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Dances with errors (Read 338 times)

Started by Geese, September 13, 2009, 08:19:30 pm
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Dances with errors
#1  September 13, 2009, 08:19:30 pm
  • **


As you can see Ryu is not amused with me editing this "Little Eagle" , but look closer.



I'm not sure if it is related to my problem, but to say the least if she throws enough tomohawks mugen will crash. Everytime she flings one this warning comes up. Rather than leave it up to the creator to fix these issues i am on a quest for knowledge.

So what's that jazz mean anyways?
"If there is a god he pities you. If there is no god I pity you."
Re: Dances with errors
#2  September 13, 2009, 08:27:42 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
That means that the character/helper who is generating that debug spam, is in statedef 3111, and is changing to an animation (3111), which does not exist inside of the character's .air file.
Re: Dances with errors
#3  September 13, 2009, 09:29:49 pm
  • **
"If there is a god he pities you. If there is no god I pity you."
Re: Dances with errors
#4  September 13, 2009, 09:42:01 pm
  • ******
This error doesn't make a lot of sense, never seen that before.
Did it do that error before you made your modification ?
What modifications did you do ?
Post the code of the tomahawk and the code of the move throwing it.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Dances with errors
#5  September 13, 2009, 09:47:40 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
Maybe the destroyself is triggered in conflict with some changestate, or in the wrong order. I've had a similar error before, and that was the problem. We'll see once the code is posted, though.  :ninja:
Re: Dances with errors
New #6  September 13, 2009, 10:42:57 pm
  • **
This error doesn't make a lot of sense, never seen that before.
Did it do that error before you made your modification ?
What modifications did you do ?
Post the code of the tomahawk and the code of the move throwing it.

I redownloaded the character and couldnt get the error to happen after throwing many tomahawks.

I changed the vels for the tomahawks and took off some ticks in the air file for the throwing animation making everything faster.

I changed air.juggle in the hitdef/proj of 3110 to 0 and modified ground and air vels.

I also made Statedef 3100 (Tomahawk throw) cancelable from 1500(her overhead) and 420.

Code:
Super

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[Statedef 3100]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJ2" && Power >= 2000) || (Command = "ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJ3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJ3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 53+(var(5)*2)
movetime = 53+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3001, Super]
type = Helper
trigger1 = Time = 2
id = 8000
name = "Super"
pos = ceil(-10*const(size.xscale)),ceil(-95*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1

[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = random%3

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = 3100

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0
channel = 0

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 5

[State 1000, 2]
type = Explod
trigger1 = AnimElem = 2
id = 7000
anim = 7000
pos = 0,0
postype = p1
bindtime = -1
sprpriority = -1
shadow = 100,100,100

[State 1000,Super]
type = Helper
trigger1 = time = 1
id = 3111
name = "air_koouken_effect"
pos = 0,0
postype = P1
stateno = 3111
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 1
id = 3110
name = "air_koouken"
pos = 48,-70
postype = P1
stateno = 3110
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 920, 0]
type = Posfreeze
trigger1 = AnimElemTime(6) < 0

[State 920, 0]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .47

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x= -4
y= -3

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 1
value = 3102

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 2
value = 3102

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3101


;ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJiPj2
[Statedef 3102]
type    = A
movetype = A
physics = N
poweradd= 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
ctrl = 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 6
x= -5
y = ifelse(!var(5),-9.5,ifelse(var(5)=1,-9,-8.5))


[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = random%3

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = 3102

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0
channel = 0

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 5

[State 1000, 2]
type = Explod
trigger1 = AnimElem = 2
id = 7000
anim = 7000
pos = 0,0
postype = p1
bindtime = -1
sprpriority = -1
shadow = 100,100,100

[State 1000,Super]
type = Helper
trigger1 = time = 1
id = 3111
name = "air_koouken_effect"
pos = 0,0
postype = P1
stateno = 3111
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 1
id = 3110
name = "air_koouken"
pos = 48,-70
postype = P1
stateno = 3110
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 920, 0]
type = Posfreeze
trigger1 = AnimElemTime(6) < 0

[State 920, 0]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .47

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x= -7
y= -3

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 1
value = 3105

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 2
value = 3103

Tomahawk

;ƒXƒsƒjƒ“ƒOƒgƒ}ƒz[ƒNi”ò‚Ñ“¹‹ïj
[Statedef 3110]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7100
sprpriority = 4

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem =1
trigger2 = AnimElem =5
value = 3, 3


[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 6.5+parent,var(5)
y = 6.5+parent,var(5)

[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(1055) = 1
fvar(26) = 1
persistent = 0

[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(1055) = 1
var(4) = 1
persistent = 0

[State 1000, Proj]
type = Projectile
trigger1 = time = 1
projanim = 7150
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 3
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage=ceil(ifelse(((56+(var(5)*7))*fvar(10))<7,7,((56+(var(5)*7))*fvar(10)))),ceil(ifelse(((56+(var(5)*7))*fvar(10)/8)<7,7,((56+(var(5)*7))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 4,ceil(9*(2-(var(16)>0))/2)
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,5
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 22
air.hittime = 2
guard.ctrltime = 18
ground.velocity = -5,0
guard.velocity = -6
air.velocity = -1.5, -4
airguard.velocity = -3.33,-5
air.juggle = 1
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
envshake.time = 8
envshake.ampl = 2
ProjID = 1055
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
yaccel = .5
nochainID = root,var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(1055) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(1055) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0 && Vel Y > -0
value = 7106

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1055)
value = 7105

;---------------------------------------------------------------------------
;ƒXƒsƒjƒ“ƒOƒgƒ}ƒz[ƒNiƒGƒtƒFƒNƒgj1
[Statedef 3111]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1
sprpriority = 3

[State 1505,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1

[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = changeanim
trigger1 = time = 0
trigger2 = anim = 7000 && animelem = 4
trigger2 = parent,stateno = 1050 && parent,animelemtime(2) < 0
value = 7000
elem = 1
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1050 && parent,animelemtime(2) >= 0
trigger1 = parent,stateno = 1050 && parent,animelemtime(3) < 0
value = 3111
elem = 4
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1050 && parent,animelemtime(3) >= 0
trigger1 = parent,stateno = 1050 && parent,animelemtime(4) < 0
value = 3111
elem = 5
persistent = 1

[State 0]
type = changeanim
trigger1 = parent,stateno = 1050 && parent,animelemtime(4) = 0
value = 3111
elem = 6
persistent = 1

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = anim = 7000 && animtime = 0
trigger2 = parent,stateno != 1050
trigger3 = parent,stateno = 1050 && parent,time = 1


"If there is a god he pities you. If there is no god I pity you."
Last Edit: September 13, 2009, 10:47:47 pm by Dureagon