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Ki$@1st456v

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Messages by Ki$@1st456v

    

Re: Is There a Way To Position And Increase Hits to Projectiles in HitDef State?

 January 09, 2021, 08:37:16 PM View in topic context

Thank you for these answers! For clarity on this new info, for instance, do I put these things in the section where it says this below?

[State 0, Helper]
type = Helper
triggerall = numhelper(1005)=0
triggerall = anim = 1005
trigger1 = AnimElem = 5
helpertype = normal ;player
name = "Plasma Beam"
ID = 1005
stateno = 1015
pos = floor(18*const(size.xscale)),floor(-45*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
 

I saw that you said "time%5=0" as well. Is that the command itself or do I type something else along with it? I am not familiar with that command.

Also, at the part where it says "pos =" do I use the Offset viewer to put values to change the position of the beam?
    

Is There a Way To Position And Increase Hits to Projectiles in HitDef State?

 January 09, 2021, 05:24:14 PM View in topic context

Hi again, everyone! I am getting my moves to work on my custom REDHOT MVC2 Storm and I was trying to get the Aerial Plasma Beam positioned to come out of her hand and increase the hits for the move. I tried to use an "offset" value for the move but it did not work to change the position of the beam because the move is in a "HitDef" state rather than a "Projectile" state. I also tried to add a "projhits" state where I can increase the hits of the move but it would not change it because it is in the "HitDef" state. Is there a way to increase the projectile hits and change its positioning while in the "HitDef" state? I was not sure about changing it to a "Projectile" state because I did not want to ruin the moves function and design in its' coding. Thank you all for your help, and I appreciate it very much.

; Plasma Beam
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_z",2,ifelse(command="QCF_y",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State G-FX, Move Dust]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
scale = 0.5,0.5
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3,2
volume = 255
volumescale = 255
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4,6
volume = 255
volumescale = 255

[State 0, Helper]
type = Helper
triggerall = numhelper(1000)=0
trigger1 = AnimElem = 9
helpertype = normal ;player
name = "Plasma Beam"
ID = 1000
stateno = 1010
pos = floor(56*const(size.xscale)),floor(-78*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(1000)=0
trigger1 = Anim != 1001
trigger1 = AnimElemTime(9)>=0
value = 1001

[State 1000, end]
type = ChangeState
triggerall = anim = 1001
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Air Plasma Beam
[StateDef 1005]
type = A
movetype= A
physics = N
juggle  = 1
velset = Vel X/10,Vel Y/5
ctrl = 0
anim = 1005
poweradd = 80
sprpriority = 2
offset = 43,-54

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

[state 410,3]
type = veladd
trigger1 = var(19)
y = 0
x = 0

[state 410,3]
type = velset
trigger1 = var(19)
y = 0
x = 0

[State 0, ChangeState]
type = ChangeState
triggerall = anim = 1006
trigger1 = animelem = 6 && var(19)
value = 1305

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_z",2,ifelse(command="QCF_y",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1005 && AnimElem = 5
value = 3,2
volume = 255
volumescale = 255
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1005 && AnimElem = 5
value = 4,6
volume = 255
volumescale = 255

[State 0, Helper]
type = Helper
triggerall = numhelper(1005)=0
triggerall = anim = 1005
trigger1 = AnimElem = 5
helpertype = normal ;player
name = "Plasma Beam"
ID = 1005
stateno = 1015
pos = floor(18*const(size.xscale)),floor(-45*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = numhelper(1005)=0
trigger1 = Anim != 1006
trigger1 = AnimElemTime(5)>=0
value = 1006

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1006
trigger1 = var(19)=0
trigger1 = AnimElemTime(5)=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N


[State 620, ChangeState]
type = ChangeState
triggerall = anim = 1006
triggerall = floor (pos Y < -155)
trigger1 = animelem = 7
value = 1211
ctrl = 1


;------------------------------
; Plasma Beam helper
[Statedef 1010]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1010
sprpriority = 4
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(56*const(size.xscale)),floor(-78*const(size.yscale))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1010
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = time = 0  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-21
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
air.hittime = 19
yaccel = 1.16
ground.velocity = -19.7,-12.7
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -19.7,-12.7
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[State 220, 8]
type = TargetState
triggerall = p2statetype = S
trigger1 = MoveHit && anim = 1010
trigger1 = NumTarget != 0
trigger1 = target, stateno = [5000,5030]
ignorehitpause = 1
value = 10226

[State 220, 8]
type = TargetState
triggerall = p2statetype = C
trigger1 = MoveHit && anim = 1010
trigger1 = NumTarget != 0
trigger1 = target, stateno = [5000,5030]
ignorehitpause = 1
value = 10227

[State 220, 8]
type = TargetState
triggerall = p2statetype = A
trigger1 = MoveHit && anim = 1010
trigger1 = NumTarget != 0
trigger1 = target, stateno = [5000,5030]
ignorehitpause = 1
value = 10228

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 81)
bindtime = 1
removetime = -2
scale = 0.5, 0.5
supermovetime = 500
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0 

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 1000


;---------------------------------------------------------
; Hit by Plasma Beam
[Statedef 10226]
type    = S
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5002

[State 225, 2]
type = ChangeState
trigger1 = Time = 10
value = 10229

;---------------------------------------------------------
; Hit by Plasma Beam
[Statedef 10227]
type    = C
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5022

[State 225, 2]
type = ChangeState
trigger1 = Time = 10
value = 10229

;---------------------------------------------------------
; Hit by Plasma Beam
[Statedef 10228]
type    = A
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5012

[State 225, 2]
type = ChangeState
trigger1 = Time = 10
value = 10229

;---------------------------------------------------------
; Hit by Plasma Beam - Flying
[Statedef 10229]
type    = A
movetype= H
physics = N

[State 226, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 5064

[State 226, 2]
type = VelAdd
trigger1 = 1
y = 1.27

[State 226, 5]
type = SelfState
triggerall = alive = 1
trigger1 = Time = 15
value = 5040

[State -3]
type = ChangeState
triggerall = hitshakeover
trigger1 = !Alive || !Life
value = 5090
;------------------------------
; Plasma Beam helper
[Statedef 1015]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1015
sprpriority = 4
velset = 0,0
juggle = 1

[State 3000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1.3,0.92

[State 0, VarSet]
type = VarSet
trigger1= !time && !prevstateno
var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = floor(18*const(size.xscale)),floor(-25*const(size.yscale))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1015
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = time = 0  && (P2StateNo != [5070,5071])
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 75,55
getpower = 50,0
givepower = 20,0
pausetime = 0,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,11
hitsound = s5+parent,var(49),3
guardsound = s6+parent,var(49),0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
down.velocity = -6,-7
air.hittime = 2
yaccel = 1.16
ground.velocity = -8,-2
guard.velocity = -13
ground.cornerpush.veloff = -14
air.velocity = -7,-2
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
fall = 1
air.fall = 1

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 81)
bindtime = 1
removetime = -2
scale = 0.5, 0.5
supermovetime = 500
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0 

[State 901:destroyself]
type = Destroyself
trigger1 = AnimTime=0
trigger2 = parent,movetype=H
trigger3 = parent,stateno!= 1005

I also have the link to a video where everyone can see what I am talking about. It has nothing happening at first, but then you see the Aerial Plasma Beam.
https://drive.google.com/file/d/1m--m7hg7aHqwNXZdp8Xar90npmF-JZx8/view?usp=sharing
    

Re: Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks!

 December 28, 2020, 09:06:27 AM View in topic context
avatar  Posted by Ki$@1st456v  in Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks! (Started by Ki$@1st456v December 27, 2020, 09:53:27 AM
 Board: M.U.G.E.N Configuration Help

Okay, I was looking at the CNS file and the CMND file and I have my directional constants the same as the moves and motions I have for them. I even tried to add directions to the CMND and CNS file (/$UF, /$UB, /UF, and /UB) to get the move to come out but I always get nothing. I looked at the move I tried to import from Dr. Doom to see if any of his code was still left and found nothing and even looked at a earlier version of Storm to see if there were any missing parts to the code but I found nothing. I have the CMND file for her but the last time I asked for help someone offered to fix her coding and I sent the character to him yet I heard nothing back from them.

; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below.
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
;   old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1


;-| Super Motions |--------------------------------------------------------


;Lightning Storm
[Command]
name = "Lightning Storm"
command = ~D, F, x+y

;Lightning Storm
[Command]
name = "Lightning Storm"
command = ~D, F, x+z


;Lightning Storm
[Command]
name = "Lightning Storm"
command = ~D, F, z+y


;Ice Storm
[Command]
name = "Ice Storm"
command = ~D, B, x+y

;Ice Storm
[Command]
name = "Ice Storm"
command = ~D, B, x+z

;Ice Storm
[Command]
name = "Ice Storm"
command = ~D, B, z+y

;-| Special Motions |------------------------------------------------------

[Command]
name = "QCF_x"
command = ~D, F, x
time = 20
[Command]
name = "QCF_y"
command = ~D, F, y
time = 20
[Command]
name = "QCF_z"
command = ~D, F, z
time = 20

[Command]
name = "QCF_x"
command = ~D, F, ~x
time = 10
buffer.time = 10
[Command]
name = "QCF_y"
command = ~D, F, ~y
time = 10
buffer.time = 10
[Command]
name = "QCF_z"
command = ~D, F, ~z
time = 10
buffer.time = 10

[Command]
name = "HCB_x"
command = ~D, B, a
[Command]
name = "HCB_y"
command = ~D, B, b
[Command]
name = "HCB_z"
command = ~D, B, c

[Command]
name = "HCB_x"
command = ~D, B, ~a
time = 10
buffer.time = 10
[Command]
name = "HCB_y"
command = ~D, B, ~b
time = 10
buffer.time = 10
[Command]
name = "HCB_z"
command = ~D, B, ~c
time = 10
buffer.time = 10

[command]
name = "Shoulder Cannon"
command = ~D, F, s
time = 25
buffer.time = 20
[command]
name = "Shoulder Cannon"
command = ~D, F, s
time = 25
buffer.time = 20
[command]
name = "Shoulder Cannon"
command = ~D, F, s
time = 25
buffer.time = 20

;Whirlwind
[Command]
name = "QCF_a"
command = ~D, F, a

;Whirlwind
[Command]
name = "QCF_b"
command = ~D, F, b

;Whirlwind
[Command]
name = "QCF_c"
command = ~D, F, c

;Whirlwind
[Command]
name = "QCF_a"
command = ~D, F, ~a
time = 10
buffer.time = 10

;Whirlwind
[Command]
name = "QCF_b"
command = ~D, F, ~b
time = 10
buffer.time = 10

;Whirlwind
[Command]
name = "QCF_c"
command = ~D, F, ~c
time = 10
buffer.time = 10

[Command]
name = "Batspin_Light"
command = ~D,B,x
time = 15
[Command]
name = "Batspin_Medium"
command = ~D,B,y
time = 15
[Command]
name = "Batspin_Heavy"
command = ~D,B,z
time = 15

;Typhoon
[Command]
name = "QCF1"
command = ~D, B, s

;Typhoon
[Command]
name = "QCF2"
command = ~D, B, s

;Typhoon
[Command]
name = "QCF3"
command = ~D, B, s

;Typhoon
[Command]
name = "QCF1"
command = ~D, B, ~s
time = 10
buffer.time = 10

;Typhoon
[Command]
name = "QCF2"
command = ~D, B, ~s
time = 10
buffer.time = 10

;Typhoon
[Command]
name = "QCF3"
command = ~D, B, ~s
time = 10
buffer.time = 10

;Teleport
[command]
name = "bdp_a"
command = ~D, B, a+s
time = 25

[command]
name = "bdp_b"
command = ~D, B, b+s
time = 25

[command]
name = "bdp_c"
command = ~D, B, c+s
time = 25

;Air Lightning Sphere Horizontal
[Command]
name = "QCB_x"
command = ~B, U, x+s

;Air Lightning Sphere Upward
[Command]
name = "QCB_y"
command = ~B, U, y+s

;Air Lightning Sphere Downward
[Command]
name = "QCB_z"
command = ~B, U, z+s


;Air Lightning Sphere Horizontal
[Command]
name = "QCB_x"
command = ~B, U, ~x+s
time = 20
buffer.time = 20

;Air Lightning Sphere Upward
[Command]
name = "QCB_y"
command = ~B, U, ~y+s
time = 20
buffer.time = 20

;Air Lightning Sphere Downward
[Command]
name = "QCB_z"
command = ~B, U, ~z+s
time = 20
buffer.time = 20

;Microstorm
[Command]
name = "MS"
command = ~D, D, s
time = 40
buffer.time = 40

;Microstorm
[Command]
name = "MS"
command = ~D, D, s
time = 40
buffer.time = 40

;Microstorm
[Command]
name = "MS"
command = ~D, D, s
time = 40
buffer.time = 40

;------------------------Fly---------------------
[Command]
name = "Flight"
command = ~D, D, a+b

[Command]
name = "Flight"
command = ~D, D, a+b

[Command]
name = "Flight"
command = ~D, D, a+b


[Command]
name = "Flight"
command = ~D, D, ~a+b
time = 10
buffer.time = 10

[Command]
name = "Flight"
command = ~D, D, ~a+b
time = 10
buffer.time = 10

[Command]
name = "Flight"
command = ~D, D, ~a+b
time = 10
buffer.time = 10


[Command]
name = "highjump"
command = $D, $U

[Command]
name = "RecoveryRoll"
command = B, DB, D, x
time = 25
[Command]
name = "RecoveryRoll"
command = B, DB, D, y
time = 25
[Command]
name = "RecoveryRoll"
command = B, DB, D, z
time = 25
[Command]
name = "RecoveryRoll2"
command = B, DB, D, a
time = 25
[Command]
name = "RecoveryRoll2"
command = B, DB, D, b
time = 25
[Command]
name = "RecoveryRoll2"
command = B, DB, D, c
time = 25


;----|Combo Motions|---------------------------------------


;----|Throw Motions|---------------------------------------
;Throw, F/B + z
;Throw, F/B + c


;[Command]
;name = "Forward Slam"  ;while standing
;command = ~B,F,z


;Toss
;[Command]
;name = "Toss"
;command = ~B,F,y



;----|Basic Motions|---------------------------------------


;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+z
time = 1

[Command]
name = "recovery";Required (do not remove)
command = z+y
time = 1

[Command]
name = "guardpush"
command = x+y
time = 5

[Command]
name = "guardpush"
command = x+z
time = 5

[Command]
name = "guardpush"
command = y+z
time = 5

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1


;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------

[Command]
name = "holddownfwd"
command = /DF
time = 1
buffer.time = 1

[Command]
name = "holdback2"
command = /B
time = 1

[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

;---|Hold Buttons|------------------------

[Command]
name = "holdx"
command = /x
time = 1


[Command]
name = "holdy"
command = /y
time = 1

[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "holdb"
command = /b
time = 1

[Command]
name = "holdc"
command = /c
time = 1

[Command]
name = "holds"
command = /s
time = 1

;---|Relase Buttons|------------------------


;---|Press then Release no other key in between|------------------


;--------------

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1, Label]           ;Change Label to any name you want to use to
;                               ;identify the state with.
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first.
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;This is not a move, but it sets up var(3) to be 1 if conditions are right
;for a combo into a special move (used below).
;Since a lot of special moves rely on the same conditions, this reduces
;redundant logic.
[State -1, Combo condition Reset]
type = VarSet
trigger1 = 1
var(17) = 0

[State -1, Move Cancel condition Reset]
type = VarSet
trigger1 = 1
var(51) = 0

[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 200 || stateno = 202
trigger2 = stateno = 300
trigger3 = stateno = 400
trigger4 = stateno = 500 || stateno = 502
var(17) = 1


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 210
trigger2 = stateno = 310
trigger3 = stateno = 410
trigger4 = stateno = 510
var(17) = 2


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype != A
triggerall = movecontact
trigger1 = stateno = 220
trigger2 = stateno = 320
trigger3 = stateno = 420
trigger4 = stateno = 520
var(17) = 3


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype = A
triggerall = movecontact
trigger1 = stateno = 600
trigger2 = stateno = 700 || stateno = 705
var(17) = 5

[State -1, Combo condition Check]
type = VarSet
triggerall = statetype = A
triggerall = movecontact
trigger1 = stateno = 610
trigger2 = stateno = 710 || stateno = 717
var(17) = 6


[State -1, Combo condition Check]
type = VarSet
triggerall = statetype = A
triggerall = movecontact
trigger1 = stateno = 620
trigger2 = stateno = 720
var(17) = 7

[State -1, Combo condition Check]
type = VarSet
triggerall = var(28) <= 3
trigger1 = stateno = [1410,1480]
var(17) = 10

[State -1, Normal to Special to Hypers]
type = VarSet
trigger1 = stateno = [200,790]
var(51) = 1


[State -1, Normal to Special to Hypers]
type = VarSet
trigger1 = stateno = [1240,1310]
trigger2 = stateno = [1330,1335]
trigger3 = stateno = [1410,1600]
var(51) = 2



;---------------------------------------------------------------------------

[State -1, Lightning Storm]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = command = "Lightning Storm"
triggerall = power >= 1000
;triggerall = statetype != A
trigger1 = ctrl && (ctrl || stateno = 1505)
trigger2 = var(51)

;---------------------------------------------------------------------------

[State -1, Ice Storm]
type = ChangeState
value = 3020
triggerall = !var(59)
triggerall = command = "Ice Storm"
triggerall = power >= 1000
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51)

;---------------------------------------------------------------------------
; Air Plasma Beam
[State -1, Air Plasma Beam]
type = ChangeState
value = 1005
triggerall = command = "QCF_x"||command="QCF_y"||command="QCF_z"
trigger1 = statetype = A  && (ctrl || stateno = 1305)
trigger2 = (stateno = [600,699])
;---------------------------------------------------------------------------
; Plasma Beam
[State -1, Plasma Beam]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"||command="QCF_y"||command="QCF_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499])
;---------------------------------------------------------------------------
; Batspin Light
[State -1, Batspin Light]
type = ChangeState
value = 1100
triggerall = command = "Batspin_Light"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact

