Good plan to specify both postype and pos. I know if you set a bindtime of 0 postype becomes left which can cause issues.
Everything in that code is the same otherwise. Copy paste the working one in. If that doesn't work your state itself has another problem.
Or your removeexplod is triggering.
Out of interest. Why not use removeongethit? That makes explods vanish if your player is hit
Thanks a lot!
Sorry for waitng before replying, English + advanced coding makes me delaying it for later, because I need concentration to understand everything once for all.
About "removeongethit" It could be helpful, but perhaps it's not enough, since the move can be interrrupted by some other move, not just interrupted by gethit state. (?)
For it and all other choices, the yall depend on the "template"/base I use for my character. Benimaru by Jmorphman.
The codes are the same, so I think it would not change anytrhing to copy paste the "working one"
I'm pretty sure the problem is on the move state itself.
Should I post it here as well?
EDIT : I post it here.
Beware, my coding structure is very messy, because I use existing states ad add stuff in them
As a reminder :
1000 = special move
1030 = ex special move
1002 = special move landing
1003 = ex special move landing
SPECIAL ONES
;========================<DASH BLADE>=============================
[StateDef 1000]
type = S
physics = N
moveType = A
anim = 1000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1
[State 1000, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "z" || command = "rlsz"), 2, ifElse((command = "y" || command = "rlsy"), 1, 0))
var(10) = ifElse((NumExplod(90000220) || NumExplod(90000225)), 2, ifElse((NumExplod(90000210) || NumExplod(90000215)), 1, 0))
[State 1000, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))
[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 0, 1000, ifElse(var(10) = 1, 1010, 1020))
;[State 1000, ChangeAnimElem]
;type = ChangeAnim
;trigger1 = NumHelper(1005)
;trigger1 = var(10) >= 10
;trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0
;value = ifElse(var(10) = 10, 1000, ifElse(var(10) = 11, 1010, 1020))
;elem = 7
;persistent = 0
[State 1000, 1];slash effect
type = explod
trigger1 = animelemtime(5) = 0
trigger1 = !movecontact || HitPauseTime != 0
anim = 1040
id = 1040
sprpriority = 3
ownpal = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)
pausemovetime=123456
supermovetime=123456
ignorehitpause=1
[State 181, ˆÚ“®]
type = posadd
trigger1 = animelem = 2
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = 16*const(size.xscale)
[State 181, ˆÚ“®]
type = posadd
trigger1 = animelem = 5
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = 16*const(size.xscale)
[State 3000, 1]
type = statetypeset
trigger1 = AnimElem = 5
statetype = A
[State 3000, ˆÚ“®]
type = velset
trigger1 = AnimElem = 5
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
;x = 9
;light 9(au début)
;strong 12.5(au début)
x = ifElse(var(10) = 2, 13.6, ifElse(var(10) = 1, 11.2, 9));;;;;explic : 2 = strong, 1 = medium, rien = light
[State 3000, ˆÚ“®]
type = velset
trigger1 = AnimElem = 5
y = -1
[State 3000, ˆÚ“®]
type = veladd
trigger1 = animelem = 5,>0
y = ifElse(var(10) = 2, 0.15, ifElse(var(10) = 1, 0.17, 0.2));;;;;explic : 2 = strong, 1 = medium, rien = light
;y = 0.2
;light 0.2
;strong 0.15 (oui, c'est zarbi...?)
[State 3000, ˆÚ“®]
type = veladd
trigger1 = animelem = 6,>0
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = -0.5
[State 3000, 1];voice
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 0
channel = 0
[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 2
[State 230, 1]
type = explod
trigger1 = animelem = 4
anim = 11002
sprpriority = 3
pos = -30,0
ownpal = 1
ignorehitpause = 1
[State 1000, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Slash Dust";j'ai décidé
posType = P1
ownPal = 1
[State 210, 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
;trigger1 = animelem = 5,>=0
;trigger1 = !movecontact&&!movereversed
;trigger1 = var(32) < 6 ;’ÇŒ‚§ŒÀ
attr = S, SA
animtype = Medium ;mid
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 98, ifElse(var(10), 91, 84)) < 7, 4, fvar(11) * ifElse(var(10) = 2, 98, ifElse(var(10), 91, 84)))), 7
guardflag = M
hitflag = MAF
pauseTime = ifElse(var(20), 11, 11), ifElse(var(20), 11, 11)
sparkXY = -20 + 0 * (var(35) := 66), var(36) := -75;;;;;;;;;;;;;;sparkxy = -20,-65
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
ground.type = low
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 18
ground.velocity = -2,-8
guard.velocity = -7
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6
air.velocity = -2,-9.6
yaccel = 0.45
air.hittime = 120
fall = 1
fall.recovertime = 99999
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envshake.time = 14;6
envshake.freq = 120;80
envshake.ampl = 4;3
[State 1220, 3];;;on hit
type = ChangeState
trigger1 = movecontact || movereversed
value = 1005
;[State 1000, ChangeState]
;type = ChangeState
;trigger1 = !AnimTime
;value = 0
;ctrl = 1
[State 1000, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1002
;---------------------------------------------------------------------------
;dash blade LAND
[Statedef 1002]
type = S
movetype= I
physics = N
juggle = 0
velset = 0,0
poweradd= 0
anim = 1002
ctrl = 0
sprpriority = 2
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = 1040
[State 1002, 1];slash effect end part
type = explod
trigger1 = !Time
anim = 1041
id = 1041
sprpriority = 3
ownpal = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)
pausemovetime=123456
supermovetime=123456
ignorehitpause=1
[State 1002, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1002, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 1002, ˆÚ“®];???????????
