Here's a video showing wut I'm talking about:
http://www.youtube.com/watch?v=yia0mDcS19c
I finally figured out the Denjin HAdouken problem through some trial and error,
but I'm still having troubles with these last three states
EDIT: Also fixed the Air Shinkuu Hadouken
EDIT: Another problem if I change:
[State 8600, Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=2999) ;[3000,3049])<THIS
var(0)=1
Then Shinkuu Hadouken words show up but Air Shinkuu disappear..WTF?!?!
I tried changing the Air Hadouken state to 4050, but the words still are missing..
I've tried everything, and I'm really exhausted..any help would be awesome.
Here's The Shinkuu Hadouken State:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken
[Statedef 3000]
type = S
movetype= A
physics = S
juggle = 7
velset = 0,0
ctrl = 0
anim = 3000
;poweradd = 75
sprpriority = 2
[State 3000, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0
[State 3000, 1.2] ;Back Dust
type = Explod
trigger1 = Time = 1
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1
[State 3000, 2] ;Back Dust (shinkuu hadou-ken)
type = Explod
trigger1 = Time = 84
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = 83;171
sprpriority = 3
ownpal = 1
;supermovetime = -1
removeongethit = 1
[State 3000, 3] ;Energy
type = Explod
trigger1 = Time = 7
persistent = 0
anim = 3005
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1
;[State 3000, 4.0]
;type = SuperPause
;trigger1 = Time = 0;, 44]
;anim = -1
;movetime = 44
;darken = 0
;sprpriority = 3
;Time = 44
;[State 3000, 4.05] ;BG charging pal
;type = BGPalFX
;trigger1 = Time = [0,44]
;add = 30,33,80 ;Floor((30 + 40 * sin((2 * pi * (time))/17.0)) + 0.5),Floor((33 + 42 * sin((2 * pi * (time))/17.0))+0.5),Floor((60 + 60 *sin((2 * pi * (time))/17.0))+0.5)
;;mul = 152,178,229
;time = 1
[State 3000, 4.1]
type = SuperPause
trigger1 = Time = 0;45;53
anim = -1;S8020
;sound = S0, 0
pos = 11, 2
movetime = 85;41
darken = 0;ifelse(Time >= 45, 1, 0);1
poweradd = -1000
bindtime = -1
sprpriority = 3
Time = 85;41
[State 3000, 8]
type = PlaySnd
trigger1 = Time = 41
value = 30, 0
[State 3000, 9];Portrait
type = Helper
trigger1 = anim=3000 && animelem = 3
Helpertype=normal
stateno = 8890
ID = 8890
postype = p1
pos = -20,-70
ownpal = 1
supermovetime =9999
persistent=0
[State 3000, 10]
type = Helper
trigger1 = Time = 84;96
helpertype = normal
name = "Shinkuu Hadou-Ken"
ID = 3010
pos = 93, -67
postype = p1
bindtime = -1
;facing = 1
stateno = 3010
ownpal = 1
[State 3000, 11]
type=afterimage
trigger1= time= 78
time=90
framegap=3
length=15
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1
[State 3000, 12] ;charging shinkuu hadou-ken (thanks SMI)
type = PalFX
trigger1 = Time = [7,83]
trigger1 = time < 84
add = Floor((30 + 40 * sin((2 * pi * (time-7))/7.0)) + 0.5),Floor((33 + 42 * sin((2 * pi * (time-7))/7.0))+0.5),Floor((60 + 60 *sin((2 * pi * (time-7))/7.0))+0.5)
;mul = 152,178,229
time = 1
[State 3000, 13] ;executing shinkuu hadou-ken (thanks SMI)
type = PalFX
trigger1 = Time = [84,171]
add = Floor((0 + 40 * sin((2 * pi * (time-84))/5.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-84))/5.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-84))/5.0))+0.5)
time = 1
[state 3000, 14]
type = VelSet
trigger1 = Time = [90, 120];[102, 132]
x = -.2
[State 3000, 15]
type = MakeDust
trigger1 = Time = 93;105
pos = 47, -1
spacing = 1
sprpriority = -3
[State 3000, 16]
type = MakeDust
trigger1 = Time = 95;107
pos = 44, -1
spacing = 1
sprpriority = -3
[State 3000, 17]
type = MakeDust
trigger1 = Time = 97;109
pos = 40, -1
spacing = 1
sprpriority = -3
[State 3000, 18]
type = MakeDust
trigger1 = Time = 99;111
pos = 35, -1
spacing = 1
sprpriority = -3
[State 3000, 19]
type = Width
trigger1 = Time = [84, 104]
value = 25, 5
[State 3000, 21]
type = EnvShake
trigger1 = Time = 84
time = 85
ampl = -2
freq = 70
phase = 30
supermovetime = 1000
ignorehitpause = 1
[State 3000, 22]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0
channel = 0
[State 3000, 23]
type = PlaySnd
trigger1 = Time = 85
value = 2, 0;3000,0
