Hyper with Helper issues (Solved)

Started by MugenFreak30, December 20, 2010, 06:37:31 AM

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MugenFreak30

Okay, so I have a couple issues with a hyper on my edit project of Sailor Jupiter. The first is that the opponent doesn't fly back after being hit, but instead moves closer to Jupiter.

Another was pointed out by a friend of mine, and he gave me a video of the glitch that I have been given permission to upload. The issue is that if Jupiter is hit while launching the helper for the hyper, the helper then turns into a clone of Jupiter. See video to better see what I'm talking about: http://www.youtube.com/watch?v=CgvqKmQpG50

Here's the code for the hyper (Along with the helper code):
;Supreme Thunder
[Statedef 4100]
type    = S
movetype= A
physics = S
hitflag = F, D
juggle  = 25
anim = 3000
velset = 0,0
ctrl = 0
sprpriority = 1

[State 8787, a9] ;bgscreen
type = Explod
trigger1 = !time
anim = 4000
id = 4000
pos = 0,0
;facing = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -17
scale = 1,1
removeongethit = 1
IgnoreHitPause = 1
ownpal=1
trans = addalpha
alpha = 192,256

[State 8787, a9] ;bgscreen
type = Explod
trigger1 = !time
anim = 4600
id = 4600
pos = 0,-70
;facing = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = 10
removeongethit = 1
IgnoreHitPause = 1
;ownpal=1

[State 8787, a9] ;bgscreen
type = Explod
trigger1 = !time
anim = 4500
id = 4500
pos = 0,0
postype = back
;facing = 1
bindtime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -19
scale = 1,1
removeongethit = 1
IgnoreHitPause = 1
;ownpal=1

[State 1400, Super A]
type = SuperPause
time = 100
anim = -1
trigger1 = AnimElem =3
unhittable = 1
poweradd = -1000

[State 1400, moon]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000, 0

[State 1400, moon]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000, 1
channel=3
volume=250

[State 1400, 4]
type = Helper
trigger1 = animelem = 4
name = "Thunder Strike"
ID = 4110
postype = P2
stateno = 4110
ownpal = 1

[State 1400, 4]
type = Helper
trigger1 = animelem = 6
name = "Thunder Strike"
ID = 4110
postype = P2
stateno = 4110
ownpal = 1

[State 1400, 4]
type = Helper
trigger1 = animelem = 8
name = "Thunder Strike"
ID = 4110
postype = P2
stateno = 4110
ownpal = 1

[State 1400, 4]
type = Helper
trigger1 = animelem = 10
name = "Thunder Strike"
ID = 4110
postype = P2
stateno = 4110
ownpal = 1

[State 1400, 4]
type = Helper
trigger1 = animelem = 12
name = "Thunder Strike"
ID = 4110
postype = P2
stateno = 4110
ownpal = 1

[State 450, 4]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Thunder Strike
[Statedef 4110]
type = S
movetype = A
physics = N
velset = 0, 0
sprpriority = 3
anim = 3010
hitcountpersist = 1

[State 4110, Center Self]
type = PosSet
trigger1 = Pos Y != 0
Y = 0

[State 4110, HitDef]
type = HitDef
trigger1 = (Anim = 3010) && (AnimElem = 3)
attr = A, SP
hitflag = MAF
guardflag = MA
animtype = Up
damage = 42, 12
sparkno = 3
sparkxy = 0, Floor(P2Dist Y)
hitsound = S2,1
givepower = 30
getpower = 0
juggle = 1
ground.type = High
ground.velocity = -5, -5
airguard.velocity = -3.5
air.velocity = -5, -5
fall = 1
fall.recover = 0
down.bounce = 1
palfx.time = 50
palfx.color = 0
palfx.add = 0, 32, 64
palfx.sinadd = 32, 32, 32, 25
palfx.invertall = 1
;p2stateno = 1002

[State 4110: Helper Hits Count Too]
type = ParentVarAdd
trigger1 = MoveHit
trigger1 = HitCount > var(0)
v = 14
value = 1

[State 4110: Fix Internal Hitcount]
type = VarSet
trigger1 = HitCount > var(0)
var(0) = HitCount

[State 4110, Enough]
type = DestroySelf
trigger1 = Time = 40


So, any ideas on this one?

GT

#1
It could be the helper's physics (I encounter this when I forget to properly set my helper's statetype/movetype/physics).

; Thunder Strike
[Statedef 4110]
type = S
movetype = A
physics = N
velset = 0, 0
sprpriority = 3
anim = 3010
hitcountpersist = 1

If you remove the "physics = N" then it may work properly... I'm not sure about this though so I have to double check.

Oh and btw, you have the helper's statetype set to S, and the hitdefattr is set to A,SP.


From the look of it you don't have a proper reaction state for when the helper is hit (Since it's thunder I assume it's not supposed to be hittable[?]).

You need a destroyself to trigger when the helper is hit, or a changestate for when it's hit. Maybe a nothitby for Physical attacks and a changestate for when hit by projectiles is needed.

