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Error Detected: Error in Command "Batspin Light". Error in onslaught.cmd:328 (Read 1632 times)

Started by Ki$@1st456v, October 26, 2020, 07:19:07 am
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Error Detected: Error in Command "Batspin Light". Error in onslaught.cmd:328
#1  October 26, 2020, 07:19:07 am
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HI, I have managed to get a move added to one of my characters to come out, albeit imperfectly. I now trying to get rid of the duplicate that appears when I perform Storm's Typhoon attack which I have added to Ironman. Also, when I perform the move in the air, Ironman seems to disappear where he is stuck and he leaves behind a Repulsor Blast effect.

;Typhoon
[Statedef 1360]
type    = S
movetype= A
physics = N
poweradd= 60
ctrl = 0
velset = 0,0
anim = 1360
sprpriority = 2
facep2 = 1

[State 1360]
type = VarSet
trigger1 = Time = 0
var(28) = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
scale = .5,.5
supermove = 1
sprpriority = 4
ownpal = 1

[State 1360]
type = PlaySnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
volumescale = 255
channel = 0


[State 1360]
type = PlaySnd
trigger1 = Time = 36
value = 310,0
volume = 255
volumescale = 255


[State 1360]
type = destroySelf
trigger1 = Time = 19
trigger1 = NumHelper(6221) = 0
stateno = 6221
id = 6221
pos = -7,-9

[State 1360]
type = DestroySelf
trigger1 = Time = 17
stateno = 21360
id = 21360
postype = p2
pos = 32,-floor(Pos Y)
ownpal = 1


[State 1360]
type = ChangeAnim
trigger1 = Time = 61
value = 1361
persistent = 0

[State 1360]
type = ChangeState
trigger1 = AnimTime = 0 && Anim = 1361
trigger2 = Time = 69
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Typhoon Air
[Statedef 1370]
type    = A
movetype= A
physics = N
juggle  = 3
poweradd= 60
ctrl = 0
anim = 1360
sprpriority = 2
facep2 = 1

[state 410,3]
type = veladd
trigger1 = var(15)
y = 0
x = 0

[state 410,3]
type = velset
trigger1 = var(15)
y = 0
x = 0

[State 1370]
type = VarSet
trigger1 = Time = 0
var(28) = 0

[State 1100, VelSet]
type = VelSet
trigger1 = time = 0
x = vel x / 16
y = vel y / 10

[State 1030, 4]
type = VelSet
trigger1 = Pos Y >= 0
y = 0


[State 1360]
type = PlaySnd
trigger1 = animelem = 4
value = 1300,0
volume = 255
volumescale = 255
channel = 0


[State 1360]
type = PlaySnd
trigger1 = Time = 36
value = 310,0
volume = 255
volumescale = 255

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0 && Anim = 1361
trigger2 = Time = 69 && var(15)
value = 1505


[State 1370]
type = Helper
trigger1 = Time = 15
trigger1 = NumHelper(6221) = 0
stateno = 6221
id = 6221
pos = -7,-9

[State 1370]
type = Helper
trigger1 = Time = 17
stateno = 21360
id = 21360
postype = p2
pos = 32,-floor(Pos Y)
ownpal = 1

[State 1360]
type = ChangeAnim
trigger1 = Time = 61
value = 1361
persistent = 0

[State 1360]
type = ChangeState
trigger1 = AnimTime = 0 && Anim = 1361
trigger2 = Time = 61
value = 1211
ctrl = 1

;Typhoon Start
[Statedef 21360]
type = A
movetype = A
physics = N
anim = 21360
ctrl = 0
sprpriority = 7
velset = 0,0


[State 21360]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21360]
type = Helper
trigger1 = Time = 20
stateno = 21362
id = 21362
postype = p1
ownpal = 1
pos = 0,-floor(Pos Y)

