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Ironman by gousan Aerial special moves looping bug (Read 202 times)

Started by tehdevil, June 23, 2010, 06:06:18 am
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Ironman by gousan Aerial special moves looping bug
#1  June 23, 2010, 06:06:18 am
  • ****
Hi, I found that there is a bug in ironman by gousan: http://ma.mgbr.net/ when I perform his aerial special moves such as uni-beam and smart bomb special, it keeps looping when I challenge any AI opponent such as this video:

http://www.youtube.com/watch?v=GZ9IFEAlh6k

I am not sure how to fix the bugs, these are his possible codes found in his cmd and cns file:

cmd:
Code:
; Aerial Weak Unibeam
[State -1, Standing Weak Unibeam]
type = ChangeState
value = 1030
triggerall = command = "Unibeam 1"
triggerall = NumProjID(1005) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600, 655]
trigger3 = StateNo = [800, 855]
trigger4 = Stateno = 1310

; Aerial Medium Unibeam
[State -1, Standing Medium Unibeam]
type = ChangeState
value = 1040
triggerall = command = "Unibeam 2"
triggerall = NumProjID(1005) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600, 655]
trigger3 = StateNo = [800, 855]
trigger4 = Stateno = 1310

; Aerial Strong Unibeam
[State -1, Standing Strong Unibeam]
type = ChangeState
value = 1050
triggerall = command = "Unibeam 3"
triggerall = NumProjID(1005) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600, 655]
trigger3 = StateNo = [800, 855]
trigger4 = Stateno = 1310

; Aerial Close Smart Bomb
[State -1, Aerial Close Smart Bomb]
type = ChangeState
value = 1130
triggerall = command = "Smart Bomb 1"
triggerall = NumHelper(1100) = 0
triggerall = NumHelper(1101) = 0
triggerall = NumHelper(1110) = 0
triggerall = NumHelper(1111) = 0
triggerall = NumHelper(1120) = 0
triggerall = NumHelper(1121) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600, 655]
trigger3 = StateNo = [800, 855]
trigger4 = Stateno = 1310

; Aerial Medium Smart Bomb
[State -1, Aerial Medium Smart Bomb]
type = ChangeState
value = 1140
triggerall = command = "Smart Bomb 2"
triggerall = NumHelper(1100) = 0
triggerall = NumHelper(1101) = 0
triggerall = NumHelper(1110) = 0
triggerall = NumHelper(1111) = 0
triggerall = NumHelper(1120) = 0
triggerall = NumHelper(1121) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600, 655]
trigger3 = StateNo = [800, 855]
trigger4 = Stateno = 1310

; Aerial Far Smart Bomb
[State -1, Aerial Far Smart Bomb]
type = ChangeState
value = 1150
triggerall = command = "Smart Bomb 3"
triggerall = NumHelper(1100) = 0
triggerall = NumHelper(1101) = 0
triggerall = NumHelper(1110) = 0
triggerall = NumHelper(1111) = 0
triggerall = NumHelper(1120) = 0
triggerall = NumHelper(1121) = 0
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = [600, 655]
trigger3 = StateNo = [800, 855]
trigger4 = Stateno = 1310

cns:
Code:
; Aerial Weak Unibeam
[Statedef 1030]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd = 50
ctrl = 0
anim = 1030
sprpriority = 0
velset = 0,0

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 0
channel = 0

[State 1030, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 4060
id = 1000
postype = P1
pos = 0, 0
sprpriority = 4
ownpal = 1
removetime = 29
bindtime = -1

[State 1030, 3]
type = Explod
trigger1 = AnimElem = 7, 2
anim = 4061
id = 1001
postype = P1
pos = 0, 0
sprpriority = 6
ownpal = 1
removetime = 18
bindtime = -1

[State 1030, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4062
id = 1002
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = 0.675, 0.45

[State 1030, 5]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4063
id = 1003
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = -1.4, 0.675

[State 1030, 6]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4064
id = 1004
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = -0.14625, -0.675

