Problem with a hyper [SOLVED]

Started by TrinitroRoy, April 22, 2012, 04:04:58 PM

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TrinitroRoy

;---------------------------------------------------------------------------
; Lvl 2: Escape Velocity
[Statedef 3200]
Type = S
Movetype= A
Physics = N
Anim =3200
Velset = 0, 0
Ctrl = 0
sprpriority = 1

[State 210, PSND]
type = playsnd
trigger1 = time = 0
value = 2000,1 ;3200,0
channel = 0

[State 2000, Spellcard Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Spellcard_FX"
id = 2999
stateno = 1999
pos = 0,-50
postype = p1
ownpal = 1
facing = 1
pausemovetime = 40
supermovetime = 40

[state 3100, Za Warudo!]
type = SuperPause
trigger1 = time = 0
time = 50
anim = -1
sound = S2000, 0
p2defmul = 1
poweradd = -2000
unhittable = 1
movetime = 50

[State 4000, Effect]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Blackout Effect"
ID = 701
pos = 0,0
postype = p1
stateno = 701
ownpal = 1
facing = 1
pausemovetime = 50
supermovetime = 50

[State -1]
Type = Helper
Trigger1 = AnimElem = 1
StateNo = 6010
ID = 10001
Name = "EX_Effect"
Pos = -22,-85
PosType = P1
Ownpal = 1
Keyctrl = 0
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 3200]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
anim = 3203
ID = 3203
pos = 25,-60
postype = p1
bindtime = -1
removetime = -2
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
scale = 2, 2
removeongethit = 1
ignorehitpause = 1

[State 3200]
type = Playsnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
value = S100,12

[State 3200]
type = VelSet
trigger1 = AnimElemTime(4) = 0
trigger2 = AnimElemTime(11) = 0
x = 3.25
ignorehitpause = 1

[State 3200, Hitdef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
attr = S, HA
hitflag = MAF
guardflag = M
damage = 25,6
animtype = Hard
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 4,10
sparkno = S8050*10**(random%4)
guard.sparkno= S9000
sparkxy = -30+random%20,-100+random%20
hitsound   = s1,7
guardsound = s2,0
ground.slidetime= 18
ground.hittime= 18
guard.hittime = 15
air.hittime = 17
guard.ctrltime = 16
airguard.ctrltime = 16
ground.velocity = -2
guard.velocity = -2
air.velocity = -3,-4
airguard.velocity = -3,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.recover = 1
fall.recovertime = 40
air.fall = 1
getpower=0,0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 3

[State 3200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0


;---------------------------------------------------------------------------
; Lvl 2: Escape Velocity Part 2
[Statedef 3201]
Type = S
Movetype= A
Physics = N
Anim =3201
Velset = 0, 0
Ctrl = 0
sprpriority = 1


[State 3201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3201]
type = Playsnd
trigger1 = AnimElem = 4
value = S100,12
ignorehitpause = 1
persistent = 0

[State 3201]
type = Explod
trigger1 = AnimElem = 4
anim = 3203
ID = 3203
pos = 25,-60
postype = p1
bindtime = -1
removetime = 24
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
scale = 2, 2
removeongethit = 1
ignorehitpause = 1

[State 3201]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
Movetype = A
Physics = N

[State 3201]
type = velset
trigger1 = AnimElem = 4
X = 7
Y = -14

[State 3201]
type = varrandom
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(7) <= 0
v = 4
range = -30, 15

[State 3201]
type = varrandom
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(7) <= 0
v = 5
range = 70, 110

[State 3201]
type = varset
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(7) <= 0
fvar(6) = 0.6 + 0.01*ceil(Random%21)

[State 3201]
type = Explod
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(7) <= 0
trigger1 = Random%2 = 0
anim = 1104 + Random%4
ID = 1104
pos = -6+Random%25,-48+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(6), fvar(6)
vel = 0.1*var(4), 0.1*var(5)
accel = 0.01*var(4), 0.01*var(5)
ignorehitpause = 1
trans = add

[State 3201, Hitdef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
hitflag = MAF
guardflag = M
damage = 100,20
animtype = Up
air.animtype = Up
ground.type = High
priority = 6, Hit
pausetime = 8, 8
sparkno = S8050*10**(random%4)
guard.sparkno= S9000
sparkxy = -30+random%20,-100+random%20
hitsound = S200,9
guardsound= S300,4
ground.slidetime= 23
ground.hittime= 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = 0,-15.5
guard.velocity = -5
air.velocity = 0,-15.5
airguard.velocity = -4,-5
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
getpower=0,0
envshake.time = 10
envshake.freq = 90
envshake.ampl = 8

[State 3201]
type = velmul
trigger1 = AnimElemTime(4) > 0
X = 0.9

[State 3201]
type = veladd
trigger1 = AnimElemTime(4) > 0
Y = 0.6

[State 3201]
type = ChangeState
trigger1 = AnimElem = 4, >=0 && movehit
trigger1 = vel Y > 0 && pos Y >= 0
value = 3202

[State 3201]
type = ChangeState
trigger1 = !movehit
trigger1 = vel Y > 0 && pos Y >= 0
value = 1104


;---------------------------------------------------------------------------
; Lvl 2: Escape Velocity Part 3

