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:
; 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:
; 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