[State 1030, 7.1]
type = Helper
trigger1 = AnimElem = 7, 2
name = "Unibeam Attacker"
id = 1035
postype = P1
pos = 18, -78
stateno = 1060
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1030, 7.2]
type = Helper
trigger1 = AnimElem = 7, 2
trigger1 = NumHelper(1036) < Var(4)
name = "Unibeam Shield"
id = 1036
postype = P1
pos = 18, -78
stateno = 1060
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1030, 8]
type = Explod
trigger1 = ProjHit[1005] = 1
anim = 4069
id = 1007
postype = P2
pos = -4, -76
ontop = 1
ownpal = 1
removetime = 4

[State 1030, 9]
type = Explod
trigger1 = ProjGuarded[1005] = 1
anim = 6060
id = 1008
postype = P2
pos = -4, -80
ontop = 1
ownpal = 1
removetime = 4

[State 1030, 10.1]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X < 115
var(4) = 5

[State 1030, 10.2]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [115, 160]
var(4) = 4

[State 1030, 10.3]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [161, 205]
var(4) = 3

[State 1030, 10.4]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [206, 250]
var(4) = 2

[State 1030, 10.5]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X > 250
var(4) = 1

[State 1030, 11]
type = VelSet
trigger1 = Pos Y < -0.2
x = 0
y = 0.3

[State 1030, 12]
type = VelSet
trigger1 = Pos Y >= -0.2
x = 0
y = 0

[State 1030, 13.1]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [600, 655]
trigger2 = PrevStateNo = 50
value = 61
ctrl = 0

[State 1030, 13.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1030, 13.3]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 1310
value = 1310
ctrl = 1

;---------------------------------------------------------------------------
; Aerial Medium Unibeam
[Statedef 1040]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd = 80
ctrl = 0
anim = 1040
sprpriority = 0
velset = 0,0

[State 1040, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 0
channel = 0

[State 1040, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 4060
id = 1000
postype = P1
pos = 0, 0
sprpriority = 4
ownpal = 1
removetime = 34
bindtime = -1

[State 1040, 3]
type = Explod
trigger1 = AnimElem = 7, 2
anim = 4061
id = 1001
postype = P1
pos = 0, 0
sprpriority = 6
ownpal = 1
removetime = 23
bindtime = -1

[State 1040, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4062
id = 1002
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = 0.675, 0.45

[State 1040, 5]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4063
id = 1003
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = -1.4, 0.675

[State 1040, 6]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4064
id = 1004
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = -0.14625, -0.675

[State 1040, 7.1]
type = Helper
trigger1 = AnimElem = 7, 2
name = "Unibeam Attacker"
id = 1045
postype = P1
pos = 18, -78
stateno = 1070
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1040, 7.2]
type = Helper
trigger1 = AnimElem = 7, 2
trigger1 = NumHelper(1046) < Var(4)
name = "Unibeam Shield"
id = 1046
postype = P1
pos = 18, -78
stateno = 1070
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1040, 8]
type = Explod
trigger1 = ProjHit[1005] = 1
anim = 4069
id = 1007
postype = P2
pos = -4, -76
ontop = 1
ownpal = 1
removetime = 4

[State 1040, 9]
type = Explod
trigger1 = ProjGuarded[1005] = 1
anim = 6060
id = 1008
postype = P2
pos = -4, -80
ontop = 1
ownpal = 1
removetime = 4

[State 1040, 10.1]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X < 115
var(4) = 6

[State 1040, 10.2]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [115, 160]
var(4) = 5

[State 1040, 10.3]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [161, 205]
var(4) = 4

[State 1040, 10.4]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [206, 250]
var(4) = 3

[State 1040, 10.5]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X > 250
var(4) = 2

[State 1040, 11]
type = VelSet
trigger1 = Pos Y < -0.2
x = 0
y = 0.3

[State 1040, 12]
type = VelSet
trigger1 = Pos Y >= -0.2
x = 0
y = 0

[State 1040, 13.1]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [600, 655]
trigger2 = PrevStateNo = 50
value = 61
ctrl = 0

[State 1040, 13.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1040, 13.3]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 1310
value = 1310
ctrl = 1

;---------------------------------------------------------------------------
; Aerial Strong Unibeam
[Statedef 1050]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd = 110
ctrl = 0
anim = 1050
sprpriority = 0
velset = 0,0

