v = 7
value = 1

[State 3105, 7]
type = MoveHitReset
trigger1 = MoveContact

[State 3105, 8.1]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP

[State 3105, 8.2]
type = HitOverride
trigger1 = Time = 0
slot = 0
time = -1
attr = SCA, AA, AT, AP, NA, NP, HP, NT, HT
stateno = 3106

[State 3105, 9]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = MoveType = H
value = 3106

;---------------------------------------------------------------------------
; Maximum Cannon Field - Helper Explode - End

[Statedef 3106]
type = A
ctrl = 0
anim = 3106
velset = 0,0

[State 3106, 1]
type = DestroySelf
trigger1 = AnimTime = 0

I think if Ican figure this one out the other attack will have the same problem.
Re: Attack Stopped Working
#2  July 05, 2010, 09:21:10 am
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Like, he never enters the state at all? Or he enters it but various things don't happen?

My question would be. Is your changestate below [statedef -1] and is it above attacks that are EASIER to do than that.

The only other thing there that would break it is probably var(54) which you haven't mentioned at all.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Attack Stopped Working
#3  July 05, 2010, 08:37:03 pm
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it above attacks that are EASIER to do than that.

That would be the main problem. The other problem was the attack didn't have a time for some reason making you have to do it super fast for it to work.

Thanks for the help, greatly appreciated :D