channel = 17
[State 3000, 24]
type = PlaySnd
trigger1 = Time = [7, 83]
value = 20, 2
channel = 1
ignorehitpause = 1
persistent = 0
loop = 1
[State 3000, 25]
type = StopSnd
trigger1 = Time = 84
channel = 1
ignorehitpause = 1
[State 3000, 26]
type = ChangeState
trigger1 = Time = 171;183
value = 3001
ctrl = 0
;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken: Helper
[Statedef 3010]
type = A
movetype= A
anim = 3010
sprpriority = 6
[State 3010, 1]
type = BindToRoot
trigger1 = 1
pos = 93, -67
time = -1
ignorehitpause = 1
[State 3010, 2]
type = HitDef
trigger1 = Time % 3 = 0 && Time <= 72
attr = A, HP
damage = 4 + (root,var(42)), 2
animtype = Heavy
guardflag = MA
hitflag = MAFP
priority = 6 + var(43), Hit
sprpriority = 6
pausetime = 0, 2
guard.sparkno = S8200;-1;
sparkno = Sifelse((Random < 330),8500,ifelse((Random = [330,660]),8501,8502)) ;S8500
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), 0 ;(thanks GGN)
hitsound = S20, 0
guardsound = S16, 0
ground.type = Low
ground.slidetime = 57;27
ground.hittime = 20
ground.velocity = -5
airguard.velocity = -1
air.type = Low
air.velocity = -5, -1
air.hittime = 20
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
[State 3010, 3]
type = HitDef
trigger1 = Time > 72
attr = A, HP
damage = 7 + (root,var(42)), 4
animtype = Heavy
guardflag = MA
hitflag = MAFP
priority = 7 + var(43), Hit
sprpriority = 6
pausetime = 0, 2
guard.sparkno = S8200;-1;
sparkno = -1;S8500
sparkxy = 0, 0
hitsound = S20, 0
guardsound = S16, 0
ground.type = High
ground.slidetime = 50
ground.hittime = 20
ground.velocity = -26, -7
airguard.velocity = -5
air.type = High
air.velocity = -28, -9
air.hittime = 20
fall = 1
air.fall = 1
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;[State 3010, 4] ;Super Guard Sparks
;type = Explod
;triggerall = NumExplod(8200) = 0
;trigger1 = NumTarget > 0
;trigger1 = MoveGuarded && Time < 163
;persistent = 1
;anim = 8200
;ID = 8200
;postype = left;p2
;pos = floor(160.5 + target, pos x), 145 ;20(+160), -40 (thanks SMI)
;velocity = 0, 0
;accel = 0, 0
;removetime = -2
;sprpriority = 7
;ownpal = 0
;scale = 0.5,0.5
[State 3010, 5]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = MoveHit
v = 20
value = 2
[State 3010, 6]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3010, 7]
type = PlaySnd
trigger1 = Time = 1
value = 30, 3
channel = 2
ignorehitpause = 1
[State 3010, 8]
type = StopSnd
trigger1 = root, MoveType = H
channel = 2
ignorehitpause = 1
[State 3010, 9]
type = DestroySelf
trigger1 = AnimTime = 0 ;Time = 86
trigger2 = parent, MoveType = H
trigger3 = parent, StateNo != 3000
;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken - (move end)
[Statedef 3001]
type = S
physics = S
velset = 0,0
ctrl = 0
anim = 3001
sprpriority = 2
[State 3001, 1]
type = VarSet
trigger1 = 1
v = 50
value = 1
[State 3001, 2] ;code by SodonHID, adapted
type = ScreenBound
trigger1 = P2MoveType = H ;|| BackEdgeBodyDist < -1
;;;trigger1 = Helper(3010), MoveHit
;trigger1 = NumHelper(3010) > 0
;trigger1 = Helper(3010), MoveHit
trigger2 = NumTarget > 0
value = 0
movecamera = 0,0
[State 3001, 3] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType = H
;;;trigger1 = BackEdgeBodyDist <= -1
;triggerall = NumHelper(3010) > 0
;triggerall = Helper(3010), MoveHit
trigger2 = NumTarget > 0
value = 9000
ctrl = 0
[State 3001, 4] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType != H
;;;trigger1 = BackEdgeBodyDist > -1
;triggerall = NumHelper(3010) > 0
;triggerall = Helper(3010), MoveHit = 0
trigger2 = NumTarget < 1
value = 0
ctrl = 1
And here's the ShinShouryuu-Ken states:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shin Shouryuu-Ken (start)
[Statedef 3200]
type = S
movetype= A
physics = S
juggle = 7
velset = 0,0
ctrl = 0
anim = 3200
;poweradd = 75
sprpriority = 2
[State 3200, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0
[State 3200, 1.2] ;Back Dust
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
ownpal = 1
[State 3200, 2]
type = SuperPause
trigger1 = Time = 1;53
anim = -1;S8020
;sound = S0, 0
