News:

MFG's Character of the Month: October 2026 Nominations

Main Menu

[SOLVED]Division by zero error

Started by Noctis, May 11, 2011, 11:54:38 PM

Previous topic - Next topic

Noctis

I'm using a custom guard that require you to hold down x to guard. I made a -2 assertspecial that prevents guarding by pressing back or holding back. In the guarding states, I changed the changestates. The change state by command "holdback" is now "x" and the stop guarding changestate by command != "holdback" is now = "holdback" and != "x".
Now, when I guard and have the opponent attack me, I let go of the x button as soon as I guard the attack and then I hold back to walk back. In other words, I'm changing states from 130 or whatever to 20. Same thing with jumping. I hold up after guarding the attack and change states from 130 or whatever state I'm in to 40. Everytime I do this, I get an error that says this...

Walking error
Warning: Player [name here] (32) in state 20: Division by zero
Jumping error
Warning: Player [name here] (32) in state 40: Division by zero

I can't figure out why it's doing this.

(Youtube) (WIP) (Mediafire) (New Anime Shop) My Manga Reviews! Personal favorite Patreon! Check her out!

"There is nothing either good or bad, but thinking makes it so."

Cyanide

division by 0 occurs in a mathematical expression. Are you using any? Post the contents of 20 if you need to.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Noctis

It's the original state. That's why I'm so confused...

;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

[State 20, 1]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = time >= 0
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
triggerall = command = "holdback"
trigger1 = time >= 0
x = const(velocity.walk.back.x)

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

(Youtube) (WIP) (Mediafire) (New Anime Shop) My Manga Reviews! Personal favorite Patreon! Check her out!

"There is nothing either good or bad, but thinking makes it so."

Hero

Uses state 20 and 40, it's probably a negative state issue. Try posting both -2 and -3 states.

Noctis

I haven't been able to find anything in those states, but I'll post them anyways. -3 is quite large, though. There's so much shit in -3 that I might even have useless stuff in there.

-2
;===========================================================================
[Statedef -2]
;===========================================================================

[State -2, StateTypeSet]
type = StateTypeSet
trigger1 = PrevStateNo = 8000 || PrevStateNo = 5300
movetype = H

[State -2, VarSet]
type = VarSet
trigger1 = var(35) != 1
trigger1 = stateno != 8000
trigger1 = Movetype != H
var(35) = 1
ignorehitpause = 1

[State -2, Helper]
type = Helper
trigger1 = var(35) = 1
trigger1 = NumHelper(800) < 1
trigger1 = stateno != 8000
trigger1 = Movetype != H
trigger1 = life >= 1
stateno = 801
id = 800
name = "Over-Limits"
keyctrl = 0
ownpal = 1

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

[State -2]
type = PowerSet
trigger1 = roundno = 1 && stateno = 190
trigger2 = roundno = 1 && stateno = 191
value = 1000

[State -2 ,2]
Type = PlaySnd
triggerall = alive = 1
triggerall = time = 1
triggerall = random < 500
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = S5000,0+random%3

[State -2, Blue thing]
type = Helper
trigger1 = stateno != [170,199]
trigger1 = NumHelper(810) < 1
name = "buruboru"
stateno = 810
ID = 810
postype = p1
ownpal = 1
keyctrl = 0


-3
;---------------------------------------------------------------------------
[Statedef -3]
;---------------------------------------------------------------------------
;---| Guard Crush (Gauge Decrease) |----------------------------------------
;---------------------------------------------------------------------------

[State 802, VarAdd]
type = Varadd
trigger1 = stateno != [120,159]
trigger1 = Var(37) && Var(35)
var(20) = 1
ignorehitpause = 1

;---------------------------------------------------------------------------
;---| Guard Crush (Recover) |-----------------------------------------------
;---------------------------------------------------------------------------

[State -3, VarAdd]
type = VarAdd
triggerall = (Var(20) > 0) && (!Time) && (StateNo = 5000) && (Alive)
trigger1 = (Anim = 5000) || (Anim = 5001) || (Anim = 5010) || (Anim = 5011)
var(20) = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;---| Guard Crush (Guard Limit) |-------------------------------------------
;---------------------------------------------------------------------------