[StateDef 3202]
Type = S
MoveType= A
Physics = S
Anim = 3202
Ctrl = 0

[State 3202]
type = Explod
trigger1 = AnimElem = 7
anim = 3204
ID = 3204
pos = 0, 8
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
pausemovetime = 0
supermovetime = 0
scale = 2,2

[State 3202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S100,7

[State 3202, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3202]
type = varrandom
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(31) < 0
v = 6
range = -30, 15

[State 3202]
type = varrandom
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(31) < 0
v = 7
range = 70, 110

[State 3202]
type = varset
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(31) < 0
fvar(8) = 1.2 + 0.01*ceil(Random%21)

[State 3202]
type = Explod
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(31) < 0
trigger1 = Random%2 = 0
anim = 1104 + Random%4
ID = 1104
pos = -6+Random%25,-48+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(8), fvar(8)
vel = 0.1*var(6), 0.1*var(7)
accel = 0.01*var(6), 0.01*var(7)
ignorehitpause = 1
trans = add

[State 3202]
type = Explod
trigger1 = AnimElem = 5
anim = 1103
ID = 1103
pos = 25,-60
postype = p1
bindtime = -1
removetime = 72
ownpal = 1
ontop = 1
sprpriority = 5
facing = 1
scale = 2, 2
removeongethit = 1
ignorehitpause = 1

[State 3202]
type = velset
trigger1 = time = 0
Y = 0

[State 3202]
type = posset
trigger1 = time = 0
Y = 0

[State 3202, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S400,1+Random%2
channel = 0

[State 3202]
type = StateTypeSet
trigger1 = AnimElem = 7
StateType = A
Movetype = A
Physics = N

[State 3202]
type = velset
trigger1 = AnimElem = 7
X = 0
Y = -12

[State 3202, Hitdef]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
trigger6 = AnimElem = 17
trigger7 = AnimElem = 19
trigger8 = AnimElem = 21
trigger9 = AnimElem = 23
trigger10 = AnimElem = 25
trigger11 = AnimElem = 27
trigger12 = AnimElem = 29
trigger13 = AnimElem = 31
attr = A, HA
hitflag = MAF
guardflag = M
damage = 10,3
animtype = Up
air.animtype = Up
ground.type = High
priority = 6, Hit
pausetime = 2,2
sparkno = S8050*10**(random%4)
guard.sparkno= S9000
sparkxy = -30+random%20,-100+random%20
hitsound = S200,9
guardsound= S300,4
ground.slidetime= 26
ground.hittime= 14
guard.hittime = 14
air.hittime = 15
guard.ctrltime = 14
airguard.ctrltime = 14
ground.velocity = -0.3,-15.4
guard.velocity = -4
air.velocity = -0.4,-15.4
airguard.velocity = -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
fall.recover = 0
air.fall = 1
getpower=0,0
yaccel = 0.5
envshake.time = 10
envshake.freq = 85
envshake.ampl = 3

[State 3202, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3203
ctrl = 0

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

[StateDef 3203]
Type = A
Movetype= A
Physics = N
Anim = 1101
Velset = 0, 0
Ctrl = 0

[State 3203]
type = varrandom
trigger1 = AnimElemTime(2) < 0
v = 1
range = -30, 15

[State 3203]
type = varrandom
trigger1 = AnimElemTime(2) < 0
v = 2
range = 70, 110

[State 3203]
type = varset
trigger1 = AnimElemTime(2) < 0
fvar(3) = 0.6 + 0.01*ceil(Random%21)

[State 3203]
type = Explod
trigger1 = AnimElemTime(2) < 0
trigger1 = Random%2 = 0
anim = 1104 + Random%4
ID = 1104
pos = -6+Random%25,-48+Random%25
postype = p1
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 5
facing = IfElse(Random%2 = 0, 1,-1)
vfacing = IfElse(Random%2 = 0, 1,-1)
scale = fvar(3), fvar(3)
vel = 0.1*var(1), 0.1*var(2)
accel = 0.01*var(1), 0.01*var(2)
ignorehitpause = 1
trans = add

[State 3203]
type = velmul
trigger1 = AnimElemTime(2) > 0
X = 0.9

[State 3203]
type = veladd
trigger1 = AnimElemTime(2) > 0
Y = 0.2

[State 3203]
type = ChangeState
trigger1 = vel Y > 0
trigger1 = pos Y >= 0
value = 1104

Does someone know, what I did wrong? Everytime, my character does an uppercut, a duplicate sprite of this char appears...what should I do?
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns

DNZRX768

This would indicate that either:

-Some of the helpers' sprites are missing from the animation file, or

-Some of the helpers lack hitoverrides which result in this problem.

More information on when the mini-mes come out would be useful.
Hug the Pikachus!

Hug A Pikachu Today!

TrinitroRoy

Quote from: DNZRX768 on April 22, 2012, 04:27:27 PM
This would indicate that either:

-Some of the helpers' sprites are missing from the animation file, or

-Some of the helpers lack hitoverrides which result in this problem.

More information on when the mini-mes come out would be useful.
Yep, it was that, thanks!
===My discord servers===
Unlimited Force HQ: https://discord.gg/hnyK7JZ
Mega Man Megamix Engine Help Server: https://discord.gg/Wjm9GYU

Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
Quote from: bitter nothings on April 30, 2010, 09:35:51 PM
you are all small and can't grow manly sideburns