[State 1050, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 0
channel = 0

[State 1050, 2]
type = Explod
trigger1 = AnimElem = 2
anim = 4060
id = 1000
postype = P1
pos = 0, 0
sprpriority = 4
ownpal = 1
removetime = 39
bindtime = -1

[State 1050, 3]
type = Explod
trigger1 = AnimElem = 7, 2
anim = 4061
id = 1001
postype = P1
pos = 0, 0
sprpriority = 6
ownpal = 1
removetime = 31
bindtime = -1

[State 1050, 4]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4062
id = 1002
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = 0.675, 0.45

[State 1050, 5]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4063
id = 1003
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = -1.4, 0.675

[State 1050, 6]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11, 2
anim = 4064
id = 1004
postype = P1
pos = 17, -77
sprpriority = 5
ownpal = 1
removetime = 29
accel = -0.14625, -0.675

[State 1050, 7.1]
type = Helper
trigger1 = AnimElem = 7, 2
name = "Unibeam Attacker"
id = 1055
postype = P1
pos = 18, -78
stateno = 1080
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1050, 7.2]
type = Helper
trigger1 = AnimElem = 7, 2
trigger1 = NumHelper(1056) < Var(4)
name = "Unibeam Shield"
id = 1056
postype = P1
pos = 18, -78
stateno = 1080
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1050, 8]
type = Explod
trigger1 = ProjHit[1005] = 1
anim = 4069
id = 1007
postype = P2
pos = -4, -76
ontop = 1
ownpal = 1
removetime = 4

[State 1050, 9]
type = Explod
trigger1 = ProjGuarded[1005] = 1
anim = 6060
id = 1008
postype = P2
pos = -4, -80
ontop = 1
ownpal = 1
removetime = 4

[State 1050, 10.1]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X < 115
var(4) = 8

[State 1050, 10.2]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [115, 160]
var(4) = 7

[State 1050, 10.3]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [161, 205]
var(4) = 6

[State 1050, 10.4]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X = [206, 250]
var(4) = 5

[State 1050, 10.5]
type = VarSet
trigger1 = AnimElem = 7
trigger1 = P2Dist X > 250
var(4) = 4

[State 1050, 11]
type = VelSet
trigger1 = Pos Y < -0.2
x = 0
y = 0.3

[State 1050, 12]
type = VelSet
trigger1 = Pos Y >= -0.2
x = 0
y = 0

[State 1050, 13.1]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [600, 655]
trigger2 = PrevStateNo = 50
value = 61
ctrl = 0

[State 1050, 13.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1050, 13.3]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 1310
value = 1310
ctrl = 1

;---------------------------------------------------------------------------
; Weak Aerial Smart Bomb
; Iron Man releasing
[Statedef 1130]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd = 50
ctrl = 0
anim = 1110
sprpriority = 0

[State 1130, 1.1]
type = PlaySnd
trigger1 = AnimElem = 15, 2
value = 2, 16

[State 1130, 1.2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1
channel = 0

[State 1130, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1130, 3.1]
type = Helper
trigger1 = AnimElem = 15, 2
name = "Smart Bomb Right"
id = 1100
postype = P1
pos = -14, -84
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1130, 3.2]
type = Helper
trigger1 = AnimElem = 15, 2
name = "Smart Bomb Left"
id = 1101
postype = P1
pos = 36, -84
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1130, 4.1]
type = Explod
trigger1 = AnimElem = 15, 3
anim = 4071
id = 1102
postype = P1
pos = -11, -84
ontop = 1
ownpal = 1
removetime = 4

[State 1130, 4.2]
type = Explod
trigger1 = AnimElem = 15, 3
anim = 4071
id = 1103
postype = P1
pos = 36, -84
ontop = 1
ownpal = 1
removetime = 4

[State 1130, 7.1]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [600, 655]
trigger2 = PrevStateNo = 50
value = 61
ctrl = 0

[State 1130, 7.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1130, 7.3]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 1310
value = 1310
ctrl = 1

;---------------------------------------------------------------------------
; Medium Aerial Smart Bomb
; Iron Man releasing
[Statedef 1140]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd = 50
ctrl = 0
anim = 1110
sprpriority = 0