[State -3, VarAdd]
type = VarAdd
triggerall = (Var(20) > 0) && (!Time) && (StateNo = 5010) && (Alive)
trigger1 = (Anim = 5020) || (Anim = 5021)
var(20) = -3
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
triggerall = (Var(20) > 0) && (!Time) && (StateNo = 5000) && (Alive)
trigger1 = (Anim = 5002) || (Anim = 5012)
var(20) = -6
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(20) > 0) && (!Time) && (StateNo = 5010) && (Alive) && (Anim = 5022)
var(20) = -6
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(20) > 0) && (!Time) && (StateNo = 5100) && (Alive)
var(20) = -9
ignorehitpause = 1

;---------------------------------------------------------------------------
;---| Guard Crush (Recover 2) |---------------------------------------------
;---------------------------------------------------------------------------

[State -3, ChangeState]
type = ChangeState
trigger1 = var(20) >= 15
value = 8000
ctrl = 0
ignorehitpause = 1

;---------------------------------------------------------------------------
;---| Guard Crush (End) |---------------------------------------------------
;---------------------------------------------------------------------------

[State -3]
type = DisplayToClipboard
trigger1 = 1
text="var(20) %d / var(30) %d / var(50)-(52) %d %d %d"
params = var(20),var(30),var(50),var(51),var(52)
;==============================================================================
;Overlimit
;---------------------------------------------------------------------------
[State -3, OL]
type = VarSet
trigger1 = var(35)
trigger1 = !var(36)
trigger1 = Power > 0
var(36) = 1

[State -3, OL]
type = VarSet
trigger1 = var(35)
trigger1 = !var(38)
trigger1 = Power > 0
var(38) = 1

[State -3, OL]
type = NotHitBy
trigger1 = var(35)
trigger1 = stateno != [120,159]
value = SCA
time = 1

[State -3, OL ƒ_ƒ[ƒW]
type = LifeAdd
trigger1 = alive = 1
trigger1 = var(35)
trigger1 = Var(37)
time = 1
value = -Var(37)

[State -3, OL ƒK[ƒh•s‰Âƒ_ƒ[ƒW]
type = LifeAdd
trigger1 = alive = 1
trigger1 = movetype = H
trigger1 = stateno != [120,159]
trigger1 = var(35) && !Var(37)
value = -floor(GetHitVar(damage) / GetHitVar(HitCount))

[State -3, OL ƒK[ƒh•s‰Â]
type = SelfState
trigger1 = alive = 1
trigger1 = movetype = H
trigger1 = stateno != [120,159]
trigger1 = statetype != A
trigger1 = var(35)
value = 0
ctrl = 1

[State -3, OL ƒK[ƒh•s‰Â]
type = SelfState
trigger1 = alive = 1
trigger1 = movetype = H
trigger1 = stateno != [120,159]
trigger1 = statetype = A
trigger1 = var(35)
value = 50
ctrl = 1

[State -3, OL I—¹]
type = VarSet
trigger1 = var(35) = 2
trigger1 = Power < 0
trigger1 = StateNo != 3800
var(36) = 2
ignorehitpause = 1

[State -3, OL I—¹]
type = VarSet
trigger1 = var(35)
trigger1 = Power < 0
var(35) = 0
ignorehitpause = 1

[State -3, OL I—¹]
type = VarSet
trigger1 = var(38)
trigger1 = !var(35)
trigger1 = StateNo != [4000,4030]
var(38) = 0
ignorehitpause = 1

[State -3, OL I—¹]
type = PowerSet
trigger1 = var(36) = 1
trigger1 = !var(35)
value = 1000

[State -3, OL I—¹]
type = PowerSet
trigger1 = var(36) = 2
value = 0

[State -3, OL I—¹]
type = VarSet
trigger1 = var(36)
trigger1 = !var(35)
var(36) = 0
ignorehitpause = 1

[State -3, OL I—¹]
type = Afterimagetime
triggerall = !var(35)
triggerall = stateno != 800
trigger1 = !var(36)
trigger2 = movetype = H
trigger3 = stateno = 0
time = 0

[State -3, Var Reset]
type = VarSet
var(0) = 0
trigger1 = movetype != A
trigger1 = stateno != [1900,1905]

[State -3, Var Reset]
type = VarSet
var(1) = 0
trigger1 = movetype != A
trigger1 = stateno != [1900,1905]

[State -3, Var Reset]
type = VarSet
var(2) = 0
trigger1 = var(2) != 1

[State -3, Var Reset]
type = VarSet
var(10) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(11) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(12) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(13) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(14) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(15) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(16) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(17) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(18) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
var(19) = 0
trigger1 = stateno != [200,4010]
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
fvar(0) = 0
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
fvar(1) = 0
trigger1 = movetype != A