; Batspin Medium
[State -1, Batspin Medium]
type = ChangeState
value = 1110
triggerall = command = "Batspin_Medium"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact

; Batspin Heavy
[State -1, Batspin Heavy]
type = ChangeState
value = 1120
triggerall = command = "Batspin_Heavy"
triggerall = statetype != a
trigger1 = ctrl
trigger2 = stateno = [200,450]
trigger2 = movecontact


; AERO BAT SPIN

; Batspin Light
[State -1, Batspin Light]
type = ChangeState
value = 1140
triggerall = command = "Batspin_Light"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]


; Batspin Medium
[State -1, Batspin Medium]
type = ChangeState
value = 1150
triggerall = command = "Batspin_Medium"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]


; Batspin Heavy
[State -1, Batspin Heavy]
type = ChangeState
value = 1160
triggerall = command = "Batspin_Heavy"
triggerall = statetype = a
trigger1 = ctrl
trigger2 = stateno = [600,699]
;---------------------------------------------------------------------------
;Teleport
[State -1, Warp LP]
type = ChangeState
value = 1291
triggerall = !var(26)
triggerall = command = "bdp_a"||command="bdp_b"||command="bdp_c"
trigger1 = ctrl
trigger2 = (stateno = [200,220]) && movecontact
trigger3 = (stateno = [230,250]) && movecontact
trigger4 = (stateno = [400,420]) && movecontact
trigger5 = (stateno = [430,450]) && movecontact
trigger6 = (stateno = [600,620]) && movecontact
trigger7 = (stateno = [630,650]) && movecontact
;---------------------------------------------------------------------------
; Air Photon Shot
[State -1, Air Photon Shot]
type = ChangeState
value = 1205
triggerall = command = "HCB_x"||command="HCB_y"||command="HCB_z"
trigger1 = statetype = A  && (ctrl || stateno = 1305)
trigger2 = (stateno = [600,699])
;---------------------------------------------------------------------------
; Photon Shot
[State -1, Photon Shot]
type = ChangeState
value = 1200
triggerall = command = "HCB_x"||command="HCB_y"||command="HCB_z"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,499])
;---------------------------------------------------------------------------
[State -1, Air Lightning Sphere Horizontal]
type = ChangeState
value = 1270
triggerall = !var(59)
triggerall = command = "QCB_y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])
;---------------------------------------------------------------------------
[State -1, Air Lightning Sphere Downward]
type = ChangeState
value = 1280
triggerall = !var(59)
triggerall = command = "QCB_x"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])
;---------------------------------------------------------------------------
[State -1, Air Lightning Sphere Upward]
type = ChangeState
value = 1290
triggerall = !var(59)
triggerall = command = "QCB_z"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])

;---------------------------------------------------------------------------
[State -1, Whirlwind Ground]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_a" || command = "QCF_b"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1, Whirlwind Air]
type = ChangeState
value = 1310
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_a" || command = "QCF_b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1, Whirlwind Ground]
type = ChangeState
value = 1302
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_c"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1, Whirlwind Air]
type = ChangeState
value = 1312
triggerall = !var(59)
triggerall = !NumHelper(21364)
triggerall = command = "QCF_c"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Lightning Attack Forward Up]
type = ChangeState
value = 1420
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdfwd" && command = "holdup"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Forward Down]
type = ChangeState
value = 1440
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdfwd" && command = "holddown"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Back Down]
type = ChangeState
value = 1460
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdback" && command = "holddown"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Back Up]
type = ChangeState
value = 1480
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdback" && command = "holdup"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Lightning Attack Up]
type = ChangeState
value = 1410
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdup"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Air Lightning Attack Down]
type = ChangeState
value = 1450
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holddown"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1,Lightning Attack Back]
type = ChangeState
value = 1470
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "holdback"
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1,Lightning Attack Forward]
type = ChangeState
value = 1430
triggerall = stateno != [3000,3022]
triggerall = stateno != [1270,1290]
triggerall = stateno != [1300,1399]
triggerall = stateno != [1500,1599]
triggerall = !var(59)
triggerall = !var(28)
triggerall = command = "y" && command = "a" || command = "z" && command = "a"  || command = "z" && command = "b"
;triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1
trigger3 = time>10
;---------------------------------------------------------------------------
; Shoulder Cannon
[State -1, Shoulder Cannon]
type = ChangeState
value = 1520
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = [200,455]
trigger2 = movecontact
trigger3 = Stateno = [200,455]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1530
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = [200,455]
trigger2 = movecontact
trigger3 = Stateno = [200,455]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1540
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = Stateno = [200,455]
trigger2 = movecontact
trigger3 = Stateno = [200,455]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1550
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = [600,655]
trigger2 = movecontact
trigger3 = Stateno = [600,655]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1560
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = [600,655]
trigger2 = movecontact
trigger3 = Stateno = [600,655]
trigger3 = time > 5

[State -1, Shoulder Cannon]
type = ChangeState
value = 1570
triggerall = var(2) != 1
triggerall = command = "Shoulder Cannon"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = Stateno = [600,655]
trigger2 = movecontact
trigger3 = Stateno = [600,655]
trigger3 = time > 5

;---------------------------------------------------------------------------
; Air Flight
[State -1, Flight]
type = ChangeState
value = 1501
triggerall = command = "Flight"
trigger1 = statetype = A && ctrl
trigger2 = (stateno = [600,720])

;---------------------------------------------------------------------------
; Flight
[State -1, Flight]
type = ChangeState
value = 1500
triggerall = command = "Flight"
trigger1 = statetype != A && ctrl
trigger2 = (stateno = [200,221])
trigger3 = (stateno = [300,521])
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 1510
triggerall = command = "Flight"
trigger1 = stateno = 1505

;---------------------------------------------------------------------------
[State -1, Typhoon Ground]
type = ChangeState
value = 1360
triggerall = !var(59)
triggerall = command = "QCF1" || command = "QCF2" || command = "QCF3"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1


;---------------------------------------------------------------------------
[State -1, Typhoon Air]
type = ChangeState
value = 1370
triggerall = !var(59)
triggerall = command = "QCF1" || command = "QCF2" || command = "QCF3"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1
;---------------------------------------------------------------------------
[State -1, Microstorm]
type = ChangeState
value = 1380
triggerall = !var(59)
triggerall = command = "MS" || command = "MS" || command = "MS"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(51) = 1

;---------------------------------------------------------------------------
[State -1, Microstorm Air]
type = ChangeState
value = 1390
triggerall = !var(59)
triggerall = command = "MS" || command = "MS" || command = "MS"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = var(51) = 1

;===========================================================================

;---------------------------------------------------------------------------
;Run Back
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
triggerall = stateno != 105
triggerall = stateno != 100
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "holdback2" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl
;---------------------------------------------------------------------------


;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall = stateno != 105
triggerall = stateno != 100
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------
; Air Dash Back Up
[State -1, Air Run Back Up]
type = ChangeState
value = 117
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback"&&command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Fwd Up
[State -1, Air Run Fwd Up]
type = ChangeState
value = 116
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdfwd"&&command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Back Down
[State -1, Air Run Back Up]
type = ChangeState
value = 119
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback"&&command = "holddown" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Fwd Down
[State -1, Air Run Fwd Up]
type = ChangeState
value = 118
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdfwd"&&command = "holddown" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Up
[State -1, Air Run Up]
type = ChangeState
value = 112
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdup" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Down
[State -1, Air Run Up]
type = ChangeState
value = 111
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holddown" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Back
[State -1, Air Run Back]
type = ChangeState
value = 114
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdback" && command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact

;---------------------------------------------------------------------------
; Air Dash Fwd
[State -1, Air Run Fwd]
type = ChangeState
value = 113
triggerall = !var(55)
triggerall = (stateno !=[100,109])&&var(20)<3
triggerall = command = "holdfwd" && command = "guardpush" || command = "guardpush"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = (stateno = [600,720])&&movecontact


;---------------------------------------------------------------------------

[State -1,Lightning Zap]
type = ChangeState
value = 800
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 18 && enemynear,movetype != H
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------

[State -1,whirlwind throw]
type = ChangeState
value = 830
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "c" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 18 && enemynear,movetype != H
trigger1 = statetype = S && ctrl


;---------------------------------------------------------------------------

[State -1,Air Forward Slam]
type = ChangeState
value = 920
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 20 && abs(p2bodydist y) < 20 && enemynear,movetype != H
trigger1 = statetype = A && ctrl

;---------------------------------------------------------------------------
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !Var(59)
triggerall = command = "start"
trigger1 = statetype = S
trigger1 = ctrl


;---------------------------------------------------------------------------

[State -1, Standing Punch]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = ctrl
trigger1 = statetype = S

