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Copy-Paste Attack Error. (Read 2430 times)

Started by SatSumo, March 11, 2021, 10:53:20 PM
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Copy-Paste Attack Error.
#1  March 11, 2021, 10:53:20 PM
    • UK
I am making a CVS-styled Juli from the Street Fighter series as an edit of Warusaki3's Juni (I am aware that there are already two others by other people, I've even tried them both), and in doing so, I copy-pasted a few moves from Warusaki3's Cammy. Most of these moves, such as Axel Spin Knuckle, work completely as intended, but there is one in particular that doesn't seem to be working right. The move in question is Cammy's Reverse Shaft Breaker (QCBx2 Kick), as when I copy-pasted all of the code and copied the animations - making sure the hitboxes and hurtboxes were perfect - only the three hits on the ground would work. I have even tried to erase all of the code and re-copy it, but that doesn't change anything. Could I be missing out on something?
Thank you in advance.

DS

Re: Copy-Paste Attack Error.
#2  March 12, 2021, 01:00:37 AM
  • ****
    • Brazil
    • deathscythemugen.neocities.org/
Check if your state is changing from movetype = A to movetype = I or something like that
Re: Copy-Paste Attack Error.
#3  March 12, 2021, 09:43:25 PM
    • UK
I copy-pasted the entire super from another character, with whom it worked fine, so I doubted that would be the issue, but I tested it regardless.

Nope, the movetype remains as 'A' throughout it all, and the hitflags and attr remains consistent too. So that can't be the issue...

DS

Re: Copy-Paste Attack Error.
#4  March 12, 2021, 10:42:44 PM
  • ****
    • Brazil
    • deathscythemugen.neocities.org/
Usually when a hit doesn't connect is one of these:
  • The movetype is not A (sometimes it changes via statetypeset in the middle of the state or sometimes it change to another state that isn't movetype = A)
  • The red clsn are not properly placed, may sound silly but sometimes it happens
  • If it's a move that launches the opponent to the air, may also be something related to the juggle system
If you're sure is none of that, maybe post the code here?
Re: Copy-Paste Attack Error.
#5  March 12, 2021, 11:32:50 PM
    • UK
I made extra-sure that the CLSNs are the exact same as with Cammy, so that shouldn't be a problem. But, I decided to copy-paste the code in here, as that'll likely make things a lot easier.
Code:
;------------------------------------------------------------------------------------------
;ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[
[Statedef 3100]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[2" && Power >= 2000) || (Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && Power >= 3000, 2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59)
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = Time = 0
var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0))

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && !var(14)) || var(20) = 4
trigger1 = Time = 0
var(5) = 0

[State 1100, VarSet]
type = VarSet
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(15)
trigger1 = Time = 0
var(5) = 2

[State 1100, VarSet]
type = VarSet
triggerall = var(16)
trigger1 = Time = 0
var(5) = 0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = 3100

[State 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))

[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 50+(var(5)*2)
movetime = 50+(var(5)*2)
anim = -1
sound = -1
pos = 0,0
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 0

[State 3000, VarSet]
type = VarSet
triggerall = Time = 4
trigger1 = enemynear,stateno != [120,155]
trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1)
trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane")
trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405]))
trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120]))
fvar(36) = 50+(var(5)*2)

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = !var(20) || var(20) = 6
trigger1 = time = 0
value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000))

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 4
trigger1 = time = 0
value = -1000

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 1
trigger1 = time = 0
value = -1500

[State 860, 4]
type = PowerAdd
triggerall = !var(15) && !var(16)
triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(16)
trigger1 = time = 0
value = -3000

[State 860, 4]
type = PowerAdd
triggerall = var(15)
trigger1 = time = 0
value = -1000

[State 860, 5]
type = Varset
trigger1 = time = 0
fvar(13) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(15) = 0

[State 860, 5]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 3000, AfterImage]
type = AfterImage
triggerall = !(var(0)&2**2) && prevstateno != [3000,3999]
trigger1 = time = 4
time = 999
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50))
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3001, Super]
type = Helper
trigger1 = Time = 2
id = 8000
name = "Super"
pos = ceil(15*const(size.xscale)),ceil(-70*const(size.yscale))
postype = P1
stateno = ifelse((var(20)=[3,5]),8010,8000)
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 999999
supermovetime = 999999
size.xscale = 1
size.yscale = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3100,0
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3100,1
channel = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1100, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
var(6) = 0

[State 1100, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) = 0
var(29) = 0