[State -3, Var Reset]
type = VarSet
fvar(2) = 0
trigger1 = movetype != A

;---------------------------------------------------------------------------
[State -3, Air Reset]
type = VarSet
trigger1 = Statetype != A
trigger1 = Var(3) = 1
v = 3
value = 0
IgnoreHitPause = 1

[State -3, Air Reset]
type = VarSet
trigger1 = Statetype != A
trigger1 = Var(4) = 1
v = 4
value = 0
IgnoreHitPause = 1

;---------------------------------------------------------------------------
[State -3, Pos Reset]
type = PosSet
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
trigger1 = movetype != H
y = 0
;---------------------------------------------------------------------------
[State -3, Pos Reset]
type = PosSet
trigger1 = (Pos Y > 0)
trigger1 = Time = 0
y = 0
;---------------------------------------------------------------------------
[State -3, Var Reset]
type = VarSet
trigger1 = P2MoveType != H
trigger1 = Var(30) != 0
v = 30
value = 0

[State -3, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = Ctrl
trigger3 = StateNo = 0
Trigger4 = MoveType = H
v = 56
value = 0
;===========================================================================
;AI@Ÿˆ,©,ç
;===========================================================================
[State -3, AI "­"®]
type = VarSet
triggerall = !Var(50)
trigger1 = command = "AI-0"
trigger2 = command = "AI-1"
trigger3 = command = "AI-2"
trigger4 = command = "AI-3"
trigger5 = command = "AI-4"
trigger6 = command = "AI-5"
trigger7 = command = "AI-6"
trigger8 = command = "AI-7"
trigger9 = command = "AI-8"
trigger10 = command = "AI-9"
trigger11 = command = "AI-10"
trigger12 = command = "AI-11"
trigger13 = command = "AI-12"
trigger14 = command = "AI-13"
trigger15 = command = "AI-14"
trigger16 = command = "AI-15"
trigger17 = command = "AI-16"
trigger18 = command = "AI-17"
trigger19 = command = "AI-18"
trigger20 = command = "AI-19"
var(50) = 1

[State -3, VarSet]
type = VarSet
trigger1 = (RoundNo >= 1)
trigger1 = Var(50) = 1 && Var(51) = 0
v = 51
value = 1

[State -3, Varset]
type = VarSet
trigger1 = var(51) != 1
v = 51
value = 0

[State -3, Varset]
type = VarSet
trigger1 = var(51) = 1
trigger1 = RoundState = 2
v = 50
value = 1

[State -3, AI Varset]
type = VarSet
triggerall = Var(50) = 1
trigger1 = Alive = 0
trigger2 = Life <= 0
trigger3 = P2Life <= 0
trigger4 = RoundState != 2
var(50) = 0
;---------------------------------------------------------------------------
[State -3, »p]
type = VarRandom
trigger1 = gametime % 900 = PalNo*50
v = 52
range = 1,5

[State -3, »p]
type = VarSet
trigger1 = Stateno = 3000 || Stateno = 3003 || Stateno = 3006 || Stateno = 3009
v = 52
value = 0
;---------------------------------------------------------------------------
[State -3, Œã'Þ]
type = ChangeState
trigger1 = StateType != A
trigger1 = Ctrl
trigger1 = Var(50) = 1
trigger1 = P2MoveType = A
trigger2 = enemynear,Movetype = A
trigger2 = StateType != A
trigger2 = Ctrl
trigger2 = Var(50) = 1
value = 120
;---------------------------------------------------------------------------
[State -3, Œã'Þ]
type = ChangeState
trigger1 = StateType != A
trigger1 = Ctrl
trigger1 = Var(50) = 1
trigger1 = P2StateNo = [3800,3999]
value = 103
;---------------------------------------------------------------------------
[State -3, 'Oi]
type = ChangeState
trigger1 = StateType != A
trigger1 = Ctrl
trigger1 = Var(50) = 1
trigger1 = P2BodyDist X > 100
trigger1 = PrevStateNo = 3004
trigger1 = authorname = "Noctis" && P2StateNo != [3800,3999]
;trigger1 = EnemyNear,MoveType != A || !InguardDist
trigger1 = time >= 1
value = 20
ctrl = 1

