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The invincible B. Jenet / What are the Reversal types? (Read 685 times)

Started by gamespy, December 31, 2007, 03:07:35 am
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The invincible B. Jenet / What are the Reversal types?
#1  December 31, 2007, 03:07:35 am
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B. Jenet (KOF XI version by Fervicante) is an excellent character who I enjoy playing.

She has a super move called An Oi Mademoiselle which counters attacks. However, this seems to be able to counter ANY and EVERYTHING. The only attacks that cancels her counter are projectile attacks.

When helpers such as May's whale attacks, Nakoruru's falcon attacks and other types of helpers attack B. Jenet, she turns them into a clone of the character while performing the super move.

This is her information:

; An Oi Mademoiselle
[Statedef 3200]
type    = S
movetype= A
physics = S
anim = 3200
juggle = 8
velset = 0,0
poweradd = -2000
ctrl = 0
sprpriority = 2

[State 3200, 1]
type = ReversalDef
trigger1 = time = 0
attr = S, HT
reversal.attr = SCA,NA,SA,HA
pausetime = 10,0
sparkno = S8010
hitsound = S201,1
p2facing = 1
p1stateno = 3210
p2stateno = 3220
numhits = 0

[State 3200, 2]
type = ChangeAnim
triggerall = prevstateno = 1100 || prevstateno = 3000
trigger1 = time = 0
value = 3201

[State 3200, 3]
type = HitDef
triggerall = prevstateno = 1100 || prevstateno = 3000
Trigger1 = time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
hitflag = MAF
priority = 1, Miss
sparkno = -1
pausetime = 10,0
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3210
p2stateno = 3220
guard.dist = 0
fall = 1
numhits = 0

[State 3200, 4]
type = Assertspecial
triggerall = numtarget(1100) = 1 || numtarget(3000) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 3200, 5]
type = PalFX
triggerall = prevstateno = 1100 || prevstateno = 3000
trigger1 = Time = 0
time = 10
add = 256,0,0

[State 3200, 6]
type = RemoveExplod
trigger1 = time = 0
id = 1115
ignorehitpause = 1

[State 3200, 7]
type = RemoveExplod
trigger1 = time = 0
id = 3010
ignorehitpause = 1

[State 3200, 8]
type = Helper
triggerall = prevstateno = 1100
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 3500
stateno = 3500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 9]
type = Helper
triggerall = prevstateno = 3000
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 10]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; An Oi Mademoiselle 2
[Statedef 3210]
type    = S
movetype= A
physics = S
anim = 3210
juggle = 0
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 2

[State 3100, 1]
type = AssertSpecial
trigger1 = animelemtime(1) >= 0 && animelemtime(6) < 0
flag= noFG
flag2= noBG

[State 3200, 2]
type = SuperPause
trigger1 = animelem = 1, = 0
time = 38
anim = -1
sound = s3200,1
movetime = 38
darken = 0
poweradd = 0

[State 3200, 3]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 248,248,248
time = 2
under = 1

[State 3200, 4]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 0, 0, 0
time = 38
under = 1

[State 3200, 5]
type = Explod
trigger1 = animelem = 1, = 0
anim = 8205
ID = 8205
pos = 0,-60
postype = p1
bindtime = 1
vel = 0,0
accel = 0,0
sprpriority = 4
ownpal = 1
supermove = 1

[State 3200, 5]
type = Explod
trigger1 = animelem = 1, = 0
anim = 8206
ID = 8206
pos = 0,-60
postype = p1
bindtime = 1
vel = 0,0
accel = 0,0
sprpriority = -1
ownpal = 1
supermove = 1

[State 3200, 6]
type = NotHitBy
trigger1 = animelemtime(33) <  0
value = SCA

[State 3200, 7]
type = PlaySnd
trigger1 = animelem = 1
value = s3200,2
channel = 0

[State 3200, 8]
type = PlaySnd
trigger1 = animelem = 5
value = s3200,3
channel = 0

[State 3200, 9]
type = PlaySnd
trigger1 = animelem = 30
value = s3200,4
channel = 0

[State 3200, 10]
type = PlaySnd
trigger1 = animelem = 37
value = s3200,5
channel = 0

[State 3200, 11]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
anim = 8101
ID = 8101
pos = 29,2
postype = p1
facing = 1
bindtime = 20
vel = 0,0
accel = 0,0
removetime = 20
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3200, 12]
type = TargetBind
trigger1 = animelemtime(32) < 0
pos = 38,0
ignorehitpause = 1

[State 3200, 13]
type = TargetState
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = 3225

[State 3200, 14]
type = TargetLifeAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = -60
kill = 0
absolute = 1

[State 3200, 15]
type = Explod
trigger1 = animelem = 7
anim = 8010
ID = 8010
pos = 25,-60
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 15
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3200, 16]
type = Explod
trigger1 = animelem = 11
trigger2 = animelem = 15
trigger3 = animelem = 19
trigger4 = animelem = 23
trigger5 = animelem = 27
anim = 8010
ID = 8010
pos = 30,-75
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 15
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3200, 17]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = S3200,6

[State 3200, 18]
type = HitAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = 1

[State 3200, 19]
type = HitDef
trigger1 = animelem = 32
attr = S, HA
animtype = diagup
damage = 70,10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 34,34
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-75
hitsound = s201,9
guardsound = s120,1
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
getpower = 0,0
givepower = 0,0

[State 3200, 20]
type = Explod
trigger1 = animelem = 32, = 2
anim = 3215
ID = 3215
pos = 0,0
postype = p1
facing = 1
bindtime = 46
vel = 0,0
accel = 0,0
removetime = 46
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3200, 21]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown by An Oi Mademoiselle
[Statedef 3220]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3220, 1]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 3220, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3220

[State 3220, 3]
type = SelfState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
;Thrown by An Oi Mademoiselle 2
[Statedef 3225]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3225, 1]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 3225, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3225

[State 3225, 3]
type = SelfState
trigger1 = animtime = 0
value = 0



The bolded area is what was added by advice from a somewhat related topic. However, it does not seem to stop the counter from hitting helpers. This only happens to B. Jenet as other characters will not counter the character's helpers.

From what I understand (correct if I'm wrong)

SA - standing attack
CA - crouching attack
HA - hyper attack

What do I need to change so that B. Jenet will not counter helper attacks?

Thanks for any help given.
Re: The invincible B. Jenet / What are the Reversal types?
#2  December 31, 2007, 05:37:42 am
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in the stateno  3220 add a destroyself with an ishelper trigger