;---------------------------------------------------------------------------
[State -1,  Stand Kick]
type = ChangeState
value = 300
triggerall = !var(59)
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact

;---------------------------------------------------------------------------

[State -1, Crouch Punch]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------

[State -1, Crouch Kick]
type = ChangeState
value = 500
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 400 && movecontact

;---------------------------------------------------------------------------
[State -1, Standing Medium Punch]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = command != "holddown"
triggerall= command = "y"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 300 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 500 && movecontact

;---------------------------------------------------------------------------
[State -1, Stand Medium Kick]
type = ChangeState
value = 310
triggerall = !var(59)
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 500 && movecontact

;---------------------------------------------------------------------------

[State -1, Crouch Medium Punch]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 300 && movecontact
trigger4 = stateno = 400 && movecontact
trigger5 = stateno = 500 && movecontact

;---------------------------------------------------------------------------

[State -1, Crouch Medium Kick]
type = ChangeState
value = 510
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 400 && movecontact
trigger6 = stateno = 410 && movecontact
trigger7 = stateno = 500 && movecontact

;---------------------------------------------------------------------------
[State -1, Standing Strong Punch]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = command != "holddown"
triggerall = command = "z"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact

;---------------------------------------------------------------------------
[State -1, Stand Strong Kick]
type = ChangeState
value = 320
triggerall = !var(59)
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 420 && movecontact

[State -1]
type = ChangeState
value = 320
triggerall = statetype != A
triggerall = command = "holddownfwd"
triggerall = command = "c"
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Crouch Strong Punch]
type = ChangeState
value = 420
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact
;---------------------------------------------------------------------------

[State -1, Crouch Strong Kick]
type = ChangeState
value = 520
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 300 && movecontact
trigger5 = stateno = 310 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 500 && movecontact
trigger9 = stateno = 510 && movecontact
trigger10 = stateno = 220 && movecontact
trigger11 = stateno = 420 && movecontact
;---------------------------------------------------------------------------
[State -1, Air Punch]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = command = "x"
trigger1 = statetype = A  && (ctrl || stateno = 1505)

;---------------------------------------------------------------------------
[State -1, Air Kick]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall = command = "a"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch 3]
type = ChangeState
value = 614
triggerall = !var(59)
triggerall = command = "holdup"
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch 2]
type = ChangeState
value = 612
triggerall = !var(59)
triggerall = command = "holddown"
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Punch]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = command = "y"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Medium Kick]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall = command = "b"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Strong Punch]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = command = "z"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact
trigger7 = stateno = 710 && movecontact

;---------------------------------------------------------------------------
[State -1, Air Strong Kick]
type = ChangeState
value = 720
triggerall = !var(59)
triggerall = command = "c"
trigger1 = statetype = A  && (ctrl || stateno = 1505)
trigger2 = stateno = 600 && movecontact
trigger3 = stateno = 700 && movecontact
trigger4 = stateno = 610 && movecontact
trigger5 = stateno = 612 && movecontact
trigger6 = stateno = 614 && movecontact
trigger7 = stateno = 710 && movecontact
trigger8 = stateno = 620 && movecontact

;---------------------------------------------------------------------------
[State -1, Super Jump]
type = ChangeState
value = 99
triggerall = !var(59)
triggerall = statetype != A
trigger1 = command = "highjump"
trigger1 = ctrl
trigger2 = command = "highjump" || command = "holdup"
trigger2 = MoveHit
trigger2 = Stateno = 320  && movehit && p2statetype = A && time<17
trigger3 = command = "highjump" || command = "holdup"
trigger3 = MoveHit
trigger3 = Stateno = 420  && movehit && p2statetype = A && time<17
trigger4 = command = "highjump" || command = "holdup"
trigger4 = MoveHit
trigger4 = Stateno = 520  && movehit && p2statetype = A && time<17

; ƒAƒhƒoƒ“ƒVƒ“ƒOƒK[ƒh
[State -1]
type = VarSet
triggerall = roundstate = 2 && !var(59)
triggerall = !numhelper(8060)
triggerall = command = "recovery"
trigger1 = stateno = 150
trigger2 = stateno = 152
trigger3 = stateno = 154
var(32) = 1
ignorehitpause = 1
 



     Posted: December 29, 2020, 10:14:13 PM
I looked further into the problem. I tried to see if the same problem persisted with any other characters besides Storm and it happened with Dr. Doom as well. I had read that you could replace the mugen.exe which could fix the problem yet that did not fix it. I believe it is something with the controls that is stopping the jumping strong punches and kicks from coming out because I changed the controls in the mugen options screen from the arrow keys to the number pad, making the directions Up-5, Down-2, Left-1, and Right-3. Afterwards, I was at least able to perform jumping strong kicks while holding Up+Left again. I still do not know what to do to fix this completely though.
    

Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks!

 December 27, 2020, 09:53:27 AM View in topic context
avatar  Posted by Ki$@1st456v  in Help Please! My Storm Cannot Perform Jumping Strong Punches and Kicks! (Started by Ki$@1st456v December 27, 2020, 09:53:27 AM
 Board: M.U.G.E.N Configuration Help

Hi, again everyone! I have been trying to add even more moves to my REDHOT MVC2 Storm and I have been successful through trial and error with copying moves to her. I have run into another problem lately, and that is that I recently tried to add REDHOT's MVC2 Dr. Doom's jumping laser command normal to her moveset. Upon realizing that the move did not work, I have removed the coding, animations, and command values from her. Yet upon testing her out again I found that she cannot perform her strong punch and kick whenever I jump holding Up+Left as she floats. I will put the code below for her Air Strong Punch and Kick, however I do not know where else the problem may lie.
Spoiler, click to toggle visibilty

Has anyone run into this problem before with any of their projects or created characters too? As always, any help and advice is greatly appreciated and I am grateful again for your help!
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 December 08, 2020, 08:45:18 AM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

Thank you! I managed to fix it! The duplicate is gone!
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 16, 2020, 10:15:11 PM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

Okay, I'll send it. I I just don't want it to be a burden because you also have things in your life that you are focusing on. I have tried removing all the

"[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo"

sections from every part of the code of the Photon Shot but the duplicate still persisted. I was most recently using REDHOT's Storm and Dr. Doom for the Plasma Beam and Photon Shot in Fighter Factory 3. Also, in my custom Storm there are a lot of sprites from different creations where I tried to make certain move imports work and failed, but I have not deleted them yet. I also have another move, that I was trying to get to work with Storm which was Thunderstrike, a Psycho Crusher-like move that I imported from the Street Fighter: Spec Ops character Sevil Nahte by O Illusionista, but it has an animation loop problem. I thank you again for your help and I appreciate your responses.
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 15, 2020, 05:25:16 AM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

I removed it from the body of code but for some reason it did not remove the glitch. That is odd, I do not know what else it could be.
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 14, 2020, 05:07:03 PM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

Okay, I think that it is in Photon Shot 2 from what I am seeing. I have removed the semicolon in the anim section and updated the animation, but it still creates the duplicate. I have the image here .

; Photon Shot 2
[Statedef 1211]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1211
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -3
y = -7

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 14, 2020, 05:08:43 PM
https://drive.google.com/file/d/1-TT_XCjKGBAYgLDvfV0YAkAiQcIn5-Sr/view?usp=sharing.
    

Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 13, 2020, 04:51:20 AM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

Thanks! You said to null that out, did you mean put a Null command under it? Also, should I change that State 0 ChangeAnim to StateNo-0 for the value and trigger1 sections?

     Posted: November 13, 2020, 05:26:51 PM
Okay, I tried to change 901:assertspecial state to a Null type and put 0 for the State 0 ChangeAnim on the value and trigger1 sections, but the problem still persists. I see at the last second a shadow is there for a small instant when the duplicate falls a split second after Storm spins too.
    

Ground Photon Shot Duplicate Glitch! Please Help? Continued

 November 12, 2020, 09:50:50 PM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? Continued (Started by Ki$@1st456v November 12, 2020, 09:50:50 PM
 Board: M.U.G.E.N Configuration Help

Here is the rest of the code. . . The other topic is constantly getting database errors when I try to add more.

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

     Posted: November 12, 2020, 09:54:01 PM
; Photon Shot 21
[Statedef 1236]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 7;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1


     Posted: November 12, 2020, 09:55:06 PM
Photon Shot 21 continued. . .

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

     Posted: November 12, 2020, 09:56:11 PM
Photon Shot 21 continued again. . .

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

     Posted: November 12, 2020, 09:57:23 PM
; Shot dissipate
[Statedef 1240]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 4
juggle = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70||backedgedist <= -70
trigger2 = animtime = 0

That is the end of the body of code. Sorry about that!
    

Re: Ground Photon Shot Duplicate Glitch! Please Help?

 November 12, 2020, 09:20:40 PM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? (Started by Ki$@1st456v November 12, 2020, 06:01:05 PM
 Board: M.U.G.E.N Configuration Help

I will try to put the rest of the move code as well, I saw some helper states in the different photon shots. Here are the other parts: I may not be able to paste them all at once, but I can send the code segment in portions.

