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The helper of a super completely wiff!! (Read 11404 times)

Started by Rabano, June 05, 2023, 03:10:38 pm
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The helper of a super completely wiff!!
#1  June 05, 2023, 03:10:38 pm
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    • Argentina
Im making a char of Hon Fu from Fatal Fury, and Im working on his super called "Yoka Ton Hammer", where he makes a big spinning jump and then he causes a explosion once he land.

My problem is that the helper I use for the explosion should cause damage, but it does nothing, and I don't know why.

here's the code Im using, both for the move, the landing and the helper.

Code:
;-----------------------------------------------
;LVL 3 Super
[StateDef 3500]
type = S
physics = S
moveType = A
ctrl = 0
velSet = 0,0
sprpriority = 1
powerAdd = -3000
faceP2 = 1

[State 3500, Anim]
type=changeanim
trigger1=!time
value=3500

[state 3500,Posset]
type=posset
trigger1=!time
y=0

[State 3000, Super Cancel Flag]
type = varset
trigger1 = !time
var(21) = ((prevstateno = [1000, 2999]) && var(7)) || var(20)

[State 3000, Hyper Cancel Flag]
type = varset
trigger1 = !time
var(22) = (prevstateno = [3000, 4999]) && var(8)

[State 3000, CC Reset]
type = palfx
trigger1 = !time
trigger1 = !(var(20) := 0)
time = 1

[State 3000, 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) = 40

[State 3000, Super Cancel Flash]
type = palfx
trigger1 = var(21) || var(22)
trigger1 = !(time % 2) && time <= 12
time = 1
add = 255, 255, 255
ignorehitpause = 1

[State 3000, Super Cancel Juggle]
type = varset
trigger1 = !time
trigger1 = var(21) || var(22)
var(15) = 0
ignorehitpause = 1

[State 3500, Super Pause FX]
type = Helper
trigger1 = animelem = 1
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = p1
pos = 11, -63
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownpal = 1

[State 3500, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 43
moveTime = 43
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,0
darken = 0

[State 1100, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1100, Vel]
type = veladd
trigger1 = animelem = 5
x = 6
y = -8

[State Accel]
type = veladd
trigger1 = AnimElemTime(5) >= 0
y = 0.61

[State 1100, Snd]
type=playsnd
trigger1= animelem = 5
value=40,0
channel = 4

[State 1100, Snd]
type=playsnd
trigger1= animelem = 5
value=1100,0


[State 1100, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8103
ID = 8100
name = "Dash Dust"
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 210, Hit]
type=hitdef
trigger1= !(Root, var(16)) && (Root, var(15) < 15 || Root, var(20))
trigger1= animelem = 10 || animelem = 11 || animelem = 12 || animelem = 15 || animelem = 16 || animelem = 17
forcenofall = !var(20)
attr = S,HA
hitflag = MAF
guardflag = M
damage = ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 10
getpower = 0,0
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 15 + 3*var(9)
ground.slidetime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -3, 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=1)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8014)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=70), var(36):=-77
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 1030, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 3510

;---Land---
[Statedef 3510]
type=S
physics=N
movetype=I
ctrl=0
anim=3510
velset=0,0
sprpriority=1
movehitpersist=1

[State 3100, Fire effect 1]
type = Explod
trigger1 = !Time
anim = 3505
removeTime = 10
sprPriority = 3
posType = P1
pos = 50,0
superMoveTime = 255
scale = 0.5,1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1001, Pos]
type=posset
trigger1= 1
y=0

[State 1001, Snd]
type=playsnd
trigger1= !time
value=0,52

[State 1001, Dust]
type=explod
trigger1= !time
anim=8102
sprpriority=-3
postype=p1
scale=.5,.5
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 1001, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


Code:
[StateDef 3505]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
hitCountPersist = 1


[State 3505, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateNo = 3105
ignoreHitPause = 1

[State 3505, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3505, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 3505
value = 3505

[State 3505, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = MoveContact != 1
var(9) = (EnemyNear, MoveType = A)

[State 3505, Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)

[State 3505, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 3505, Miss]
type = HitDef
trigger1 = 1
attr = S,HP
hitFlag =
sparkXY = -10,0