type = posadd
trigger1 = time = 0
x = 16*const(size.xscale)
[State 1002, ˆÚ“®]
type = velset
trigger1 = time = 0
x = 4
y = 0
[State 1002, ˆÚ“®]
type = velmul
trigger1 = 1
x = 0.3
[State 1002, ˆÚ“®]
type = posset
trigger1 = time = 0
y = 0
[State 1002, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
EX SPECIAL ONES
;========================<EX DASH BLADE>=============================
[StateDef 1030]
type = S
physics = N
moveType = A
anim = 1030
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1
[State 1030, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = 3
[State 1030, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1
[State 1030, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1
[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 99999;28
[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = P1
pos = -11, -68;;;;;-31, -68
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1030, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1
;[State 1030, ChangeAnimElem]
;type = ChangeAnim
;trigger1 = NumHelper(1035)
;trigger1 = var(10) >= 10
;trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0
;value = 1000
;elem = 7
;persistent = 0
[State 1030, EX Flash off]
type = VarSet
trigger1 = AnimElem = 8;7
var(25) = 0
[State 1000, 1];slash effect
type = explod
trigger1 = animelemtime(5) = 0
trigger1 = !movecontact || HitPauseTime != 0
anim = 1040
id = 1040
sprpriority = 3
ownpal = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)
pausemovetime=123456
supermovetime=123456
ignorehitpause=1
[State 181, ˆÚ“®]
type = posadd
trigger1 = animelem = 2
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = 16*const(size.xscale)
[State 181, ˆÚ“®]
type = posadd
trigger1 = animelem = 5
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = 16*const(size.xscale)
[State 3000, 1]
type = statetypeset
trigger1 = AnimElem = 5
statetype = A
[State 3000, ˆÚ“®]
type = velset
trigger1 = AnimElem = 5
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = 10
[State 3000, ˆÚ“®]
type = velset
trigger1 = AnimElem = 5
y = -0.7 ;-2
[State 3000, 1]
type = veladd
trigger1 = animelem=5,>0
y = 0.2 ;0.35
[State 3000, 1]
type = veladd
trigger1 = animelem=6,>0
Trigger1 = FrontEdgeBodyDist >= -2 ;‰æ–Ê’[UŒ‚”»’èÁŽ¸‘Îô
x = -0.5
[State 3000, 1];voice
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000, 1
channel = 0
[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000, 2
[State 230, 1]
type = explod
trigger1 = animelem = 4
anim = 11002
sprpriority = 3
pos = -30,0
ownpal = 1
ignorehitpause = 1
[State 1000, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Slash Dust";j'ai décidé
posType = P1
ownPal = 1
[State 210, 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
attr = S, SA
animtype = Medium ;mid
getpower = 0
givepower = 36,36
damage = ceil(ifElse(fvar(11) * 112 < 7, 4, fvar(11) * 112)), 7
guardflag = M
hitflag = MAF
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
sparkXY = -20 + 0 * (var(35) := 66), var(36) := -75;;;;;;;;;;;;;;sparkxy = -20,-65
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
ground.type = low
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 18
ground.velocity = -2,-8
guard.velocity = -7
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6
air.velocity = -2,-9.6
yaccel = 0.45
air.hittime = 120
fall = 1
fall.recovertime = 99999
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envshake.time = 14;6
envshake.freq = 120;80
envshake.ampl = 4;3
[State 1220, 3];;;on hit
type = ChangeState
trigger1 = movecontact || movereversed
value = 1005
;[State 1030, End]
;type = ChangeState
;trigger1 = !AnimTime
;value = 0
;ctrl = 1
[State 1000, 3]
type = ChangeState
trigger1 = animtime = 0
value = 1003
;---------------------------------------------------------------------------
; EX dash blade LAND
[Statedef 1003]
type = S
movetype= I
physics = N
juggle = 0
velset = 0,0
poweradd= 0
anim = 1003
ctrl = 0
sprpriority = 2
;[State 200, ƒK[ƒhƒ‚[ƒVƒ‡ƒ“”FŽ¯‹——£]
;type = attackdist
;trigger1 = fvar(24) = 1
;trigger1 = 1
;value = 0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = !Time
id = 1040
[State 1003, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 200
[State 1003, EX Flash off]
type = VarSet
trigger1 = AnimElem = 5
var(25) = 0
[State 1002, 1],slash effect end part
type = explod
trigger1 = !Time
anim = 1041
id = 1041
sprpriority = 3
ownpal = 1
bindtime = -1
scale = const(size.xscale),const(size.yscale)
pausemovetime=123456
supermovetime=123456
ignorehitpause=1
[State 1002, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
[State 1002, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
[State 181, ˆÚ“®]
type = posadd
trigger1 = time = 0
x = 16*const(size.xscale)
[State 3000, ˆÚ“®]
type = velset
trigger1 = time = 0
x = 4
y = 0
[State 3000, ˆÚ“®]
type = velmul
trigger1 = 1
x = 0.3;0.8
[State 3000, ˆÚ“®]
type = posset
trigger1 = time = 0
y = 0
[State 1003, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1