pos = 11, 2
movetime = 41;0
darken = 0
poweradd = -1000
bindtime = -1
sprpriority = 3
Time = 41
[State 3200, 3]
type = AssertSpecial
trigger1 = Time = [1, 100]
flag = nobardisplay
ignorehitpause = 1
[State 3200, 6]
type = PlaySnd
trigger1 = Time = 1
value = 30, 0
[State 3200, 9];Portrait
type = Helper
trigger1 = anim=3200 && animelem = 1
Helpertype=normal
stateno = 8891
ID = 8890
postype = p1
pos = -26,-53
ownpal = 1
supermovetime =9999
persistent=0
[State 3200, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 75 + var(42), 8
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5 + var(43), Hit
pausetime = 0, 38;36
;snap = 0, 0
guard.sparkno = S8200
sparkno = S8270+(random%4)
sparkxy = -15, -71
hitsound = S15, 2
guardsound = S16, 0
ground.type = Low
ground.slidetime = 25
ground.hittime = 40;70
ground.velocity = 0 ;-.3
airguard.velocity = -.1
air.type = Low
air.velocity = 0 ;-.4
air.hittime = 32
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
kill= ifelse(anim=3200, (numenemy>1), (numtarget!=numenemy))
[State 3200, 9] ;Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 52
persistent = 0
anim = 8505
postype = p2
pos = 8, -95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .85,.85
[State 3200, 10] ;Medium Energy (1)
type = Explod
triggerall = var(40) != 0 && var(40) != 1 && var(40) != 3
trigger1 = var(40) = 2 && AnimElem = 3
persistent = 0
anim = 1120
ID = 1120
postype = p1
pos = 30, -31
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
removeongethit = 1
bindtime = -1
ownpal = 1
[State 3200, 11] ;Big Energy (1)
type = Explod
triggerall = var(40) != 0 && var(40) != 1 && var(40) != 2
trigger1 = var(40) = 3 && AnimElem = 3
persistent = 0
anim = 1120
ID = 1120
postype = p1
pos = 30, -31
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
removeongethit = 1
bindtime = -1
ownpal = 1
[State 3200, 12]
type=afterimage
trigger1 = Time = 0
time=150
framegap=3
length=10
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1
[State 3200, 13] ;level 1 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 2 && Time = [0, 60]
add = Floor((20 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((23 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((50 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 20,23,50
;sinadd = 40,42,60,7
time = 1;60
[State 3200, 14] ;level 2 & 3 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 3 && Time = [0, 60]
add = Floor((0 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 0,14,95
;sinadd = 40,42,60,7
time = 1;60
[State 3200, 15]
type = VarSet
;trigger1 = var(40) != 0
trigger1 = MoveHit
v = 20
value = 2
[State 3200, 16]
type = HitBy
trigger1 = 1
value = SCA, HA,NP,SP,HP
[State 3200, 18]
type = PlaySnd
trigger1 = Time = 2;1
value = 5, 4
channel = 0
supermovetime = 1000
ignorehitpause = 1
[State 3200, 19]
type = PlaySnd
trigger1 = MoveHit
value = 20, 3
trigger1 = Time = 50;48
channel = 1
supermovetime = 1000
ignorehitpause = 1
persistent = 0
[State 3200, 20]
type = PlaySnd
trigger1 = MoveHit
value = 18, 1
trigger1 = Time = 49;48
channel = 4
supermovetime = 1000
ignorehitpause = 1
persistent = 0
[State 3200, 21]
type = PlaySnd
trigger1 = MoveHit
;trigger2 = MoveHit != 1
;trigger2 = AnimElem = 5, = 2
value = 5, 2
channel = 0
supermovetime = 1000
ignorehitpause = 1
persistent = 0
[State 3200, 22]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit
value = 3201
[State 3200, 23]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit != 1
value = 3202
;---------------------------------------------------------------------------
; Shin Shouryuu-Ken (Close)
[Statedef 3201]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 3201
;poweradd = 75
sprpriority = 2
[State 3201, 1]
type = AssertSpecial
trigger1 = Time = [0, 275]
flag = nobardisplay
ignorehitpause = 1
[State 3201, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
damage = 75 + var(42), 8
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5 + var(43), Hit
pausetime = 1, 28
;snap = 60, ifelse(target, StateType = A, -50, 0)
guard.sparkno = S8200
