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Problem with coding EX special move (Read 1958 times)

Started by Diek Stiekem, July 06, 2021, 06:55:04 pm
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Problem with coding EX special move
#1  July 06, 2021, 06:55:04 pm
  • ***
    • Netherlands
I have a problem coding an EX special move for my w.i.p. Ogre
He has 4 special moves and thus 4 EX specials, 3 of them work fine.

EX Ancient Power however, does not.. If I apply state 1061 to another move it gets preformed, so I think it has to do with the command coding..
However I can't discover what's wrong, it's similar in setup to the other EX move codings.
Can someone see were it went wrong? (I'm probably just looking over it lol)

Here's the code:

Quote

STATES:

;------------------------------------------
; Ancient Power EX
[Statedef 1061]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
ctrl = 0
anim = 1061

[State 1010, 1]
type = nothitby
trigger1 = time = 12
value = SCA,NP,SP,HP

[State 1062, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1062
projhitanim = -1
projremove = 0
projremovetime = 63
projID = 1062
projscale = 1,1
velocity = 0
;projshadow = 150,150,150
projpriority = 1
projhits = 3
projmisstime = 4
postype = p1
offset = 0,0
attr = S, SP
getpower = 0
givepower = 10,0
damage = 100,10
animtype = Heavy
hitflag = MAFP
guardflag = MA
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkxy=80,-85
hitsound = s2,2
guardsound = S130,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -4
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
fall=1
air.juggle = 10
yaccel = .5
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1030, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1030, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 4, -67
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1061, snd]
type=playsnd
trigger1=!time
value= 800, 3

[State 1061, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0
channel = 0

[State 1061, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

----------------------------------------------------------------------

COMMAND:

[Command]
name = "EX Ancient Power"
command = ~D, DF, F, a+b
time = 15

[Command]
name = "EX Ancient Power"
command = ~D, DF, F, a+c
time = 15

[Command]
name = "EX Ancient Power"
command = ~D, DF, F, b+c
time = 15


;Ancient Power EX
[State -1, EX Ancient Power]
type = ChangeState
value = 1061
triggerAll = !AILevel
triggerall = command = "EX Ancient Power"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)


Thanks for your time!
"Such Heroic Nonsense!"

Re: Problem with coding EX special move
#2  July 06, 2021, 07:13:26 pm
  • ***
    • Greece
Change the order at the cmd file, ex moves go first then special moves.
Re: Problem with coding EX special move
#3  July 07, 2021, 06:10:39 pm
  • ***
    • Netherlands
Change the order at the cmd file, ex moves go first then special moves.

Ah yes of course, the "Totem Pole" rule!
I just missed that being obsessed thinking my coding was wrong lol.
Thanks for your help!
"Such Heroic Nonsense!"