[State 1140, 1.1]
type = PlaySnd
trigger1 = AnimElem = 15, 2
value = 2, 16

[State 1140, 1.2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1
channel = 0

[State 1140, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1140, 3.1]
type = Helper
trigger1 = AnimElem = 15, 2
name = "Smart Bomb Right"
id = 1110
postype = P1
pos = -14, -84
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1140, 3.2]
type = Helper
trigger1 = AnimElem = 15, 2
name = "Smart Bomb Left"
id = 1111
postype = P1
pos = 36, -84
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1140, 4.1]
type = Explod
trigger1 = AnimElem = 15, 3
anim = 4071
id = 1102
postype = P1
pos = -11, -84
ontop = 1
ownpal = 1
removetime = 4

[State 1140, 4.2]
type = Explod
trigger1 = AnimElem = 15, 3
anim = 4071
id = 1103
postype = P1
pos = 36, -84
ontop = 1
ownpal = 1
removetime = 4

[State 1140, 7.1]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [600, 655]
trigger2 = PrevStateNo = 50
value = 61
ctrl = 0

[State 1140, 7.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1140, 7.3]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 1310
value = 1310
ctrl = 1

;---------------------------------------------------------------------------
; Strong Aerial Smart Bomb
; Iron Man releasing
[Statedef 1150]
type    = A
movetype= I
physics = A
juggle  = 3
poweradd = 50
ctrl = 0
anim = 1110
sprpriority = 0

[State 1150, 1.1]
type = PlaySnd
trigger1 = AnimElem = 15, 2
value = 2, 16

[State 1150, 1.2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 1
channel = 0

[State 1150, 2]
type = VelSet
trigger1 = 1
x = 0
y = 0

[State 1150, 3.1]
type = Helper
trigger1 = AnimElem = 15, 2
name = "Smart Bomb Right"
id = 1120
postype = P1
pos = -14, -84
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1150, 3.2]
type = Helper
trigger1 = AnimElem = 15, 2
name = "Smart Bomb Left"
id = 1121
postype = P1
pos = 36, -84
stateno = 1160
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1150, 4.1]
type = Explod
trigger1 = AnimElem = 15, 3
anim = 4071
id = 1102
postype = P1
pos = -11, -84
ontop = 1
ownpal = 1
removetime = 4

[State 1150, 4.2]
type = Explod
trigger1 = AnimElem = 15, 3
anim = 4071
id = 1103
postype = P1
pos = 36, -84
ontop = 1
ownpal = 1
removetime = 4

[State 1150, 7.1]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [600, 655]
trigger2 = PrevStateNo = 50
value = 61
ctrl = 0

[State 1150, 7.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1150, 7.3]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = 1310
value = 1310
ctrl = 1
any help would be appreciate, thanks
Re: Ironman by gousan Aerial special moves looping bug
#2  June 23, 2010, 09:14:40 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
When is var(7) set to 1? I think that's the problem. When it enters 1310 i have a feeling it is then going back to 1030 (or whatever) and replaying. It's like an incomplete super armour.

But i need to know what 1310 is and where var(7) is set.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Ironman by gousan Aerial special moves looping bug
New #3  June 23, 2010, 02:40:19 pm
  • ****
var(7) is fly mode's variable and 1310 is the flying state which he used to declare

Code:
; Flying
[Statedef 1310]
type    = A
movetype= I
physics = A
juggle  = 0
ctrl = 0
sprpriority = 2

[State 1310, 0]
type = Helper
trigger1 = PrevStateNo = 1305
trigger1 = Time = 0
name = "Timer"
id = 1310
postype = P1
pos = 0, 0
stateno = 1320
helpertype = normal
keyctrl = 0
ownpal = 1

; Change Anim
; Stand / Going down
[State 1310, 1.1/5]
type = ChangeAnim
triggerall = Anim != 113
trigger1 = Vel X = 0
trigger1 = Vel Y = 0
trigger2 = Vel X = 0
trigger2 = Vel Y > 0
value = 113

