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p1stateno not working (fixed) (Read 484 times)

Started by warioman, August 12, 2010, 02:21:59 am
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p1stateno not working (fixed)
New #1  August 12, 2010, 02:21:59 am
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I'm making a character, and he has an attack where he does a pose, then jumps into the air with a kick. if the kick connects, p2 will be in a custom state, but my character doesn't seem to change into his specified state for some reason.
Last Edit: August 13, 2010, 02:31:56 am by warioman
Re: p1stateno not working
#2  August 12, 2010, 07:43:58 am
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Post code plzkthx.

Also, turn on debug and check he's not going to an invalid state. That'll show up in debug fine.


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Re: p1stateno not working
#3  August 12, 2010, 03:46:00 pm
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Code:
[StateDef 3200]
type = S
movetype = A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3200,0
volume = 0
channel = 0

[State 3200, Hyper Portrait]
type = Explod
trigger1 = time = 1
anim = 9999
pos = 0,0
postype = back
facing = 1
bindtime = 1
removetime = 40
supermovetime = 30
sprpriority = 0
ontop = 0
ownpal = 1
scale = 0.5,0.5

[State 3200, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 38
anim = -1
sound = S3000,0
pos = 0,-25
move = 0
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
sprpriority = 3

[State 3200, Explod]
type = Explod
trigger1 = time = 1
anim = 9998
pos = 0,-25
postype = p1
facing = 1
bindtime = 1
removetime = 15
supermovetime = 30
sprpriority = 3
ontop = 0
ownpal = 1

[State 3200, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3201
ctrl = 0

[StateDef 3201]
type = A
movetype= A
physics = A
juggle  = 1
velset = 9,-3
ctrl = 0
anim = 3201
poweradd = 0
sprpriority = 2

[State 3201, Hitdef]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20,10 ;Damage that move inflicts, guard damage
animtype = hard ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = s8008 ;Spark anim no (Def: set above)
sparkxy = -15, -22 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S2, 2 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime  = 10 ;Time opponent is in hit state
ground.velocity = -3 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.2,-3 ;X-velocity at which opponent is pushed,
air.hittime = 12
fall = 0
kill = 0
p1stateno = 3202
p2stateno = 3210
;------------------------------------
[StateDef 3202]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3202
poweradd = 0
sprpriority = 2

[State 3202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3202, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3202, VelSet]
type = VelSet
trigger1 = Time < 90
x = 4

[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 4
trigger2 = animelem = 13
trigger3 = animelem = 22
trigger4 = animelem = 31
trigger5 = animelem = 40
attr = A, HA
animtype  = Medium
damage    = 16, 5
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -15,0
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
p2stateno = 3210
kill = 0
getpower = 0

[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 7
trigger2 = animelem = 16
trigger3 = animelem = 25
trigger4 = animelem = 31
trigger5 = animelem = 34
attr = A, HA
animtype  = Medium
damage    = 16, 5
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -12,-35
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
p2stateno = 3210
kill = 0
getpower = 0

[State 3202, Hitdef]
type = HitDef
trigger1 = Animelem = 44
attr = A, HA
animtype  = hard
damage    = 25, 10
priority  = 5
guardflag = MA
pausetime = 1,1
sparkxy = -15,-50
getpower = 0
hitsound = s2, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
kill = 1
getpower = 0
fall = 1
fall.animtype = hard
fall.recovery = 0
ground.velocity = -1,-11

[State 3202, end]
type = ChangeState
trigger1 = Time < 90
value = 0
ctrl = 1

;Ultra Hammer P2 State
[Statedef 3210]
type    = S
movetype= H
physics = S
velset = 0,0
anim = 5002

[State 3210, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3210, Changestate]
type = ChangeState
trigger1 = Time >= 300
value = 0

I put debug mode on and there is nothing bad about it.
Re: p1stateno not working
#4  August 12, 2010, 03:51:36 pm
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You have a changestate that makes your character go back into the standing state as soon as he enters state 3202.
Re: p1stateno not working
#5  August 12, 2010, 08:22:09 pm
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so what do I have to change?
Re: p1stateno not working
#6  August 12, 2010, 08:27:51 pm
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... :blank:


You have a changestate that's not behaving how you want it to behave. What on earth do you think you have to change?
Re: p1stateno not working
#7  August 12, 2010, 08:33:50 pm
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so now what do I do?
Re: p1stateno not working
#8  August 12, 2010, 08:51:02 pm
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I think you're doing this on purpose now, and in that case, stop.
Re: p1stateno not working
#9  August 12, 2010, 11:38:30 pm
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Quote
[State 3202, end]
type = ChangeState
trigger1 = Time < 90
value = 0
ctrl = 1
You are at the point NOW where you ought to be able to troubleshoot your code. This is the offending line. Read it, confirm it does what you want and if it doesn't change it so it does. It's not that he's not going to the state, he's leaving it instantly.


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.