sparkno = S8270+(random%4)
sparkxy = -15, -71
hitsound = S15, 2
guardsound = S16, 0
ground.type = High
ground.slidetime = 25
ground.hittime = 22;60
ground.velocity = 0;-.3
airguard.velocity = -.1
air.type = High
air.velocity = 0;-.3
air.hittime = 22
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
kill= (numtarget!=numenemy) || (animelem=20)
[State 3201, 3]
type = HitDef
trigger1 = Time = 56;57 60 ;AnimElem = 19
attr = A, HA
damage = 80 + var(41), 9
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5 + var(43), Hit
pausetime = 0, 0 ;8,4
guard.sparkno = S8200
sparkno = S8270+(random%4)
sparkxy = -15, -71
hitsound = S15, 2
guardsound = S16, 0
ground.type = High
ground.slidetime = 25
ground.hittime = 1;21
ground.velocity = -3,-19
airguard.velocity = -1.9,8
air.animtype = High
air.velocity = -2,-17
air.hittime = 32
fall = 1
air.fall = 1
palfx.time = 110
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;kill= (numtarget!=numenemy) || (animelem=20)
[State 3201, 4] ;Super Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 38
persistent = 0
anim = 8505
postype = p2
pos = 8, -95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .85,.85
[State 3201, 5] ;Super Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 59
persistent = 0
anim = 8505
postype = p2
pos = 8, -135;-95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .9,.9
[State 3201, 6] ;Remove Energy (1)
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 1120
[State 3201, 7] ;level 1 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 2 && Time = [0, 105]
add = Floor((20 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((23 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((50 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 20,23,50
;sinadd = 40,42,60,7
time = 1;105
[State 3201, 8] ;level 2 & 3 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 3 && Time = [0, 105]
add = Floor((0 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 0,14,95
;sinadd = 40,42,60,7
time = 1;105
[State 3201, 9]
type = VarSet
;trigger1 = var(40) != 0 && var(40) != 1
trigger1 = MoveHit
v = 20
value = 2
[State 3201, 10]
type = StateTypeSet
trigger1 = Time = 57
statetype = A
movetype = A
physics = A
[State 3201, 11]
type = HitBy
trigger1 = Time = [0, 54]
value = SCA, SA,HA,NP,SP,HP
[State 3201, 12]
type = HitBy
trigger1 = Time = [55, 98]
value = SCA, HA,NP,SP,HP
[State 3201, 13]
type = VelSet
trigger1 = Time = 55;64;16
;x = 9.7
y = -10.1
[State 3201, 14]
type = VelSet
trigger1 = Time = 66;18
;x = 9.1
y = -16.1
[State 3201, 15]
type = VelSet
trigger1 = Time = 69;21
;x = 5.3
y = -19.1
[State 3201, 16]
type = VelSet
trigger1 = Time = 76;71;23
;x = 2.95
y = -15.1
[State 3201, 17]
type = VelSet
trigger1 = Time = 79;74;26
;x = 1.6
y = -7.1
[State 3201, 18]
type = VelSet
trigger1 = Time = 83;78;30
;x = .7
y = -3.3
[State 3201, 19]
type = VelSet
trigger1 = Time = 86;81;33
;x = .05
y = -1.3
[State 3201, 20]
type = VelSet
trigger1 = Time = 90;85;37
;x = 0
y = -.9
[State 3201, 21]
type=afterimage
trigger1 = Time = 0
time=150
framegap=2
length=10
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1
[State 3201, 23]
type = PlaySnd
trigger1 = Time = 55
value = 2, 1
channel = 0
ignorehitpause = 1
[State 3201, 24]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Time = 37;35
value = 20, 3
channel = 2
supermovetime = 1000
;ignorehitpause = 1
[State 3201, 25]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Time = 57;55
value = 20, 3
channel = 3
supermovetime = 1000
;ignorehitpause = 1
[State 3201, 26]
type = PlaySnd
trigger1 = Time = 36;35
value = 18, 1
channel = 4
supermovetime = 1000
;ignorehitpause = 1
[State 3201, 27]
type = PlaySnd
trigger1 = Time = 56;55
value = 18, 1
channel = 4
supermovetime = 1000
;ignorehitpause = 1
[State 3201, 28]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
[State Electric]
type=helper
trigger1= movehit && numtarget && numhelper(8311)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=8311
ID=8311
name="Electricity"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1