; Going Foward (Up, down and horizontal)
[State 1310, 1.2]
type = ChangeAnim
triggerall = Anim != 110
triggerall = Vel X > 0
trigger1 = Vel Y = 0
trigger2 = Vel Y != 0
value = 110

; Going Up
[State 1310, 1.3]
type = ChangeAnim
triggerall = Anim != 111
trigger1 = Vel X = 0
trigger1 = Vel Y < 0
value = 111

; Going Back (Up, down and horizontal)
[State 1310, 1.4]
type = ChangeAnim
triggerall = Anim != 112
triggerall = Vel X < 0
trigger1 = Vel Y = 0
trigger2 = Vel Y != 0
value = 112

; VelSet
; Stand
[State 1310, 2.1]
type = VelSet
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
x = 0
y = 0

; Going Up Foward
[State 1310, 2.2a]
type = VelSet
trigger1 = Command = "holdfwd"
trigger1 = Command = "holdup"
trigger1 = Command != "holdback"
trigger1 = Command != "holddown"
x = const(velocity.walk.fwd.x)*(94/50)
y = -4

; Going Down Foward
[State 1310, 2.2b]
type = VelSet
trigger1 = Command = "holdfwd"
trigger1 = Command = "holddown"
trigger1 = Command != "holdback"
trigger1 = Command != "holdup"
x = const(velocity.walk.fwd.x)*(94/83)
y = ifelse(Pos Y < -5, 3.5, 0)

; Going Down Foward
[State 1310, 2.2c]
type = VelSet
trigger1 = Command = "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
x = const(velocity.walk.fwd.x)*(94/35)
y = 0

; Going Up
[State 1310, 2.3]
type = VelSet
trigger1 = Command = "holdup"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holddown"
x = 0
y = -4

; Going Up Back
[State 1310, 2.4a]
type = VelSet
trigger1 = Command = "holdback"
trigger1 = Command = "holdup"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holddown"
x = const(velocity.walk.back.x)*(118/50)
y = -4

; Going Back
[State 1310, 2.4b]
type = VelSet
trigger1 = Command = "holdback"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdup"
trigger1 = Command != "holddown"
x = const(velocity.walk.back.x)*(118/35)
y = 0

; Going Down Back
[State 1310, 2.4c]
type = VelSet
trigger1 = Command = "holdback"
trigger1 = Command = "holddown"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdup"
x = const(velocity.walk.back.x)*(118/82)
y = ifelse(Pos Y < -5, 3.5, 0)

; Going down
[State 1310, 2.5]
type = VelSet
trigger1 = Command = "holddown"
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holdup"
x = 0
y = ifelse(Pos Y < -5, 3.5, 0)

; Explods
; Stand / Going down
[State 1310, 3.1a/5a]
type = Explod
triggerall = NumExplod(1310) = 0
trigger1 = Anim = 113
anim = 4000
id = 1310
postype = P1
pos = -11, 2
sprpriority = -1
ownpal = 1
bindtime = -1

[State 1310, 3.1b/5b]
type = Explod
triggerall = NumExplod(1311) = 0
trigger1 = Anim = 113
anim = 4000
id = 1311
postype = P1
pos = 8, -19
sprpriority = 0
ownpal = 1
bindtime = -1

; Going Foward
[State 1310, 3.2a]
type = Explod
triggerall = NumExplod(1312) = 0
trigger1 = Anim = 110
anim = 4001
id = 1312
postype = P1
pos = 0, -10
sprpriority = 0
ownpal = 1
bindtime = -1

[State 1310, 3.2b]
type = Explod
triggerall = NumExplod(1313) = 0
trigger1 = Anim = 110
anim = 4001
id = 1313
postype = P1
pos = -33, -6
sprpriority = 0
ownpal = 1
bindtime = -1

; Going up
[State 1310, 3.3a]
type = Explod
triggerall = NumExplod(1314) = 0
trigger1 = Anim = 111
anim = 4000
id = 1314
postype = P1
pos = -13, -10
sprpriority = 0
ownpal = 1
bindtime = -1

[State 1310, 3.3b]
type = Explod
triggerall = NumExplod(1315) = 0
trigger1 = Anim = 111
anim = 4000
id = 1315
postype = P1
pos = 0, -10
sprpriority = 0
ownpal = 1
bindtime = -1