[State 1100, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(28) = var(17)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((ifelse(!Var(5),42,49))*fvar(10))<7,7,((ifelse(!Var(5),42,49))*fvar(10)))),ceil(ifelse(((ifelse(!Var(5),42,49))*fvar(10)/8)<7,7,((ifelse(!Var(5),42,49))*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -41
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = 2,-7-(var(5)*1.5)
guard.velocity = 6.67
air.velocity = 2,-7-(var(5)*1.5)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((28+(var(5)*7))*fvar(10))<7,7,((28+(var(5)*7))*fvar(10)))),ceil(ifelse(((28+(var(5)*7))*fvar(10)/8)<7,7,((28+(var(5)*7))*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -66
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = 2,-7-(var(5)*1.5)
guard.velocity = 6.67
air.velocity = 2,-7-(var(5)*1.5)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((21+(var(5)*7))*fvar(10))<7,7,((21+(var(5)*7))*fvar(10)))),ceil(ifelse(((21+(var(5)*7))*fvar(10)/8)<7,7,((21+(var(5)*7))*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -80
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = 2,-7-(var(5)*1.5)
guard.velocity = 6.67
air.velocity = 2,-7-(var(5)*1.5)
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = AnimElem = 7 || AnimElem = 8 || AnimElem = 9
ignorehitpause = 1
var(39) = ifelse((AnimElem = 7),-41,ifelse((AnimElem = 8),-66,80))

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101

;------------------------------------------------------------------------------------------
;ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[iã¸j
[Statedef 3101]
type    = A
movetype = A
physics = N
juggle = 8
ctrl = 0
velset = 0,0

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 3101, ifelse(var(5) = 1, 3111, 3121))

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7 && !var(5)
trigger2 = AnimElem = 11 && var(5) = 1
trigger3 = AnimElem = 15 && var(5) = 2
movetype = I

[State 52, Effect]
type = PlaySnd
trigger1 = animelem = 1
value = 40, 0
channel = 20

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 2

[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1100, Velocity]
type = VelSet
trigger1 = animelem = 1
y = -8.667-(var(5)*1.333)

[State 1100, Gravity]
type = VelAdd
trigger1 = 1
y = .55

[State 1100, VarSet]
type = VarSet
trigger1 = AnimElemTime(1) >= 0
var(6) = var(17)-var(28)

[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(5) < 0
value = 3101
elem = 5
persistent = 1

[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) < 1
trigger1 = AnimElemTime(5) = 0
value = 3101
elem = 7
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) < 0
value = 3101
elem = 6
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3101
trigger1 = var(29) < 1
trigger1 = AnimElemTime(6) = 0
value = 3101
elem = 7
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(5) < 0
value = 3111
elem = 5
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(5) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) < 0
value = 3111
elem = 6
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(6) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) < 0
value = 3111
elem = 7
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(7) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(7) > 0 && AnimElemTime(8) < 0
value = 3111
elem = 8
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(8) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(8) > 0 && AnimElemTime(9) < 0
value = 3111
elem = 9
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(9) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(9) > 0 && AnimElemTime(10) < 0
value = 3111
elem = 10
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3111
trigger1 = var(29) < 1
trigger1 = AnimElemTime(10) = 0
value = 3111
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) < 0
value = 3121
elem = 6
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(6) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) < 0
value = 3121
elem = 7
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(7) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(7) > 0 && AnimElemTime(8) < 0
value = 3121
elem = 8
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(8) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(8) > 0 && AnimElemTime(9) < 0
value = 3121
elem = 9
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(9) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(9) > 0 && AnimElemTime(10) < 0
value = 3121
elem = 10
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(10) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(10) > 0 && AnimElemTime(11) < 0
value = 3121
elem = 11
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(11) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(11) > 0 && AnimElemTime(12) < 0
value = 3121
elem = 12
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(12) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(12) > 0 && AnimElemTime(13) < 0
value = 3121
elem = 13
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(13) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) >= 1
trigger1 = AnimElemTime(13) > 0 && AnimElemTime(14) < 0
value = 3121
elem = 14
persistent = 1
ignorehitpause = 0

[State 0]
type = changeanim
triggerall = anim = 3121
trigger1 = var(29) < 1
trigger1 = AnimElemTime(14) = 0
value = 3121
elem = 15
persistent = 1
ignorehitpause = 0

[State 1100, VarSet]
type = VarSet
trigger1 = !var(5) && AnimElemTime(5) = 0
trigger2 = !var(5) && AnimElemTime(6) = 0
trigger3 = var(5) && AnimElemTime(7) = 0
trigger4 = var(5) && AnimElemTime(8) = 0
trigger5 = var(5) && AnimElemTime(9) = 0
trigger6 = var(5) && AnimElemTime(10) = 0
trigger7 = var(5) = 2 && AnimElemTime(11) = 0
trigger8 = var(5) = 2 && AnimElemTime(12) = 0
trigger9 = var(5) = 2 && AnimElemTime(13) = 0
trigger10 = var(5) = 2 && AnimElemTime(14) = 0
var(29) = 0
ignoregitpause = 1

[State 1100, VarSet]
type = Varadd
trigger1 = Command = "x" || Command = "y" || Command = "z" || Command = "a" || Command = "b" || Command = "c"
trigger2 = Command = "block" || Command = "down" || Command = "up" || Command = "back"
var(29) = 1
ignoregitpause = 1

