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Lvl.3 Help! I Cannot Get The Super to Work In the Air. (Read 8916 times)

Started by Ki$@1st456v, July 04, 2022, 12:23:48 PM
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Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#1  July 04, 2022, 12:23:48 PM
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    • USA
Hi everyone, I have been trying to code X to have Mr. Karate and Ranzaneko's Zero's Lvl. 3 "Genmu-Zero". I am able to get X to use the super on the ground, but there is an aerial version that I cannot get right. I have the code right here below.

;Aerial
[Statedef 60000081]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 60000082
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 50
scale = .9,1.3
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 17
anim = 23000
facing = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24
id = 23000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 64
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
trigger2 =
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 50
ctrl = 1

As always, I greatly appreciate any help anyone can give for this question as I do not know what it is I am missing to make this move work. Everyone have a great Fourth of July. Thank you!
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#2  July 08, 2022, 12:42:14 AM
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    • r.coburn08@yahoo.com
the problem is in the command section. StateType != A
Remove the "!" then it should work
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#3  July 09, 2022, 03:11:39 PM
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Thank you for your response! It is doing something different, but it still does not work along with the ground version of the move, which is weird though. Here is the code

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000080
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType != A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000081
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

I would remove the "!" from the air version, but it would not work during a jump. I would remove the "!" from the code of the ground version, and then the air version would work but not the ground version of Genmu Zero. Also, X would be standing in the air after the Lvl. 3 and not fall to the ground, and I would be able to walk around without touching the ground until I jumped.

I do not know how to get both versions of this move to work and it is irritating. I tried changing the type of the aerial version in the CNS Statedef 60000081 to "A" for an Air type move too but it did not work.


     Posted: July 09, 2022, 09:29:10 PM
I managed to get the move to work in the air and on the ground, but there are still some problems with it. I have the CMND code here.

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000080
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000081
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType != A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

However, when X does Genmu Zero on the ground, he does the animation for the swing again after doing the move and when he does it in the air he does not fall to the ground afterwards.

;======================<GENMU ZERO>===================
;Stand
[Statedef 60000080]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 60000080
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 55
scale = .9,1.3
sprpriority = -1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Aerial
[Statedef 60000081]
type    = A
movetype= A
physics = S
ctrl = 0
anim = 60000082
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 50
scale = .9,1.3
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 17
anim = 23000
facing = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24
id = 23000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 64
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 52
ctrl = 1

Is there something missing in the code that I need to get these things fixed? I appreciate any help anyone can give for this problem. Thank you!


     Posted: July 11, 2022, 01:02:39 AM
Here is a video showing what I am saying.

https://drive.google.com/file/d/1jOR1HP5je4pizpItzAXx8PYOe_GGAS1L/view?usp=sharing
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#4  July 11, 2022, 03:25:53 PM
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    • UK
Quote
[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 52
ctrl = 1

the changestate is for when the player lands on floor. Try changing it to a state where he is falling (falling animation).
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#5  July 12, 2022, 11:54:29 AM
  • avatar
  • **
    • USA
Okay, I tried putting a falling state, but it still will not let him fall. I do not know why.

;Aerial
[Statedef 60000081]
type    = A
movetype= A
physics = S
ctrl = 0
anim = 60000082
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 50
scale = .9,1.3
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 17
anim = 23000
facing = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24
id = 23000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 64
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 1271
ctrl = 1

I have the falling changestate here.

;Falling
[Statedef 1271]
type    = A
movetype= I
physics = A
anim = 54
sprpriority = 1

[State 91, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y= - 0.07

[State 1211, Ctrl]
type = CtrlSet
trigger1 = prevstateno = 4100
value = 1

[State 112, 3]
type = VelAdd
trigger1 = command = "holdfwd"
trigger1 = Vel X < 3.5
x = 0.20

[State 112, 4]
type = VelAdd
trigger1 = command = "holdback"
trigger1 = Vel X > -3.5
x = -0.0525

[State 1211, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1211, VelSet]
type = VelSet
trigger1 = FrontEdgeBodyDist <= 0
x = 0

[State 999, ChangeAnim] ;Change to jumping forward anim
type = ChangeAnim
trigger1 = Vel X > 0
trigger1 = Time = [0,2]
value = 52

[State 998, ChangeAnim2] ;Change to jumping back anim
type = ChangeAnim
trigger1 = Vel X < 0
trigger1 = Time = [0,2]
value = 52

[State 1211, ChangeState]
type = ChangeState
trigger1 = time>10 && pos y >= 0
value = 52

;-------------------------------------------------------------------------
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#6  July 18, 2022, 08:18:22 PM
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value = 52
value = 50
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#7  July 20, 2022, 06:30:43 AM
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It's not going to work. since you're confusing your ground/air states.[/B]

You're using the stand version in the air, which changes you to state 0 afterwards. So you will never fall down.
While you're using the air version on the ground, so naturally, you'd go to state 52 right after it finishes it. Meaning, although it's the air version, it will look like the ground version since the animations for both looks identical.

Here's your problem.

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000080 ------------------------------>This is supposed to be the GROUND VERSION
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType = A  ---> But you're telling the state to be executed IN THE AIR , should be StateType !=A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

I won't post the code for the Air version but essentially you have Statetype !=A in one of the triggers, meaning that the Air version can only be executed on the ground. It should be changed to StateType=A.

Your other option is to give the fall changestate to [statedef 60000080] and the stand chagestate to [statedef 60000081], essentially switching the states around.  I haven't looked that states in detail but they seem fairly identical to me in the video, besides the changestate at the end.


Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#8  August 02, 2022, 09:59:48 AM
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Okay I did this and it still did not work for both versions of the move.

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000091
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = S
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000092
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

What am I still missing?
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#9  August 02, 2022, 11:01:37 AM
  • *
Okay I did this and it still did not work for both versions of the move.

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000091
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = S
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000092
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

What am I still missing?

Looks correct. 

First method to diagnose
the problem:
You should turn on debug and display var(2) and var(20) to see what they're doing.  They should be: var(2)=0 & var(20)<=0 respectively when you're doing the moves.

Probably post your command block for 'GENMUZERO' as well.

Lastly, you probably know this but the order of the changestates in [statedef -1] matters.  Make sure these changestates are placed before other changestates with less complex commands, else it might not work.

Second Method to diagnose the problem:  If you've already done everything correctly from 1st method, then I suggest:
Get rid of all the triggers and only have the basic ones.  See if it works, then add the triggers in one at a time.

So should start with the most basic.  Don't use Statetype = S for  60000091, in case the inputs of your command puts your character in a crouch state and so won't trigger the state change even when you've met all the other conditions.

Try Something simple like this first and work your way up:

type = ChangeState
value = 60000091
triggerall = RoundState = 2 && StateType !=A  -->
triggerall = command = "GENMUZERO"
trigger1 = ctrl


Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
#10  August 04, 2022, 10:43:32 AM
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Thank you everyone, I was finally able to get both to work. I put the air version above the ground version like this . . .

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000092
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000091
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = S
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

Finally I changed the statetype, movetype, and physics of the air move to this . . .

type    = A
movetype= A
physics = S

And it worked! Thank you all for your continuous help with this topic! This topic is solved!