; Air Photon Shot
[StateDef 1205]
type = A
movetype= A
physics = N
juggle  = 1
velset = Vel X/10,Vel Y/5
ctrl = 0
anim = 1205
poweradd = 80
sprpriority = 2

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

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 15 && var(19)
value = 1205

[state 410,3]
type = veladd
trigger1 = var(19)
y = 0
x = 0

[state 410,3]
type = velset
trigger1 = var(19)
y = 0
x = 0

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="HCB_z",2,ifelse(command="HCB_y",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,7
volume = 255
volumescale = 255
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,3
volume = 255
volumescale = 255
channel = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Photon Shot 20"
ID = 1200
stateno = 1235
pos = floor(75*const(size.xscale)),floor(-40*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Photon Shot 19"
ID = 1200
stateno = 1234
pos = floor(65*const(size.xscale)),floor(-25*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Photon Shot 18"
ID = 1200
stateno = 1233
pos = floor(55*const(size.xscale)),floor(-15*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Photon Shot 17"
ID = 1200
stateno = 1232
pos = floor(45*const(size.xscale)),floor(-5*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 4
helpertype = normal ;player
name = "Photon Shot 16"
ID = 1200
stateno = 1231
pos = floor(30*const(size.xscale)),floor(5*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = var(19)=0
trigger1 = AnimElemTime(13)=0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 620, ChangeState]
type = ChangeState
triggerall = anim = 1205
triggerall = floor (pos Y < -155)
trigger1 = animelem = 15
value = 1211
ctrl = 1


     Posted: November 12, 2020, 09:21:54 PM
; Photon Shot 1
[Statedef 1210]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1110
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 2
[Statedef 1211]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1111
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -3
y = -7

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 3
[Statedef 1212]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1112
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -4;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = -6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 12, 2020, 09:22:57 PM
; Photon Shot 4
[Statedef 1213]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1113
sprpriority = 4
velset = 0,0
juggle = 1

;[State 0, VarSet]
;type = VarSet
;trigger1= !time && !prevstateno
;var(10) = ifelse(parent,var(10)=2,2,ifelse(parent,var(10)=1,1,0))

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -5;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = -5;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 5
[Statedef 1214]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1114
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = -4;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 6
[Statedef 1215]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1115
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -7;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = -3;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 12, 2020, 09:24:00 PM
; Photon Shot 7
[Statedef 1216]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -7
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 8
[Statedef 1220]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1120
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
y = -7;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240

ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 9
[Statedef 1221]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1121
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = -7;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 10
[Statedef 1222]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1122
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = -6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 11
[Statedef 1223]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1123
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = -5;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 12, 2020, 09:27:04 PM
Thank you for your help and your response MGMURROW, I still have more to send but I will make sure I send all of the coding of the move. I kept getting a database error when I tried to send it all at once.

; Photon Shot 12
[Statedef 1224]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1124
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = -4;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 13
[Statedef 1225]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1125
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 7;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = -3;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 14
[Statedef 1226]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1126
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 7;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact
ignorehitpause = 1

;------------------------------
; Photon Shot 15
[Statedef 1230]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1110
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
y = 7;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 16
[Statedef 1231]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1111
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 3;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))
y = 7;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 12, 2020, 09:30:49 PM
; Photon Shot 17
[Statedef 1232]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1112
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 4;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))
y = 6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 18
[Statedef 1233]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1113
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 5;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))
y = 5;ifelse(var(10)=2,-7,ifelse(var(10)=1,-5,-3))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

;------------------------------
; Photon Shot 19
[Statedef 1234]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1114
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 6;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 4;ifelse(var(10)=2,-6,ifelse(var(10)=1,-4,-2))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 12, 2020, 09:38:12 PM
Photon Shot 20 is being aggravating, and I keep getting a database error when I try to send that whole section. I will send this in parts.

; Photon Shot 20
[Statedef 1235]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1115
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 7;ifelse(var(10)=2,-9,ifelse(var(10)=1,-7,-5))
y = 3;ifelse(var(10)=2,-5,ifelse(var(10)=1,-3,-1))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1



     Posted: November 12, 2020, 09:41:51 PM
Photon Shot 20 continued. . .

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4
    

Ground Photon Shot Duplicate Glitch! Please Help?

 November 12, 2020, 06:01:05 PM View in topic context
avatar  Posted by Ki$@1st456v  in Ground Photon Shot Duplicate Glitch! Please Help? (Started by Ki$@1st456v November 12, 2020, 06:01:05 PM
 Board: M.U.G.E.N Configuration Help

Hi again everyone! I am beginning to have some of my added moves work on characters. I however am trying to get rid of a duplicate glitch on the Ground Photon Shot move. I have tried to add a "destroyself" at the end of the ground photon shot section of Storm's CNS to stop the helper from appearing but it did nothing to stop the duplicate from appearing. I am not sure what part of the code it is where I put in the code as well to get rid of the clone from appearing and disappearing. I am also not sure what to exactly put. Also, what do I need to remove or modify in the existing code to fix it? I remember in a post 8 years there was talk of this glitch but I do not know if the posters came to a complete resolution of the topic for me to understand personally as I am still growing in dealing with coding with characters and how to deal with the many problems that can arise. Is there anything I should insert into the CNS section here or remove to get rid of the duplicate glitch?


I have a Google Drive link to the video so you can see what I am talking about: https://drive.google.com/file/d/15VJPYuL4iK5tbhWEE5aqqyPm3TIYcr1a/view?usp=sharing I am trying to make sure I keep that video as the only one visible as I gave no other links to anything else. I would greatly appreciate any help anyone has and I hope that I can fix this. Thank you all!

I was trying to add the code too, but it may be too much for one post so I kept this for now to keep it short.

     Posted: November 12, 2020, 06:11:42 PM
I'm sorry, a database error keeps coming up when I try to paste the code into the post.

     Posted: November 12, 2020, 07:00:32 PM
; Photon Shot
[StateDef 1200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="HCB_z",2,ifelse(command="HCB_y",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State G-FX, Move Dust]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
scale = 0.5,0.5
ownpal = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4,7
volume = 255
volumescale = 255
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 3,3
volume = 255
volumescale = 255
channel = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 2"
ID = 1200
stateno = 1211
pos = floor(0*const(size.xscale)),floor(-125*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 5"
ID = 1200
stateno = 1215
pos = floor(-55*const(size.xscale)),floor(-85*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 4"
ID = 1200
stateno = 1213
pos = floor(-45*const(size.xscale)),floor(-110*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 5"
ID = 1200
stateno = 1214
pos = floor(-55*const(size.xscale)),floor(-95*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 7"
ID = 1200
stateno = 1216
pos = floor(-55*const(size.xscale)),floor(-75*const(size.yscale));floor(-45*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 11"
ID = 1200
stateno = 1222
pos = floor(95*const(size.xscale)),floor(-100*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 12"
ID = 1200
stateno = 1224
pos = floor(120*const(size.xscale)),floor(-85*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 14"
ID = 1200
stateno = 1226
pos = floor(125*const(size.xscale)),floor(-70*const(size.yscale));floor(-45*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 18"
ID = 1200
stateno = 1233
pos = floor(115*const(size.xscale)),floor(-35*const(size.yscale));floor(-45*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Photon Shot 20"
ID = 1200
stateno = 1235
pos = floor(125*const(size.xscale)),floor(-60*const(size.yscale));floor(-45*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Error Detected: Error in Command "Batspin Light". Error in onslaught.cmd:328

 October 26, 2020, 07:19:07 AM View in topic context

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.
    

Re: Increasing Character Movement Speed?

 October 22, 2020, 01:02:13 AM View in topic context
avatar  Posted by Ki$@1st456v  in Increasing Character Movement Speed? (Started by Ki$@1st456v October 22, 2020, 12:00:49 AM
 Board: M.U.G.E.N Configuration Help

Yes, I found it! thank you for your help! I am sorry if I should make a new topic thread for this, but I was also wondering about Xslaught's Sentinel and changing his Standing/Crouching Strong Punch with REDHOT's MVC2 Sentinel's Standing/Crouching Punch. I am looking at the States and Definitions section for both and wondering what I should change out as I do not want to completely mess anything up. Ever since MVC2, I loved how Sentinel could raid fire his Crouching and Standing Punch right after each other from across the screen. I am trying to add that quality of MVC2 Sentinel to Xslaught's, but I am not sure how or what to put in. Do you have any idea what to type in? Thank you again!
    

Increasing Character Movement Speed?

 October 22, 2020, 12:00:49 AM View in topic context
avatar  Posted by Ki$@1st456v  in Increasing Character Movement Speed? (Started by Ki$@1st456v October 22, 2020, 12:00:49 AM
 Board: M.U.G.E.N Configuration Help

Hi again everyone! I was looking around for a way to increase the movement speed of a character individually. I saw somewhere someone had asked this same question here 12 years ago and there was an answer I was curious about.

"[Velocity]
walk.fwd  = 2.8      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

with:
              y
              -
X       -         +
              +

higher value means the faster

this is just basic movement though
there are a lot more ways to make an char faster
like making an animation take less gameticks in the air file, editing hitdefs etc."