[State -3, 'Oi]
type = ChangeState
trigger1 = Stateno = 0
trigger1 = PrevStateNo = 3004
trigger1 = Ctrl
trigger1 = Var(50) = 1
trigger1 = P2BodyDist X >= 25
trigger1 = authorname = "Noctis" && P2StateNo != [3800,3999]
;trigger1 = EnemyNear,MoveType != A || !InguardDist
trigger1 = time = 100
value = 20
ctrl = 1

[State -3, 'âŽ~]
type = ChangeState
trigger1 = StateNo = 20
trigger1 = Var(50) = 1
trigger1 = P2BodyDist X < 20
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[State -3, CPUê—p]
type = ChangeState
triggerall = Var(50) = 1
triggerall = StateType != A
triggerall = PrevStateNo != 3001 || PrevStateNo != 3004
triggerall = PrevStateNo != 3000 || PrevStateNo != 3003
;triggerall = PrevStateNo != 3007 || PrevStateNo != 3010
triggerall = P2BodyDist X > 100
triggerall = Random < Ceil(Power/3)
trigger1 = Ctrl
value = IfElse(Power>=100&&Power<299,3000,IfElse(Power>=300,3003,3000))

;-| Ice Needle |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X > 100
triggerall = (stateno = 3000) && Time > 40
trigger1 = ctrl
value = 3001

;-| Blizzard |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X > 100
triggerall = (stateno = 3003) && Time > 180
trigger1 = ctrl
value = 3004
;---------------------------------------------------------------------------
[State -3, –hŒä‰œ‹` VS Alfred & Kuro]
type = ChangeState
triggerall = StateType != A
triggerall = power >= 500
triggerall = Var(50) = 1
triggerall = Ctrl || StateNo = 4000
triggerall = P2StateNo = 4010 || P2StateNo = 4020
trigger1 = P2Name = "Judas" || P4Name = "Judas"
trigger2 = P2Name = "Lion" || P4Name = "Lion"
trigger3 = P2Name = "Kratos" || P4Name = "Kratos"
trigger4 = P2Name = "Collet" || P4Name = "Collet"
value = 160

[State -3, –hŒä‰œ‹` VS Stahn Aileron]
type = ChangeState
triggerall = StateType != A
triggerall = power >= 500
triggerall = Var(50) = 1
triggerall = Ctrl || StateNo = 4000
triggerall = P2StateNo = 3001 || P2StateNo = 3004 || P2StateNo = 3007
trigger1 = P2Name = "Stahn" || P4Name = "Stahn"
trigger2 = P2Name = "Celsius" || P4Name = "Celsius"
value = 160

[State -3, –hŒä‰œ‹` VS Kyle Dunamis]
type = ChangeState
triggerall = StateType != A
triggerall = power >= 500
triggerall = Var(50) = 1
triggerall = Ctrl || StateNo = 4000
triggerall = P2Name = "Kyle Dunamis" || P4Name = "Kyle Dunamis"
trigger1 = P2StateNo = 611 || P2StateNo = 621 || P2StateNo = 631
trigger2 = P2StateNo = 641 || P2StateNo = 651 || P2StateNo = 661
value = 160
;---------------------------------------------------------------------------
[State -3, UŒ,˜AŒg0]
type = ChangeState
triggerall = Var(50) = 1
triggerall = StateType != A
triggerall = P2BodyDist X < 25
trigger1 = stateno = 100
trigger2 = Ctrl
value = IfElse(random<300,200,IfElse(random<600,210,220))

[State -3, UŒ,˜AŒg1]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) < 4 || Var(0) < 6 && life < 500
trigger1 = (stateno = 200) && time > 17
trigger2 = (stateno = 210) && time > 12
trigger3 = (stateno = 220) && time > 12
trigger4 = (stateno = 230) && time > 16
value = IfElse((stateno=230),200,IfElse((stateno=210),220,230))

;-| Combo 1 |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 4
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 30
triggerall = life >= 750
trigger1 = (stateno = 200) && time > 17
trigger2 = (stateno = 210) && time > 12
trigger3 = (stateno = 220) && time > 12
trigger4 = (stateno = 230) && time > 16
value = 1000

;-| Combo 1 (Tokugi - Higi "Beast Dance") |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 4
triggerall = P2BodyDist X < 35
triggerall = MoveHit
triggerall = power >= 60
triggerall = life >= 750
trigger1 = (stateno = 1000) && time > 48 && (Pos Y >= 0)
value = 1400

;-| Combo 2 |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 4
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 60
triggerall = life = [400,749]
trigger1 = (stateno = 200) && time > 17
trigger2 = (stateno = 210) && time > 12
trigger3 = (stateno = 220) && time > 12
trigger4 = (stateno = 230) && time > 16
value = 1500