[State 21360]
type = Helper
trigger1 = Time = 20
stateno = 21364
id = 21362
postype = p1
ownpal = 1
pos = -32,-floor(Pos Y)

[State 21360]
type = Helper
trigger1 = Time = 24
stateno = 21362
id = 21363
postype = p1
ownpal = 1
pos = 0,-floor(Pos Y)-136

[State 21360]
type = Helper
trigger1 = Time = 24
stateno = 21364
id = 21363
postype = p1
ownpal = 1
pos = -32,-floor(Pos Y)-136


[State 21360]
type = Helper
trigger1 = Time = 28
stateno = 21362
id = 21364
postype = p1
ownpal = 1
pos = 0,-floor(Pos Y)-136-136

[State 21360]
type = Helper
trigger1 = Time = 28
stateno = 21364
id = 21364
postype = p1
ownpal = 1
pos = -32,-floor(Pos Y)-136-136

[State 21360]
type = DestroySelf
trigger1 = Time = 70



;------------------------------------------------------------------------------------------------------------
;Tornado
[Statedef 21362]
type = S
movetype = A
physics = N
anim = 21362
ctrl = 0
sprpriority = 7
velset = 0,0
hitcountpersist = 1


[State 21362]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21362]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 21362]
type = HitOverride
trigger1 = 1
stateno = 21362
attr = SCA,AP
slot = 0
time = -1


[State 21362]
type = ChangeState
trigger1 = Time = 57
value = 21363

[State 21362]
type = HitDef
attr = S, SP
triggerall = HitCount < 1
trigger1 = (Time%7) = 0
damage = 49,2
animtype = up
air.animtype = up
priority  = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0,6
sparkxy = -10,-60
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,Floor(P2Dist Y - 25)
hitsound = -1
guardsound = S6+var(39),0
ground.type = Low
ground.slidetime = 16
ground.hittime = 19
air.hittime = 26
guard.hittime = 5
numhits = 2
yaccel = .84
ground.velocity = 1.8,-19.4
guard.velocity = 14
guard.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
air.velocity = 1.8,-19.4
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(39),1
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 2
trigger1 = movehit
value = s5+var(39),1
channel = 6
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
triggerall = hitcount = 3
trigger1 = movehit
value = s5+var(39),1
channel = 6
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 1
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X),  -25
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 2
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X), -25
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
triggerall = hitcount = 3
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X), -25
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 21362]
type = Varset
trigger1 = time = 0
var(0) = 2

[State 21362]
type = VarAdd
trigger1 = MoveGuarded
var(0) = -1

[State 21362]
type = MoveHitReset
trigger1 = var(0) > 0
trigger1 = MoveGuarded


;------------------------------------------------------------------------------------------------------------
;Typhoon End
[Statedef 21363]
type = S
movetype = I
physics = N
anim = 21363
ctrl = 0
sprpriority = 2
velset = 0,0


[State 21363]
type = AssertSpecial
trigger1 = 1
flag = noshadow



[State 21363]
type = DestroySelf
trigger1 = AnimTime = 0


;------------------------------------------------------------------------------------------------------------
;Tornado Clone
[Statedef 21364]
type = S
movetype = I
physics = N
anim = 21364
ctrl = 0
sprpriority = 2
velset = 0,0


[State 21364]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21364]
type = ChangeState
trigger1 = Time = 57
value = 21363



I have looked at some solutions to get rid of helper clone glitches and I first tried to change every helper state to a null state, but that removed the hitboxes and the whirlwind effect, and left Ironman doing only an animation. I then removed the helper state for some and used destroyself, but that also got rid of the effect and hitboxes. Does anyone know what I must do to get rid of the duplicate glitch and the disappearing glitch when I perform the Typhoon attack, and has anyone hit this problem before? I am deeply grateful for any help. Thank you all!

     Posted: October 26, 2020, 07:22:29 am
I also apologize for the topic title. I came back to this later and I did not look at the topic subject when I came back with this question.