[State 410, 5]type = ChangeState; if helper does NOT hit successfullytrigger1 = helper(411),stateno = 413 && helper(411),animtime = 0; if helper hit successfullytrigger2 = helper(411),stateno = 412 && helper(411),animtime = 0value = 0ctrl = 1410: p1 calls helper 411helper 411 has 3 states, 411 (start/grab attempt), 412 (hit successful), 413 (dodged or guarded)410 changes to 0 if helper did not hit successfully or if hit successfully (412's animtime = 0)the code above works like i wanted to, but i need to remove the debug mode spam."player in state 410: has no helper (411)"help?
The debug message is displayed because the triggers reference a helper when there isn't one (when your character hasn't created the helper yet). You have to add a check so it will only ask for the helper's state when there is such a helper;[State 410, 5]type = ChangeStatetriggerall = NumHelper(411); if helper does NOT hit successfullytrigger1 = helper(411),stateno = 413 && helper(411),animtime = 0; if helper hit successfullytrigger2 = helper(411),stateno = 412 && helper(411),animtime = 0value = 0ctrl = 1Hope it helps!
thanks. i actually know the reason of the debug mode message (like you explained), but i never really thought about that solution. thanks againedit: what does a message "state 5900: can't map palette from 1,1 to 1,2" mean? i only have 1 palette file and i never changed anything in state 5900?edit2:i also have a similar problem to the first problem, but a bit different[State 430, 5]type = ChangeStatetrigger1 = AnimTime = 0trigger2 = numhelper(438)trigger2 = helper(438),time = 0 && p2stateno != 443value = 445ctrl = 1430 calls helper 437helper 437 sends p2 to custom state 443helper calls helper 438for guarded/dodged, i want to changestate to 0 when helper 438 time = 0 (meaning 437 missed)for hit, i want to go to 0 when animtime = 0 of p1 (anim 430)the changestate above does not work when 437 does not successfully hit p2. help?
I think it's because in the .def file you specified numbers different from 1 in the [Palette Keymap] section. I'm not sure about it though, as I solved that problem by creating a few palettes. Maybe someone else can explain it better.About the helper problem... "Helper(438), Time = 0" is true only on the first tick of Helper 438: it will only be true if there IS a helper with ID 438. If you want the trigger to activate when there isn't a Helper with ID 438, you should use !NumHelper(438) or NumHelper(438) = 0. I'm not sure I understood the situation completely, though.
That palette error is when you're using 1.0, but you don't have state 5900 in your cns. I just assumed 5500 is also needed. Just put these states in your cns.Code: ;---------------------------------------------------------------------------; Continue?[Statedef 5500]type = Sctrl = 0anim = 5300velset = 0,0[State 5500, 1] ;Use continue animation if availabletype = ChangeAnimtrigger1 = time = 0trigger1 = SelfAnimExist(5500)value = 5500;---------------------------------------------------------------------------[Statedef 5900]type = Ssprpriority = -2[State 5900, 1]type = VarRangeSettrigger1 = time = 0trigger1 = roundsexisted = 0value = 0[State 5900, 2]type = VarRangeSettrigger1 = time = 0trigger1 = roundsexisted = 0fvalue = 0; This controller is for when you're using SFFv2. It needs to be in state 5900 and state 190. You also need the [Palette Keymap] in your def file. If you're using the old SFF, you don't need to use this code.[State 0, RemapPal]type = RemapPaltrigger1 = Time = 0source = 1,1dest = 1,palnoignorehitpause = 1[State 5900, 3]type = ChangeStatetrigger1 = roundno = 1value = 190Here's the palette keymap.Remove the "pal1=[Palette name here].act" lines from your def if you're using SFFv2 and replace it with the palette keymap.[Palette Keymap]x = 4 ;Press button X to select palette 1, etc.y = 5z = 6a = 1b = 2c = 3x2 = 10 ;Hold Start and press button X for palette 7, etc.y2 = 11z2 = 12a2 = 7b2 = 8c2 = 9For your changestate problem. You're saying it's not working when it's guarded?Try this trigger.trigger1 = (HitCount = 0) && (MoveGuarded)For dodging, just have it changestate after a certain amount of time.
yeah i was using 1.0. i have states 5900 and 5500 and i never tinkered with anything on the common1.cns so far. that is why i am confused why there is a debug warning message. i also have the pal1 = char.act in the def. i am not using sffv2 though so i guess it is ok. so what should i do now? i have other chars but they never had this warning problemfor the other problem, i will tell how it was coded (but the question was also for p1's changestate based on helper):430: p1 calls helper 437 (almost immediately after a long superpause for aesthetic purposes, just to make p2 not able to dodge it)now, after p1 calls 437, immediately, p1 disappears (invisible from the game screen via a long-timed blank animelem) until the end of the successful attack (which is why i need to go to state 0 instantly if the attack did not hit successfully, to avoid the long time p1 will not be in the game)437 is an unguardable attack that sends p2 to custom state 443 (but when i used this while p2 is in lie down or get up, it does not hit, this is where the problem starts)437 calls helper 438 at animelem = 8 (437 has 10 animelems in total)what i want is by the time helper438 is created (and existing), if p2 was not hit (and therefore not in my custom state 443), 1. the helper 438 will disappear (destroyself)2. p1 will go back to stance (state 0) immediatelyi was able to do number 1, number 2 is my problem[State 430, ChangeState]type = ChangeStatetrigger1 = AnimTime = 0 ;<-------------------this is when the attack hits and everything goes as planned/codedtrigger2 = numhelper(438) ;<-------------------this is for only checking when there is a helper 438 existing (similar to the original problem of this thread)trigger2 = helper(438),time >= 0 && p2stateno != 443 ;<-------------------this is for checking if p2 is in my custom state when helper 438 is created and existingvalue = 445ctrl = 1i tried my best in explaining. sorry if it is still confusing.anyone can help me with both problems?
I'm really tired so I'll do my best.It didn't hit your opponent while they were falling or lying down because either your hitflag doesn't have FD in it, or your opponent can't be hit while falling or lying down.The hitflag should look like this hitflag = MAFDAs for getting up, I don't think you can get hit while in the get up state. You'd have to change that yourself by removing the nothitby controller in state 5201.Now, for when it doesn't hit your opponent at all...Are you saying you want to go to state 0 if the HELPER doesn't hit?Well, I tried testing something and could not get it to work to save my f'ing life, so I'm sorry. I can't help you there.Maybe try using a projectile and a Projhit(ID of the Projectile here) = 0 for miss.Or wait until someone can come and help you.
ok thanks. the removing of nothitby in get up state will solve the problem only when i used the attack on p2 char which is the same char.anyone else has a solution? please help. thanks
you're still on the first page and i know you just reposted then deleted what was here before.Don't do that again. Your help is no more important than anyone elses. I don't care if you haven't got it solved yet, if you are on page one you do not bump.
i managed to solve the p1 changestate based on helper. can anyone help me with my palette problem (posted in previous posts here) ?edit:the message "state 5900: can't map palette from 1,1 to 1,2" suddenly disappeared. so that is ok now, but a new debug warning appeared"info: player loading player in pre-1.0 compatible mode"i don't think i did anything unusual in it and i used mugen 1.0 common1 file and never tinkered with it. i loaded the char in ff thru mugen 1.0. you have any ideas on this?