;-| Combo 2 (Tokugi - Higi - Ougi "Swallow Lancer") |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 4
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 60
triggerall = life = [400,749]
trigger1 = (stateno = 1500) && time > 46 && (Pos Y >= 0)
value = 1100

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 4
triggerall = MoveHit
triggerall = power >= 60
triggerall = life = [400,749]
trigger1 = (stateno = 1101) && time > 27 && (Pos Y >= 0)
value = 1600

;-| Combo 3 |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 6
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 90
triggerall = life < 400
trigger1 = (stateno = 200) && time > 17
trigger2 = (stateno = 210) && time > 12
trigger3 = (stateno = 220) && time > 12
trigger4 = (stateno = 230) && time > 16
value = 1000

;-| Combo 3 (Tokugi - Tokugi - Higi - Higi - Ougi "Swallow Parade") |-

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 6
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 90
triggerall = life < 400
trigger1 = (stateno = 1000) && time > 48 && (Pos Y >= 0)
value = 1500

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 6
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 90
triggerall = life < 400
trigger1 = (stateno = 1500) && time > 46 && (Pos Y >= 0)
value = 1100

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 6
triggerall = P2BodyDist X < 35
triggerall = MoveHit
triggerall = power >= 90
triggerall = life < 400
trigger1 = (stateno = 1101) && time > 27 && (Pos Y >= 0)
value = 1400

[State -3, UŒ,˜AŒg2]
type = ChangeState
triggerall = Var(50) = 1
triggerall = Var(0) >= 6
triggerall = P2BodyDist X < 25
triggerall = MoveHit
triggerall = power >= 90
triggerall = life < 400
trigger1 = (stateno = 1400) && time > 37
value = IfElse(Random/500.0,1700,2000)

(Youtube) (WIP) (Mediafire) (New Anime Shop) My Manga Reviews! Personal favorite Patreon! Check her out!

"There is nothing either good or bad, but thinking makes it so."

Cybaster

It may come from here :

[State -3, OL ƒK[ƒh•s‰Âƒ_ƒ[ƒW]
type = LifeAdd
trigger1 = alive = 1
trigger1 = movetype = H
trigger1 = stateno != [120,159]
trigger1 = var(35) && !Var(37)
value = -floor(GetHitVar(damage) / GetHitVar(HitCount))
Try replacing it by

value = ifelse( GetHitVar(HitCount)=0,0,-floor(GetHitVar(damage) / GetHitVar(HitCount)) )


It's the only division I see which could be problematic. The stuff in displayclipboard are not divisions, so ...

Noctis

#6
I must of done something I'm forgetting because, that shouldn't be causing the error at all. I have 5 other characters with the exact same coding and none of them have this error.

Will this cause any glitches or problems with gameplay? Because I can't find shit...

(Youtube) (WIP) (Mediafire) (New Anime Shop) My Manga Reviews! Personal favorite Patreon! Check her out!

"There is nothing either good or bad, but thinking makes it so."

Hero

Maybe you have a attack with numhits = 0 in his hitdef sctrl


Noctis

#8
...Nope. Erased the entire state with that hitdef and the command to see if it changed anything. Wasn't it. :bigcry:

Edit 1:
Took a while, but I found the source of the problem. ξ Bastard was either close or was right. Either way, it's actually one of the triggers in that statedef. The stateno != [120,159]. When I get rid of that trigger or the exclamation point, there's no division error, but then there's a bunch of problems after that. Like 20,000 division errors popping up when blocking an attack...

Edit 2:
I added a -2 changestate so that when I'm being hit while guarding and I try moving, I have to go to state 130 first and that fixed the first division error. To tired and lazy to actually fix fix it.
For the 107/108 states, I changed the movetype from H to I. Another thing that I realized was causing the division error. It's not perfect, but it's a minor change.
I appreciate the help from everyone. Would of never have fixed it had ξ Bastard not mentioned that state. So, thanks again.

(Youtube) (WIP) (Mediafire) (New Anime Shop) My Manga Reviews! Personal favorite Patreon! Check her out!

"There is nothing either good or bad, but thinking makes it so."

Rajaa Retired

-floor(GetHitVar(damage) / GetHitVar(HitCount))

A good way to solve debug spam from something like that is to add a trigger that says only activated when gethitvar(hitcount) is greater than zero.