[State 3505, HitDef]
type = HitDef
trigger1= !(Root, var(16)) && (Root, var(15) < 1 || Root, var(20))
attr = S,HP
hitFlag = MAF
guardFlag = M
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
getPower = 0,0
givePower = 36,36
pauseTime = 0,18
guard.pauseTime = 0,18
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 30
ground.slideTime = 30
guard.hitTime = 30
air.hitTime = 60
ground.velocity = 0,0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envShake.time = 18
envShake.ampl = 6
envShake.freq = 120
sprPriority = 3

[State 3505, Flame Particle Timer Set (Parent)]
type = ParentVarSet
trigger1 = MoveHit = 1 && NumTarget
var(44) = 30
ignoreHitPause = 1
persistent = 0

[State 3505, Flame Particle Timer Set]
type = VarSet
trigger1 = MoveHit = 1 && NumTarget
var(44) = 30
ignoreHitPause = 1
persistent = 0

[State 3505, Flame Particles]
type = Helper
trigger1 = !(Root, NumHelper(8150))
trigger1 = MoveHit = 1 && NumTarget
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 3505, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = ifElse(NumTarget, 3506, 3505)
ignoreHitPause = 1

[State 3505, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 3505
ignoreHitPause = 1

[State 3505, End]
type = ChangeState
trigger1 = AnimElemTime(9) >= 0
value = 3507
ignoreHitPause = 1

[State 3505, End]
type = DestroySelf
trigger1 = Root, MoveType = H


;Hit Pause
[StateDef 3506]
type = A
physics = N
moveType = A
ctrl = 0
sprPriority = 3
moveHitPersist = 1
hitCountPersist = 1

[State 3506, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 3506, HitSound]
type = PlaySnd
trigger1 = MoveContact = 1 && NumTarget
value = ifElse(MoveGuarded, 3, 2), ifElse(MoveGuarded, 0, 6)
channel = 2
ignorehitPause = 1

[State 3506, HitSpark]
type = Helper
trigger1 = MoveContact = 1 && NumTarget
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8014)
ID = 8000
name = "Spark"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), ceil(P2Dist y - 64)
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3506, Counter FX]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && var(9)
helperType = Normal
stateNo = 8290
ID = 8290
name = "Counter FX"
posType = P1
pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < 20, ceil(P2Dist x), 20)), ceil(P2Dist y - 64)
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 3506, HitCount]
type = ParentVarAdd
trigger1 = !Time
trigger1 = MoveContact && NumTarget
var(13) = 1

[State 3506, ProjContact (for Benimaru's Daimon helper]
type = ParentVarSet
trigger1 = MoveHit && NumTarget
var(45) = 3

[State 3506, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1

[State 3106, End]
type = ChangeState
trigger1 = Time >= 0
value = 3507


;Disappear
[StateDef 3507]
type = A
physics = N
moveType = A
ctrl = 0
velSet = 0,0
sprPriority = 3
moveHitPersist = 1

[State 3507, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateNo = 3505
ignoreHitPause = 1

[State 3507, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignoreHitPause = 1

[State 3507, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256
ignoreHitPause = 1

[State 3107, End]
type = ChangeState
trigger1 = !AnimTime
value = 3508

;Wait
[StateDef 3508]
type = A
physics = N
moveType = I
anim = 1
ctrl = 0
velSet = 0,0

[State 3508, End]
type = DestroySelf
trigger1 = !NumTarget
trigger2 = NumTarget
trigger2 = Target, Time <= 1 && !(Target, HitShakeOver)
Re: The helper of a super completely wiff!!
#2  June 05, 2023, 03:34:21 pm
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    • crepa.neocities.org
Uh.. I think the char is never spawning the helper. I see an explod (which is not supposed to deal damage) and a few cosmetic helpers (like sparks and superpause and flames), but not the actual helper that should cause damage.
Re: The helper of a super completely wiff!!
#3  June 05, 2023, 03:46:21 pm
  • ***
    • Argentina
HOLY FUCK HOW I DIDN'T NOTICE THAT!!!