However, do you just type the above information in a CNS file? If so, where do you put it? Do you just find the value for velocity in the CNS file? There was also another answer, and it was Bastard Mami's about maybe an X-Factor speed boost. Do any of you have experience with increasing character stats, and is there any help you can give on this topic? I would be very grateful. Thank you!

 
    

Movement/Attack Effects Out Of Place!

 October 15, 2020, 03:56:01 PM View in topic context
avatar  Posted by Ki$@1st456v  in Movement/Attack Effects Out Of Place! (Started by Ki$@1st456v October 15, 2020, 03:56:01 PM
 Board: M.U.G.E.N Configuration Help

Hi to you all again! I am able to play my custom Storm without any coding errors keeping her from being read in the game, and she is almost exactly like the original as I still cannot get the Ice Beam move I imported to her to work although I have given her sprites, animations, constants, and commands for the move. However I ran into another problem with the custom Storm I am trying to create again. The classic MVC2 starting blue super jump ripple effect keeps appearing in the middle of the screen everytime Storm super jumps rather than beneath her, her air strong kick would normally have a trail effect with her flip kick, but the effect appears in the middle of the screen instead of at her legs and feet while she is in the Air Strong Kick animation, the dust trail when she performs her Typhoon, Lightning Attack, and Whirlwind attacks appears midway from the opponent rather than under her, and her red circular launcher hitspark appears midscreen instead of around her and the opponent as they are flying upward. I have done mostly no tampering with her original code rather than changing the commands for her moves like her Lightning Attack and Typhoon. Mostly what I have down with her code is try to add additional moves to her. Is it a sprite or animation issue? Have any of you encountered this before and do you have any answers? I thank you all for your help so far!
    

Library Error Message: Died parsing command = "QCF_x" || command = "QCF_y"

 October 12, 2020, 05:23:13 PM View in topic context

Hi again everyone! I apologize, but I ran into another problem. I had managed to play as her without any errors showing up, but this time my problem is with none of Storm's copied moves coming out. I had tried to perform Shinzankuro's Sasquatch Ice Beam move, and it would not come out. I had tried Loganir's Spark Grenade move and nothing came out. I had tried the Teslaport move and nothing came out. I had tried the Storm: COTA Elemental Rage Super move and nothing came out and Storm got stuck in her crouching jab animation. Has anyone ever dealt with this issue before?



     Posted: October 12, 2020, 05:35:12 PM
I was looking at how you add moves from one character to another and I noticed that you have to have sprites, animations, and sounds as well. I am going to see how to add those in to make the moves work.
    

Re: Error Detected. Undefined command label: "command".

 October 12, 2020, 12:07:39 AM View in topic context
avatar  Posted by Ki$@1st456v  in Error Detected. Undefined command label: "command".  (Started by Ki$@1st456v October 11, 2020, 06:34:32 PM
 Board: M.U.G.E.N Configuration Help

Okay, I looked at the example you gave and got rid of the ifelse commands for the move, especially on line 11354 where the error occurred. It looks like this:

My Storm:

;- TELEPORT VARIATIONS
[Statedef 411400]
type = U
physics = N
movetype = I
velset = 0, 0
ctrl = 0
sprpriority = -1
facep2 = 1
poweradd= 30
anim = ifelse(statetype=A,1402,1400);avoids a weird bug
; stand > air = 1401 var(23)=1
; air > air = 1402 var(23)=2
; air > stand = 1403 var(23)=3
; stand > stand = 1400 var(23)=10


[State 411400, a];
type = changeanim
trigger1 = !AIlevel && !time && statetype=S
triggerall = command = "Teslaport"


[State 411400, b]
type = changeanim
trigger1 =!AIlevel && !time && statetype=A
triggerall = command = "Teslaport"


[State 411400, a];
type = changeanim
trigger1 = AIlevel && !time && statetype=S
trigger1 = var(23)=1 || var(23)=10
value = ifelse(var(23)=1 ,1401,1400)

[State 411400, b]
type = changeanim
trigger1 =AIlevel && !time && statetype=A
trigger1 = var(23)=2 || var(23)=3
value = ifelse(var(23)=3,1403,1402)

[State 411400, 0]
type = nothitby
trigger1 = animelemtime(2)>=0 && animelemtime(7)<0
triggerall = command = "Teslaport"
trigger2 = animelemtime(7)>=0 && animelemtime(14)<0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 411400, PlaySnd]
type = PlaySnd
trigger1 = !time && random<800
value = 80,ifelse(random<400,3,4)
channel = 0
[State 411400, PlaySnd]
type = PlaySnd
trigger1 = !time && random>=800
value = 100,6
channel = 0


[State 411400, 0]
type = AfterImage
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0
time = 0
timeGap = 1
frameGap = 1
length = 12
trans =add
ignorehitpause = 1
persistent = 0
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 150,150,150
palpostbright = 0,0,0
paladd = -1,-1,-1
palmul = .77,.77,.77
[State 3200, 0]
type = AfterImageTime
trigger1 = animelemtime(13)<0
ignorehitpause = 1
time = 2

;--------------------------------------------------


[State 777, Explod] ;fx
type = Explod
trigger1 =animelemtime(3)=0
anim = 1450
id = 1450
pos = ceil((-3)*const(size.xscale)),ceil((15)*const(size.yscale))
postype = p1
bindtime = 2
scale = (.5)*const(size.xscale),(.5)*const(size.yscale)
sprpriority = 5
ownpal = 1
shadow = 0,0,0




[State 777, Explod] ;fx
type = Explod
trigger1 =animelemtime(9)=0
anim = 1451
id = 1451
pos = ceil((-3)*const(size.xscale)),ceil((15)*const(size.yscale))
postype = p1
bindtime = -1
scale = (.5)*const(size.xscale),(.5)*const(size.yscale)
sprpriority = 5
ownpal = 1
shadow = 0,0,0
;-----------------------------------------


[State 411400, 1]
type = varset
trigger1 =!AIlevel && !time
triggerall = command = "Teslaport"

[State 411400, 2]
type = varset
trigger1 =!AIlevel && !time
triggerall = command = "Teslaport"



[State 411400, PlaySnd]
type = PlaySnd
trigger1 =!time
value = 700,27

[State 411400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = 700,33

[State 411400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9)=0
value = 700,34

[State 411400, 5]
type=statetypeset
triggerall = animelemtime(15)>=0
trigger1 = (anim=1400)||(anim=1403)
physics = S
statetype = S

[State 411400, 6]
type = statetypeset
triggerall = animelemtime(15)>=0
trigger1 = (anim=1401)||(anim=1402)
physics = A
statetype =A


[State 411400, 8];hold cancel
type = changeanim
triggerall = !AIlevel
triggerall = animelemtime(6)>=0 && animelemtime(7)<0
triggerall = command = "Teslaport"
value = ifelse(statetype=S,1400,1402)
elem = 15

[State 411400, 9]
type = AfterImage
trigger1 = animelemtime(13)>=0
time = 1
length = 1
timegap = 1
framegap = 1
trans = add


[State 411400, out ground];ELECTRICAL aura
type = explod
triggerall =animelemtime(1)=0
trigger1= anim=1400
trigger2= anim=1401
anim =1111400
ID = 1111400
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 411400, out air];ELECTRICAL aura
type = explod
triggerall =animelemtime(1)=0
trigger1= anim=1402
trigger2= anim=1403
anim =1111402
ID = 1111400
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 411400, in ground];ELECTRICAL aura
type = explod
triggerall =animelemtime(9)=1
trigger1= anim=1400
trigger2= anim=1403
facing = 1
anim =1111401
ID = 1111401
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 411400, in air];ELECTRICAL aura
type = explod
triggerall =animelemtime(9)=1
trigger1= anim=1401
trigger2= anim=1402
facing = 1
anim =1111403
ID = 1111401
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

;-------overlays


[State 411400, 10]
type = PosSet
trigger1 = animelemtime(8)>=0 && animelemtime(9)<0
x = ifelse(var(11)=3,150,ifelse(var(11)=-3,-150,ifelse(var(11)=2,1,-1)))
y = ifelse(var(12)=7,-160,0)


[State 411400, 11]
type = playerpush
trigger1 = animelemtime(8)>=0 && animelemtime(9)<0
value = 0

[State 411400, 12];small movement entering
type = posadd
trigger1 = animelemtime(9)>0
x = -0.9


[State 411400, 13]
type = posset
trigger1 =(anim=1400)||(anim=1403) && animelemtime(9)>=0
y = 0

[State 411400, 14]
type = turn
trigger1 = animelem = 9 && p2dist x<0



[State 411400, 15]
type = changestate
trigger1 = !animtime
value = ifelse(statetype=S,0,51)
ctrl=1


Is this right? I like how you're giving me visual examples too so I can see for myself what you're saying as well.

