Problem with stagevar

Started by Cenobite 53, February 05, 2012, 09:33:08 PM

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Cenobite 53

I wanted to have special intros for each char in his "home" stage for my Fullgame.

No matter what I do, only the first Intro (191) is executed.

+ Fighter Factory 3 underlines the code @
trigger1 = StageVar(info.displayname) != "Roadkill Rodney Stage"
and
trigger1 = StageVar(info.displayname) = "Roadkill Rodney Stage"
and says
Syntax error - code ends before line

Any idea how to solve it?


; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = StageVar(info.displayname) != "Roadkill Rodney Stage"
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

; Stage Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 193, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = StageVar(info.displayname) = "Roadkill Rodney Stage"
trigger1 = RoundState = 0
value = 193

[State 193, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 193, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0
look at my sprite rips  HERE
look at my TMNT Project HERE
My Contribution to mugen: Stages: 897 | Chars: 8 | Fullgames: 1 | Spritesheets: 85

Cobra Caddie

In your first state, put in changestates for the separate intros instead of using changeanims. Move the rest of the state to it's own new state.

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeState
trigger1 = StageVar(info.displayname) != "Roadkill Rodney Stage"
trigger1 = RoundState = 0
value = 192

[State 193, 1] ;Freeze animation until PreIntro is over
type = ChangeState
trigger1 = StageVar(info.displayname) = "Roadkill Rodney Stage"
trigger1 = RoundState = 0
value = 193


Like that. I haven't had much work with statevar so I'm not sure if there's anything specifically wrong with those triggers. Oh, you don't need the roundstate triggers either, in fact I would recommend removing them.

Cenobite 53

look at my sprite rips  HERE
look at my TMNT Project HERE
My Contribution to mugen: Stages: 897 | Chars: 8 | Fullgames: 1 | Spritesheets: 85