I've fixed plenty of problems in jins characters but for this one I'm having a hard time with. one of kyos supers where he does a combo leading to his orochinagi sends people to a custom state, so I managed to get it so that in his grab gets the opponent to their grab state, but when he gets to his combo, the opponent goes to their falling state for some unknown reason, although there is nowhere in the custom states where it has the state of 5100, any suggestions will be appreciated.Here is the code:Code for the attack itself:[Statedef 3010]type = Smovetype = Aphysics = Sjuggle = 0velset = 0,0anim = 3010ctrl = 0sprpriority = 5[State 170, 無敵]type = NotHitBytrigger1 = 1value = SCA[State 0, TargetState]type = TargetStatetrigger1 = Numtarget && !timetrigger2 = animelem = 1trigger3 = animelem = 2trigger4 = animelem = 3value = 870[State 2000]type = AssertSpecialtrigger1 = 1flag = NoFGflag2 = NOBGignorehitpause = 1[State 2100,]type = Envcolortrigger1 = AnimElem = 3time = 1value = 255,255,255under = 0[State 2000,]type = PlaySndtrigger1 = AnimElem = 1value = s1,5[State 2000,]type = PlaySndtrigger1 = AnimElem = 3value = s12,5[State 2000,]type = PlaySndtrigger1 = AnimElem = 12trigger2 = AnimElem = 19trigger3 = AnimElem = 29trigger4 = AnimElem = 36trigger5 = AnimElem = 41trigger6 = AnimElem = 49trigger7 = AnimElem = 60value = s0,4[State 2000,]type = PlaySndtrigger1 = AnimElem = 56value = s3,0[State 810, 1]type = TargetBindtrigger1 = AnimElemtime(1) >= 0 && AnimElemtime(55) < 0pos = 45,0[State 210, 物理的なキャラの幅]type = Widthtrigger1 = AnimElemTime (4) >= 0 && AnimElemTime (7) <= 0trigger2 = AnimElemTime (22) >= 0 && AnimElemTime (24) <= 0edge = 50,0[State 210, 物理的なキャラの幅]type = Widthtrigger1 = AnimElemTime (7) >= 0 && AnimElemTime (15) <= 0trigger2 = AnimElemTime (24) >= 0 && AnimElemTime (32) <= 0trigger3 = AnimElemTime (39) >= 0 && AnimElemTime (56) <= 0edge = 30,0[State 210, 物理的なキャラの幅]type = Widthtrigger1 = AnimElemTime (15) >= 0 && AnimElemTime (17) <= 0edge = 25,0[State 1000, 軸位置移動]type = Posaddtrigger1 = AnimElem = 52 | AnimElem = 53x = 5[State 1000, 軸位置移動]type = Posaddtrigger1 = AnimElem = 4 | AnimElem = 7 | AnimElem = 8 | AnimElem = 9trigger2 = AnimElem = 11 | AnimElem = 13 | AnimElem = 14 | AnimElem = 15trigger3 = AnimElem = 16 | AnimElem = 17 | AnimElem = 18 | AnimElem = 19trigger4 = AnimElem = 24 | AnimElem = 25 | AnimElem = 26 | AnimElem = 28trigger5 = AnimElem = 30 | AnimElem = 31 | AnimElem = 32 | AnimElem = 33trigger6 = AnimElem = 34 | AnimElem = 35 | AnimElem = 36 | AnimElem = 40trigger7 = AnimElem = 42 | AnimElem = 43 | AnimElem = 45 | AnimElem = 46trigger8 = AnimElem = 47 | AnimElem = 48 | AnimElem = 55x = 5;10[State 1000, 軸位置移動]type = Posaddtrigger1 = AnimElem = 5 | AnimElem = 6trigger2 = AnimElem = 22 | AnimElem = 23x = 15[State 1000, 軸位置移動]type = Posaddtrigger1 = AnimElem = 12trigger2 = AnimElem = 29x = 20[State 1000, 軸位置移動]type = Velsettrigger1 = AnimElemtime(55) >= 3x = 2.6[State 1000, 軸位置移動]type = Velsettrigger1 = AnimElem = 56y = -3.7[State 1000, 軸位置移動]type = VelAddtrigger1 = AnimElemtime(56) > 0x = -.07y = .3[State 6000, 3]type = StateTypeSettrigger1 = AnimElem = 56statetype = A[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 1persistent = 0anim = 4040postype = P1pos = 40,-75sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 3persistent = 0anim = 1430postype = P1pos = 50,-65sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 14persistent = 0anim = 1605postype = P1pos = 55,-65sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 31persistent = 0anim = 1605postype = P1pos = 55,-65sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 20persistent = 0anim = 1605postype = P1pos = 70,-60sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 37persistent = 0anim = 1605postype = P1pos = 70,-60sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 43persistent = 0anim = 1615postype = P1pos = 55,-60sprpriority = 10ignorehitpause = 1[State 1100, エフェクト表示]type = Explodtrigger1 = AnimElem = 49persistent = 0anim = 1315postype = P1pos = 60,-80sprpriority = 10ignorehitpause = 1[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 3attr = S, HAgetpower = 0damage = 80,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 5,10sparkno = -1hitsound = -1ground.type = Highground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3030palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0numhits = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 14attr = S, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 3,10sparkno = S30002guard.sparkno = s30040sparkxy = -25,-65hitsound = s1,1ground.type = Highground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3030palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 20attr = S, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 3,10sparkno = S30002guard.sparkno = s30040sparkxy = -25,-70hitsound = s1,1ground.type = Lowground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3040palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 31attr = S, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 3,10sparkno = S30002guard.sparkno = s30040sparkxy = -25,-65hitsound = s1,1ground.type = Highground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3030palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 37attr = S, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 3,10sparkno = S30002guard.sparkno = s30040sparkxy = -25,-70hitsound = s1,1ground.type = Lowground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3040palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 43attr = S, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 3,10sparkno = S30002guard.sparkno = s30040sparkxy = -25,-70hitsound = s1,1ground.type = Highground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3030palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 51attr = S, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 3,10sparkno = S30002guard.sparkno = s30040sparkxy = -25,-60hitsound = s1,1ground.type = Lowground.slidetime = 10ground.hittime = 20ground.velocity = 0p2stateno = 3040palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 56attr = A, HAgetpower = 0damage = 30,0animtype = Hardhitflag = MAFpriority = 3, Hitpausetime = 10,11sparkno = S30002guard.sparkno = s30040sparkxy = -25,-70hitsound = s1,3ground.type = Highground.slidetime = 20ground.hittime = 20ground.velocity = -9p2stateno = 3035palfx.time = 40palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 200, ヒット定義]type = HitDeftrigger1 = AnimElem = 60attr = A, HAgetpower = 0damage = 30,0animtype = uphitflag = MAFpriority = 3, Hitpausetime = 11,11sparkno = S30002guard.sparkno = s30040sparkxy = -25,-60hitsound = s1,3ground.type = Highground.slidetime = 10ground.hittime = 20ground.velocity = -3,-9.4air.velocity = -3,-9.4yaccel = .36fall = 1fall.recover = 0palfx.time = 60palfx.add = 30,-40,-140palfx.sinadd = 60,60,50,10palfx.color = 0palfx.invertall = 1kill = 0[State 1000, 音を鳴らす]type = PlaySndtrigger1 = Movehit = 1value = s12,8[State 1000, ステート変更]type = ChangeStatetrigger1 = Vel Y > 0 && Pos Y >= 0value = 3015All of the custom states that the attack goes to:[Statedef 3020]type = Smovetype= Hphysics = Svelset = 0,0[State 52, 1]type = Hitfallsettrigger1 = 1value = 0[State 52, 1]type = VelSettrigger1 = time = 0x = 0y = 0[State 52, 2]type = PosSettrigger1 = Time = 0y = 0[State 1830]type = ChangeAnim2Trigger1 = Time = 0value = 3040[State 1830]type = SelfStatetrigger1 = Enemy,Stateno != 870value = 870[State 1830]type = SelfStatetrigger1 = Animtime = 0value = 0ctrl = 1[Statedef 3030]type = Smovetype= Hphysics = Svelset = 0,0[State 52, 1]type = VelSettrigger1 = time = 0x = 0y = 0[State 52, 2]type = PosSettrigger1 = Time = 0y = 0[State 1830]type = ChangeAnim2Trigger1 = Time = 0value = 2030[State 1830]type = SelfStatetrigger1 = time > 15 && p2Stateno != [2000,3999]value = 5015[State 1830]type = SelfStatetrigger1 = Animtime = 0value = 0ctrl = 1[Statedef 3035]type = Smovetype= Hphysics = Svelset = 0,0[State 52, 1]type = VelSettrigger1 = time = 0x = 0y = 0[State 52, 2]type = PosSettrigger1 = Time = 0y = 0[State 1830]type = ChangeAnim2Trigger1 = Time = 0value = 2030[State 1830]type = SelfStatetrigger1 = time > 15 && p2Stateno != [2000,3999]value = 5015[State 1830]type = SelfStatetrigger1 = Animtime = 0value = 0ctrl = 1[Statedef 3040]type = Smovetype= Hphysics = Svelset = 0,0[State 52, 1]type = Hitfallsettrigger1 = 1value = 0[State 52, 1]type = VelSettrigger1 = time = 0x = 0y = 0[State 52, 2]type = PosSettrigger1 = Time = 0y = 0[State 1830]type = ChangeAnim2Trigger1 = Time = 0value = 3030[State 1830]type = SelfStatetrigger1 = p2Stateno != 5015value = 5015[State 1830]type = SelfStatetrigger1 = Animtime = 0value = 0ctrl = 1
3035 and 3030 are the only ones that might retain the state. The rest selfstate when p1 won't be in the state hes in. Without knowing how long anim 2030 is. He can drop out of that too.I mean 3010 puts him into state 870. But one of those custom states checks if enemy is in 870. And if not he selfstates out. Enemy will never be in 870. 870 is for p2. 3010 is p1. Whatever was being aimed for here is busted. Without knowing what the custom states are for i can't guve you a better option other than letting you know there is some very shit code happening here.
Cyanide said, February 21, 2020, 08:14:49 am3035 and 3030 are the only ones that might retain the state. The rest selfstate when p1 won't be in the state hes in. Without knowing how long anim 2030 is. He can drop out of that too.I mean 3010 puts him into state 870. But one of those custom states checks if enemy is in 870. And if not he selfstates out. Enemy will never be in 870. 870 is for p2. 3010 is p1. Whatever was being aimed for here is busted. Without knowing what the custom states are for i can't guve you a better option other than letting you know there is some very shit code happening here.Fixed It myself, thank you for the advice although you could've put the last one in less harsher terms.
The code was shitty. See this?Quote[State 1830]type = SelfStatetrigger1 = Enemy,Stateno != 870value = 870This only works on a full game. Here P2 will revert to his own state 870. If P2 has no such state (and odds is that he won't), it breaks the game. How's that for shitty coding?