     Posted: October 12, 2020, 12:49:46 AM
Thank you all, I got past the Teslaport problem, I just needed to separate the moves by name under Teslaport_x, _y, and so on and make sure they matched in the ifelse command line. I have to get her Elemental Rage Super right now. Ugh!

     Posted: October 12, 2020, 05:07:22 AM
I apologize to you all, it looked like there was nothing wrong with what I did with the Teslaport move and it looked as though the error was fixed. Now it is saying it is wrong again even with what I put in. Why is it doing that?
    

Re: Error Detected. Undefined command label: "command".

 October 11, 2020, 07:49:28 PM View in topic context
avatar  Posted by Ki$@1st456v  in Error Detected. Undefined command label: "command".  (Started by Ki$@1st456v October 11, 2020, 06:34:32 PM
 Board: M.U.G.E.N Configuration Help

So should I use motions for the name of the commands rather than the move name itself? Also, should I use the same statedef value number as the statedef in Electro's statedef value for the Teslaport move? Can I do that if it is the same statedef value as Storm's Lightning Attack?
    

Error Detected. Undefined command label: "command".

 October 11, 2020, 06:34:32 PM View in topic context
avatar  Posted by Ki$@1st456v  in Error Detected. Undefined command label: "command".  (Started by Ki$@1st456v October 11, 2020, 06:34:32 PM
 Board: M.U.G.E.N Configuration Help

Hi, everyone! I am new to mugen and I was using Fighter Factory 3 to copy moves from one character to another. I was watching YouTube videos on this and Ryon has the greatest number of tutorial videos dealing with creating a mugen character. One of the videos was copying moves. What I had gathered from his videos was that it is better to copy states and definitions instead of animations as it would not always look right. The character I am using is REDHOT's MVC2 Storm, and I was trying to give her Loganir Electros' Teslaport move. His original command for the move was ~B, D, DB. I was trying to make it a double quarter-circle back instead, so I had changed it by editing it in the .cmd file for Storm before  I copied the states and definitions section for Storm. However upon trying to play her in mugen, I get this:

Error detected.

Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing [State 411400, a]
Error in [Statedef 411400]
Error in CNS/Storm2.cns:11534
Error loading chars/Storm2.def/Storm2.def
Error loading p1

In Storm's states and definitions, I have tried to change some things in hope of correcting this error. I first tried changing the animation states. One of the things that I saw on Ryon's videos is that state definitions should not overlap with each other, and I put 411400 as a different value from all of Storm's other move states, so felt I needed to put it throughout the rest of some parts to make sure they did not coincide with Storm's Lightning Attack which was at Statedef 1400-1402. Here is Storm's Statedef for the Teslaport move that I hoped to differentiate from Loganir's Electro.

Loganir's Electro:

;- TELEPORT VARIATIONS
[Statedef 1400]
type = U
physics = N
movetype = I
velset = 0, 0
ctrl = 0
sprpriority = -1
facep2 = 1
poweradd= 30
anim = ifelse(statetype=A,1402,1400);avoids a weird bug
; stand > air = 1401 var(23)=1
; air > air = 1402 var(23)=2
; air > stand = 1403 var(23)=3
; stand > stand = 1400 var(23)=10


[State 1400, a];
type = changeanim
trigger1 = !AIlevel && !time && statetype=S
value = ifelse((command="dbx")||(command="dby")||(command="dbz"),1401,1400)

[State 1400, b]
type = changeanim
trigger1 =!AIlevel && !time && statetype=A
value = ifelse((command="dba")||(command="dbb")||(command="dbc"),1403,1402)


[State 1400, a];
type = changeanim
trigger1 = AIlevel && !time && statetype=S
trigger1 = var(23)=1 || var(23)=10
value = ifelse(var(23)=1 ,1401,1400)

[State 1400, b]
type = changeanim
trigger1 =AIlevel && !time && statetype=A
trigger1 = var(23)=2 || var(23)=3
value = ifelse(var(23)=3,1403,1402)

[State 1400, 0]
type = nothitby
trigger1 = animelemtime(2)>=0 && animelemtime(7)<0
trigger1 = ((command="holdx")||(command="holdy")||(command="holdz")<2)
trigger2 = animelemtime(7)>=0 && animelemtime(14)<0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = !time && random<800
value = 80,ifelse(random<400,3,4)
channel = 0
[State 1400, PlaySnd]
type = PlaySnd
trigger1 = !time && random>=800
value = 100,6
channel = 0


[State 1400, 0]
type = AfterImage
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0
time = 0
timeGap = 1
frameGap = 1
length = 12
trans =add
ignorehitpause = 1
persistent = 0
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 150,150,150
palpostbright = 0,0,0
paladd = -1,-1,-1
palmul = .77,.77,.77
[State 3200, 0]
type = AfterImageTime
trigger1 = animelemtime(13)<0
ignorehitpause = 1
time = 2

;--------------------------------------------------


[State 777, Explod] ;fx
type = Explod
trigger1 =animelemtime(3)=0
anim = 1450
id = 1450
pos = ceil((-3)*const(size.xscale)),ceil((15)*const(size.yscale))
postype = p1
bindtime = 2
scale = (.5)*const(size.xscale),(.5)*const(size.yscale)
sprpriority = 5
ownpal = 1
shadow = 0,0,0




[State 777, Explod] ;fx
type = Explod
trigger1 =animelemtime(9)=0
anim = 1451
id = 1451
pos = ceil((-3)*const(size.xscale)),ceil((15)*const(size.yscale))
postype = p1
bindtime = -1
scale = (.5)*const(size.xscale),(.5)*const(size.yscale)
sprpriority = 5
ownpal = 1
shadow = 0,0,0
;-----------------------------------------




;-------------------------

[State 1400, 1]
type = varset
trigger1 =!AIlevel && !time
var(11)= ifelse((command="dba")||(command="dbx"),-3,ifelse((command="dbb")||(command="dby"),2,ifelse((command="dbc")||(command="dbz"),3,0)))

[State 1400, 2]
type = varset
trigger1 =!AIlevel && !time
var(12)= ifelse((command="dbx")||(command="dby")||(command="dbz"),7,0)




[State 1400, PlaySnd]
type = PlaySnd
trigger1 =!time
value = 700,27

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = 700,33

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9)=0
value = 700,34


[State 1400, 5]
type=statetypeset
triggerall = animelemtime(15)>=0
trigger1 = (anim=1400)||(anim=1403)
physics = S
statetype = S

[State 1400, 6]
type =  statetypeset
triggerall = animelemtime(15)>=0
trigger1 = (anim=1401)||(anim=1402)
physics = A
statetype =A


[State 1400, 8];hold cancel
type = changeanim
triggerall = !AIlevel
triggerall = animelemtime(6)>=0 && animelemtime(7)<0
trigger1 = ((command="holdy")||(command="holdx")||(command="holdb")||(command="holda")||(command="holdz")||(command="holdc"))
value = ifelse(statetype=S,1400,1402)
elem = 15

[State 1400, 9]
type = AfterImage
trigger1 = animelemtime(13)>=0
time = 1
length = 1
timegap = 1
framegap = 1
trans = add


[State 1400, out ground];ELECTRICAL aura
type = explod
triggerall =animelemtime(1)=0
trigger1= anim=1400
trigger2= anim=1401
anim =1111400
ID = 1111400
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 1400, out air];ELECTRICAL aura
type = explod
triggerall =animelemtime(1)=0
trigger1= anim=1402
trigger2= anim=1403
anim =1111402
ID = 1111400
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 1400, in ground];ELECTRICAL aura
type = explod
triggerall =animelemtime(9)=1
trigger1= anim=1400
trigger2= anim=1403
facing = 1
anim =1111401
ID = 1111401
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 1400, in air];ELECTRICAL aura
type = explod
triggerall =animelemtime(9)=1
trigger1= anim=1401
trigger2= anim=1402
facing = 1
anim =1111403
ID = 1111401
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

;-------overlays


[State 1400, 10]
type = PosSet
trigger1 = animelemtime(8)>=0 && animelemtime(9)<0
x = ifelse(var(11)=3,150,ifelse(var(11)=-3,-150,ifelse(var(11)=2,1,-1)))
y = ifelse(var(12)=7,-160,0)


[State 1400, 11]
type = playerpush
trigger1 = animelemtime(8)>=0 && animelemtime(9)<0
value = 0

[State 1400, 12];small movement entering
type = posadd
trigger1 = animelemtime(9)>0
x = -0.9
                 


[State 1400, 13]
type = posset
trigger1 =(anim=1400)||(anim=1403) && animelemtime(9)>=0   
y = 0

[State 1400, 14]
type = turn
trigger1 = animelem = 9 && p2dist x<0



[State 1400, 15]
type = changestate
trigger1 = !animtime
value = ifelse(statetype=S,0,51)
ctrl=1

My Storm:

;- TELEPORT VARIATIONS
[Statedef 411400]
type = U
physics = N
movetype = I
velset = 0, 0
ctrl = 0
sprpriority = -1
facep2 = 1
poweradd= 30
anim = ifelse(statetype=A,411402,411400);avoids a weird bug
; stand > air = 1401 var(23)=1
; air > air = 1402 var(23)=2
; air > stand = 1403 var(23)=3
; stand > stand = 1400 var(23)=10