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 1
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 1100, HitDef]
type = HitDef
triggerall = !var(5)
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((ifelse((AnimElem=1||AnimElem=4),21,14))*fvar(10))<7,7,((ifelse((AnimElem=1||AnimElem=4),21,14))*fvar(10)))),ceil(ifelse(((ifelse((AnimElem=1||AnimElem=4),21,14))*fvar(10)/8)<7,7,((ifelse((time=8||time=13),21,14))*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -54
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
guard.velocity = ifelse((var(6)%2=0),-4,4)
air.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
triggerall = var(5) = 1
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((ifelse((AnimElem=1||AnimElem=4||AnimElem=7||AnimElem=10),21,14))*fvar(10))<7,7,((ifelse((AnimElem=1||AnimElem=4||AnimElem=7||AnimElem=10),21,14))*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -54
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
guard.velocity = ifelse((var(6)%2=0),-4,4)
air.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
triggerall = var(5) = 2
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
attr = A, HA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse(((ifelse((AnimElem=3||AnimElem=6||AnimElem=9||AnimElem=12),14,21))*fvar(10))<7,7,((ifelse((AnimElem=3||AnimElem=6||AnimElem=9||AnimElem=12),14,21))*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 6,6
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = -10, -54
hitsound = S2, 5
guardsound = S1,0
ground.type = Low
ground.slidetime = 17
ground.hittime  = 17
guard.ctrltime = 17
ground.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
guard.velocity = ifelse((var(6)%2=0),-4,4)
air.velocity = ifelse((var(6)%2=(var(6)>=9)),-1.333,1.333),-10.667
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .5
getpower = 0,0
givepower = 35, 35
palfx.time = 12*((var(0)&2**12)/2**12)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -54

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(1) > 0
value = 3105

;---------------------------------------------------------------------------
;ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[i’…’nj
[Statedef 3105]
type    = S
physics = S
ctrl = 0
anim = 3105
velset = 0,0

[State 1000, Spark]
type = Explod
trigger1 = Time = 0
Anim = 8030
pos = 0, 0
postype = p1
ownpal = 1
sprpriority = -3
;pausemovetime = -1
supermovetime = -1
scale = .5,.5

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, Effect]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0
channel = 20

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

This is all three states associated as far as I know.
Edit: I've just thought of how much of an overload of code this could be, so I am very sorry if I made everything hard for you.
Last Edit: March 12, 2021, 11:43:42 PM by SatSumo

DS

Re: Copy-Paste Attack Error.
#6  March 13, 2021, 12:23:00 AM
  • ****
    • Brazil
    • deathscythemugen.neocities.org/
It's fine. Warusaki's chars have a lot of code due to the groovie system. It's also hard to tell what are all these variables, but I can figure out what is going on.

So, two things that you can test. Try one first, if still doesn't work, try the other:

Code:
[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7 && !var(5)
trigger2 = AnimElem = 11 && var(5) = 1
trigger3 = AnimElem = 15 && var(5) = 2
movetype = I

This part may be causing the move not to work, as it's changing movetype to Idle.
You can either comment everything (add ";" before each line) or replace "statetypeset" with "null" (so it becomes "type = null").



The other thing is:

Code:
[State 1100, HitDef]
type = HitDef
triggerall = var(5) = 2
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
[...]

Comment the triggerall line, like this:
Code:
;triggerall = var(5) = 2



Edit: Just to clarify, this is only for identifying the issue, after you discover what is going on you'll still need to adjust the code. For example, if the problem is the statetypeset changing to Idle, instead of removing it completely, you need to adjust it. The problem with copy pasting moves specially from warusaki's chars as I've mentioned is he uses a lot of variables and if you don't know what they mean, you'll get lost. Not a big deal, though. ;)
Last Edit: March 13, 2021, 12:28:04 AM by ヒカリ ♡
Re: Copy-Paste Attack Error.
#7  March 13, 2021, 12:35:54 AM
    • UK
Neither of those seemed to work, oddly (I did try both, to make sure, even at the same time at one point too).
One thing I did notice, that I have no idea whether it is useful or not, is that when Juli goes into MAX Mode (I think it's called that, it's the thing where you press HP+HK at the same time, and then all of your moves cancel into one another), the move seems to function perfectly fine. Once again, no idea whether that'll help, but just a thing I found when testing her out.

DS

Re: Copy-Paste Attack Error.
#8  March 13, 2021, 12:42:40 AM
  • ****
    • Brazil
    • deathscythemugen.neocities.org/
Ok, I just noticed there are 3 different hitdefs in the second state, try commenting the triggerall in all of them?

;triggerall = !var(5)
;triggerall = var(5) = 1
;triggerall = var(5) = 2

If that's not it, I really can't think of anything. If you don't mind, you can upload the character and I can download and take a better look at it.
Re: Copy-Paste Attack Error.
#9  March 13, 2021, 07:29:35 PM
  • *****
  • Shame on you!
    • USA
var(5) = ifelse((Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[2" && Power >= 2000) || (Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && Power >= 3000, 2, 0))
 
Are these really your command names? You might want to just name them a little more basic?

try removing
nochainID = var(40)
temporarily. Not allowing the move to chain seems to be the issue right?
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