Alright guys, I'm having a pretty irritating problem with the Guard Crush system for SHADEs 2. It was originally coded by Syn, if that helps.
Basically, in Team Mode or Survival mode, when you face a character after the first fight (when they don't have intros, i.e. the 2nd person you fight in survival mode or the opposing team's 2nd character after defeating their 1st), after the announcer says does his Round announcing, player 2 immediately goes into state 160 (the standing guard crush). I've looked through the code and I can't figure out how to fix the problem. Could anyone take a look at the code and figure out why? I've been racking my brain. I'd really like to include Survival and Team Mode in SHADEs 2.
Code in State -3:
Spoiler, click to toggle visibilty
;--------------------------------------
;Power and Guard Crush Meters
;--------------------------------------
[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 1
trigger1 = 1 && !numhelper(90000)
helpertype = normal ;player
name = "Power/Guard Meters p1"
ID = 90000
stateno = 90000
pos = 0,0
postype = left ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 2
trigger1 = 1 && !numhelper(90001)
helpertype = normal ;player
name = "Power/Guard Meters p2"
ID = 90001
stateno = 90001
pos = 0,0
postype = left ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1
[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = S && roundstate = 2
trigger1 = var(37) < 1
value = 160
ctrl = 0
ignorehitpause = 1
[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = C && roundstate = 2
trigger1 = var(37) < 1
value = 161
ctrl = 0
ignorehitpause = 1
[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = A && roundstate = 2
trigger1 = var(37) < 1
value = 162
ctrl = 0
ignorehitpause = 1
Code in Common1:
Spoiler, click to toggle visibilty
;--------------------------------------
;Guard Crush System by -SyN-
;--------------------------------------
[statedef 160];Defence Broken while Standing
type = s
movetype = i
physics = s
anim = 160 ;<---Standing guard crushed anim goes here
ctrl = 0
[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 3
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S999,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1
ignorehitpause = 1
;----------------------------------------------
[statedef 161];Defence Broken while Crouching
type = c
movetype = i
physics = c
anim = 161;<---Croching guard crushed anim goes here
ctrl = 0
[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 0
time = 3
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S999,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 12
ctrl = 1
ignorehitpause = 1
States 150-153:
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type = S
movetype= H
physics = N
velset = 0,0
[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,NA
trigger1 = time = 1
v = 37
value = -6
[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,SA
trigger1 = time = 1
v = 37
value = -4
[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,HA
trigger1 = time = 1
v = 37
value = -4
[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150
[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")
[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3
;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type = S
movetype= H
physics = S
anim = 150
[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0
[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1
;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type = C
movetype= H
physics = N
velset = 0,0
[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,NA
trigger1 = time = 1
v = 37
value = -6
[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,SA
trigger1 = time = 1
v = 37
value = -4
[State 0,VarAdd]
type = VarAdd
triggerall = enemy,hitdefattr = SCA,HA
trigger1 = time = 1
v = 37
value = -4
[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151
[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")
[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4
;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type = C
movetype= H
physics = C
anim = 151
[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0
[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1
[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1