11531 [State 411400, a];
11532 type = changeanim
11533 trigger1 = !AIlevel && !time && statetype=S
11534 value = ifelse((command="2qcb")||(command="2qcb")||(command="2qcb"),411401,411400)

[State 411400, b]
type = changeanim
trigger1 =!AIlevel && !time && statetype=A
value = ifelse((command="2qcb")||(command="2qcb")||(command="2qcb"),411403,411402)


[State 411400, a];
type = changeanim
trigger1 = AIlevel && !time && statetype=S
trigger1 = var(23)=1 || var(23)=10
value = ifelse(var(23)=1 ,411401,411400)

[State 411400, b]
type = changeanim
trigger1 =AIlevel && !time && statetype=A
trigger1 = var(23)=2 || var(23)=3
value = ifelse(var(23)=3,411403,411402)

[State 411400, 0]
type = nothitby
trigger1 = animelemtime(2)>=0 && animelemtime(7)<0
trigger1 = ((command="holdx")||(command="holdy")||(command="holdz")<2)
trigger2 = animelemtime(7)>=0 && animelemtime(14)<0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1

[State 411400, PlaySnd]
type = PlaySnd
trigger1 = !time && random<800
value = 80,ifelse(random<400,3,4)
channel = 0
[State 411400, PlaySnd]
type = PlaySnd
trigger1 = !time && random>=800
value = 100,6
channel = 0


[State 411400, 0]
type = AfterImage
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0
time = 0
timeGap = 1
frameGap = 1
length = 12
trans =add
ignorehitpause = 1
persistent = 0
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 150,150,150
palpostbright = 0,0,0
paladd = -1,-1,-1
palmul = .77,.77,.77
[State 3200, 0]
type = AfterImageTime
trigger1 = animelemtime(13)<0
ignorehitpause = 1
time = 2

;--------------------------------------------------


[State 777, Explod] ;fx
type = Explod
trigger1 =animelemtime(3)=0
anim = 411450
id = 411450
pos = ceil((-3)*const(size.xscale)),ceil((15)*const(size.yscale))
postype = p1
bindtime = 2
scale = (.5)*const(size.xscale),(.5)*const(size.yscale)
sprpriority = 5
ownpal = 1
shadow = 0,0,0




[State 777, Explod] ;fx
type = Explod
trigger1 =animelemtime(9)=0
anim = 411451
id = 411451
pos = ceil((-3)*const(size.xscale)),ceil((15)*const(size.yscale))
postype = p1
bindtime = -1
scale = (.5)*const(size.xscale),(.5)*const(size.yscale)
sprpriority = 5
ownpal = 1
shadow = 0,0,0
;-----------------------------------------


[State 411400, 1]
type = varset
trigger1 =!AIlevel && !time
var(11)= ifelse((command="2qcb")||(command="2qcb"),-3,ifelse((command="2qcb")||(command="2qcb"),2,ifelse((command="2qcb")||(command="2qcb"),3,0)))

[State 411400, 2]
type = varset
trigger1 =!AIlevel && !time
var(12)= ifelse((command="2qcb")||(command="2qcb")||(command="2qcb"),7,0)




[State 411400, PlaySnd]
type = PlaySnd
trigger1 =!time
value = 700,27

[State 411400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(1)=0
value = 700,33

[State 411400, PlaySnd]
type = PlaySnd
trigger1 = animelemtime(9)=0
value = 700,34


[State 411400, 5]
type=statetypeset
triggerall = animelemtime(15)>=0
trigger1 = (anim=411400)||(anim=411403)
physics = S
statetype = S

[State 411400, 6]
type = statetypeset
triggerall = animelemtime(15)>=0
trigger1 = (anim=411401)||(anim=411402)
physics = A
statetype =A


[State 411400, 8];hold cancel
type = changeanim
triggerall = !AIlevel
triggerall = animelemtime(6)>=0 && animelemtime(7)<0
trigger1 = ((command="holdy")||(command="holdx")||(command="holdb")||(command="holda")||(command="holdz")||(command="holdc"))
value = ifelse(statetype=S,411400,411402)
elem = 15

[State 411400, 9]
type = AfterImage
trigger1 = animelemtime(13)>=0
time = 1
length = 1
timegap = 1
framegap = 1
trans = add


[State 411400, out ground];ELECTRICAL aura
type = explod
triggerall =animelemtime(1)=0
trigger1= anim=411400
trigger2= anim=411401
anim =1111400
ID = 1111400
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 411400, out air];ELECTRICAL aura
type = explod
triggerall =animelemtime(1)=0
trigger1= anim=411402
trigger2= anim=411403
anim =1111402
ID = 1111400
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 411400, in ground];ELECTRICAL aura
type = explod
triggerall =animelemtime(9)=1
trigger1= anim=411400
trigger2= anim=411403
facing = 1
anim =1111401
ID = 1111401
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

[State 411400, in air];ELECTRICAL aura
type = explod
triggerall =animelemtime(9)=1
trigger1= anim=411401
trigger2= anim=411402
facing = 1
anim =1111403
ID = 1111401
sprpriority = -3
postype = p1
pos = ceil((0)*const(size.xscale)),ceil((0)*const(size.yscale))
ignorehitpause = 1
scale = (.5)*const(size.xscale), (.5)*const(size.yscale)
removeongethit = 1
ownpal = 1
bindtime = -1

;-------overlays


[State 411400, 10]
type = PosSet
trigger1 = animelemtime(8)>=0 && animelemtime(9)<0
x = ifelse(var(11)=3,150,ifelse(var(11)=-3,-150,ifelse(var(11)=2,1,-1)))
y = ifelse(var(12)=7,-160,0)


[State 411400, 11]
type = playerpush
trigger1 = animelemtime(8)>=0 && animelemtime(9)<0
value = 0

[State 411400, 12];small movement entering
type = posadd
trigger1 = animelemtime(9)>0
x = -0.9


[State 411400, 13]
type = posset
trigger1 =(anim=411400)||(anim=411403) && animelemtime(9)>=0
y = 0

[State 411400, 14]
type = turn
trigger1 = animelem = 9 && p2dist x<0



[State 411400, 15]
type = changestate
trigger1 = !animtime
value = ifelse(statetype=S,0,51)
ctrl=1


One thing that has me stuck is the  ifelse((command="") section. I have that I want to have a double quarter-circle back motion in the .cmd file, but I was thinking maybe I should put a 2QCB motion in those spots to match the motions I wanted. Yet, I still cannot pinpoint exactly what I need to put and where especially on that line about the ifelse commands (for instance, I do not know how I could put a double-directional motion either, perhaps "DD"?) along with anything else. I will put what I have from the command list as well for this part.

Loganir's Electro:

[Command]
name = "dbx"
command = ~B, D, DB, x
time = 20
[Command]
name = "dbx"
command = ~B, D, DB, ~x
time = 20
[Command]
name = "dby"
command = ~B, D, DB, y
time = 20
[Command]
name = "dby"
command = ~B, D, DB, ~y
time = 20
[Command]
name = "dbz"
command = ~B, D, DB, z
time = 20
[Command]
name = "dbz"
command = ~B, D, DB, ~z
time = 20



[Command]
name = "dba"
command = ~B, D, DB, a
time = 20
[Command]
name = "dba"
command = ~B, D, DB, ~a
time = 20
[Command]
name = "dbb"
command = ~B, D, DB, b
time = 20
[Command]
name = "dbb"
command = ~B, D, DB, ~b
time = 20
[Command]
name = "dbc"
command = ~B, D, DB, c
time = 20
[Command]
name = "dbc"
command = ~B, D, DB, ~c
time = 20

;----------- teslaport
[State -1, dbxyzabc]
type = Changestate
value = 1400
triggerall = !AIlevel &&  stateno != 51
triggerall =  (command="dbx"||command="dby"||command="dbz"||command="dba"||command="dbb"||command="dbc")
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
trigger3 = (stateno = [600,650])

My Storm:

[Command]
name = "Teslaport"
command = ~D, B, D, B, x
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, ~x
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, y
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, ~y
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, z
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, ~z
time = 20


[Command]
name = "Teslaport"
command = ~D, B, D, B, a
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, ~a
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, b
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, ~b
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, c
time = 20
[Command]
name = "Teslaport"
command = ~D, B, D, B, ~c
time = 20

;----------- teslaport
[State -1, dbxyzabc]
type = Changestate
value = 411400
triggerall = !AIlevel && stateno != 51
triggerall = (command="2QCB_x"||command="2QCB_y"||command="2QCB_z"||command="2QCB_a"||command="2QCB_b"||command="2QCB_c")
trigger1 = ctrl
trigger2 = (stateno = [200,251]) || (stateno = [400,450])
trigger3 = (stateno = [600,650])


I even tried to use the idea to not list every move individually to not break the 128 command limit, but could I get some help please? Any aid would be greatly appreciated for how to correct the error. Also, could I ask back again if I need anymore help?