MugenFreak30

It's not the helper that's getting hit to cause the glitch, it's the character herself. Here's what my buddy said on another forum in the character's release thread:

Quote from: LordVuciousI found that if you activate the move right when your opponent attacks with a specific move, not only with the super cancel itself out, but will cause a clone glitch with whatever lightning strikes are out at that time.  It's more of a split-second type of action regarding the timing of the conflicting attacks, but the glitch is still apparent.

The video shows that as well.

Anyway, I do have a destroyself in the code itself, but do I need to add another one, or can I add on to the current one?

leandro1412

your bug its because your helper had blue boxes (CLSN2 in your anim) if you want to use this anim like a projectile that works fine but if you use it in a helper and you didn't add a "nothitby" sctrl its obvious that your helper 'll go to gethits states of your sailor.
add a nothitby or remove CLSN2
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MugenFreak30

Okay, so right now I'm working on a NotHitBy based on one I saw in another character, but I'm curious if it looks right for what I'm trying to do.

[State 4110, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA, AA, AT, AP
time = -1


And this was added to the Helper BTW.

leandro1412

#5
Yar your nothitby its correct.

i use just a different syntax to set "ever not hit"

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


But your code works fine!!, sorry but i check in some other states that you are using helper again like a projectile with clsn2, that 'll have the same problem, fix that too.

1034,1035,1036,1037 <- Ray states.


and when all works fine mark this topic as "Solved", tnx!! see ya!
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2OS

Quote from: Napoleon Jonamite on December 20, 2010, 06:37:31 AM
Okay, so I have a couple issues with a hyper on my edit project of Sailor Jupiter. The first is that the opponent doesn't fly back after being hit, but instead moves closer to Jupiter.
Reverse your x velocities ?

:V


Quote from: Napoleon Jonamite on December 20, 2010, 06:37:31 AM
Jupiter is hit while launching the helper for the hyper, the helper then turns into a clone of Jupiter.
Quote from: Napoleon Jonamite on December 20, 2010, 06:53:13 AM
It's not the helper that's getting hit to cause the glitch, it's the character herself.
^ This, isn't possible, unless you code it to be, No offense, but I extremely doubt you even know how to do that

The helper itself is getting hit [ or reversed ]

Regardless

Make the bolt unhittable, and put destroyselfs in your common states [ If you're too lazy to do all of them ( I don't blame you ), do statedef 0 only ]

I'd say stick a destroyself in -2 / -3, but you're not using a playertype helper, even if you were, it's a [ stupidly for zero point from what I can tell ] deprecated parameter

leandro1412

Quote from: 2OS on December 20, 2010, 11:22:56 AM
Quote from: Napoleon Jonamite on December 20, 2010, 06:37:31 AM
Okay, so I have a couple issues with a hyper on my edit project of Sailor Jupiter. The first is that the opponent doesn't fly back after being hit, but instead moves closer to Jupiter.
Reverse your x velocities ?

:V


Not about velocity i think the projectiles appear from P2 position with p2 facing... so are with inversed facing... causing the enemy to come... i think to solve this problem you can use

postype = p1
offset = Floor(P2Dist X), 0

that is a posibility.
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MugenFreak30

Actually, DeUcE had it right. I just needed to remove the "-" from my x velocities and it move the opponent away from instead of to Jupiter.

With these taken care of, I shall now copy my NotHitBy to those other states that leandro pointed out.

Ricepigeon

if he's going to add NotHitBy controllers to make it immune to everything then what's the sense of having CLSN2 boxes on the lightning? Any projectile that makes contact with it is just going to pass through it unharmed, and the only reason I can see having blue CLSN is for it to stop and absorb projectiles, in which case NotHitBy is not the answer, HitOverride would be.

2OS

^ Obviously none

And that's assuming he even wants that effect

If he does, yea, shoot, if not, fukit

MugenFreak30

Okay, so if I want the thunder strike on my hyper to be hitable, use the hitoverride, and if not, use the nothitby.

For the sake of not having odd reactions and stuff, I guess I want to keep my blue boxes and go for a hitoverride, right?

2OS

Quote from: Napoleon Jonamite on December 21, 2010, 01:18:21 AM
Okay, so if I want the thunder strike on my hyper to be hitable, use the hitoverride, and if not, use the nothitby.
It's more if you want your bolt to clash against enemy projectiles when they touch each other [ hitoverride ], rather than enemy projectiles just passing through your bolt unaffected [ nothitby ]

Quote from: Napoleon Jonamite on December 21, 2010, 01:18:21 AM
For the sake of not having odd reactions and stuff, I guess I want to keep my blue boxes and go for a hitoverride, right?
You shouldn't get odd reactions, long as you pick one or the other

MugenFreak30

What I mean by odd reactions is complaints about it being stupid for projectiles to pass through the helpers.

Anyway, I think I'll go with the hitoverride. I'll study up on this and add the proper states for it all.

leandro1412

That? its easy just for hit a projectile add that in your hitdef

hitflag = MAFP <- Add a "P" value with that you should hit and cancel anytype of enemy projectiles.
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