; Going Back
[State 1310, 3.4a]
type = Explod
triggerall = NumExplod(1316) = 0
trigger1 = Anim = 112
anim = 4003
id = 1316
postype = P1
pos = 33, 6
sprpriority = 0
ownpal = 1
bindtime = -1

[State 1310, 3.4b]
type = Explod
triggerall = NumExplod(1317) = 0
trigger1 = Anim = 112
anim = 4003
id = 1317
postype = P1
pos = 43, -8
sprpriority = 0
ownpal = 1
bindtime = -1

; Remove Explod
; Stand / Going Down
[State 1310, 4.1a/5a]
type = RemoveExplod
trigger1 = Anim != 113
ID = 1310

[State 1310, 4.1b/5b]
type = RemoveExplod
trigger1 = Anim != 113
ID = 1311

; Going Foward
[State 1310, 4.2a]
type = RemoveExplod
trigger1 = Anim != 110
ID = 1312

[State 1310, 4.2b]
type = RemoveExplod
trigger1 = Anim != 110
ID = 1313

; Going Up
[State 1310, 4.3a]
type = RemoveExplod
trigger1 = Anim != 111
ID = 1314

[State 1310, 4.3b]
type = RemoveExplod
trigger1 = Anim != 111
ID = 1315

; Going Back
[State 1310, 4.4a]
type = RemoveExplod
trigger1 = Anim != 112
ID = 1316

[State 1310, 4.4b]
type = RemoveExplod
trigger1 = Anim != 112
ID = 1317

[State 1310, 5]
type = Turn
trigger1 = P2Dist X < 0

[State 1310, 6]
type = VarSet
trigger1 = Time = 0
var(6) = 0

[State 1310, 7]
type = ChangeState
trigger1 = Time > 2
trigger1 = NumHelper(1310) = 0
value = 61
ctrl = ifelse(Var(5)=1, 0, 1)

Var(7) States:
Code:
[State 800, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 820, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 840, 4]
type = VarSet
trigger1 = Var(7) != 1
trigger1 = MoveHit
var(1) = 1

[State 842, 4]
type = VarSet
trigger1 = Var(7) != 1
trigger1 = MoveHit
var(1) = 1

[State 845, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 810, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 830, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 850, 3]
type = VarSet
trigger1 = Var(7) != 1
trigger1 = MoveHit
var(1) = 1

[State 850, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 855, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 920, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = ifelse(Var(5)=1, 0, 1)

[State 925, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = ifelse(Var(5)=1, 0, 1)

[State 921, 11]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(Var(7)=1, 1310, 61)
ctrl = ifelse(Var(5)=1, 0, 1)

[State 1030, 13.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1040, 13.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1050, 13.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1130, 7.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1140, 7.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1150, 7.2]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = PrevStateNo = [800, 855]
trigger2 = PrevStateNo = 61
trigger3 = PrevStateNo = [110, 118]
value = ifelse(Var(7)=1, 1310, 61)
ctrl = 1

[State 1320, 1.1]
type = ParentVarSet
trigger1 = Time = 0
var(7) = 1

[State 1320, 1.2]
type = ParentVarSet
trigger1 = Parent, StateNo = 61
trigger2 = Parent, Command = "Fly"
var(7) = 0

[State 0, 6]
type = VarSet
trigger1 = var(7) != 0
var(7) = 0

[State 118, 7]
type = ChangeState
trigger1 = Time = 16
value = ifelse(Var(7)=1, 1310, 61)
ctrl = ifelse(Var(5)=1, 0, 1)

[State -2, 7]
type = VelSet
triggerall = Var(7) = 1
trigger1 = StateNo = [800, 855]
trigger2 = Command = "Fly"
x = 0
y = 0

[State -2, 16]
type = DisplayToClipboard
trigger1 = 1
text = "Var(8) = %d. Var(5) = %d. Var(7) = %d.Vel Y = %.2f.\n .P2Dist X = %.0f"
params = var(8),var(5),Var(7),Vel Y, P2Dist X
Last Edit: June 23, 2010, 06:11:10 pm by devilgenemugen