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Cmd Triggering (fatality)

Started by AlumDixon, September 26, 2009, 09:28:51 PM

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AlumDixon

OK BIG BIG UPDATE!!! ima post some pics ina sec

--Update again.
Ok ok.. now its my cmd
When its round 2 and p1 has 1 life, i press my key or whatever and then it does this!


But problem is has to win a round
when using the bolded code it doesnt work. Its suppose to be you need to win a round in order to perform this state.
ALSO i need to use my command "x" for it to work for some reason. unless my triggers are bad.
[State -1, Fatality Start]
type = Changestate
triggerall = P2Life <= 1
trigger1 = Ctrl ;It must have the control.
trigger1 = command = "x"
;trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
;trigger1 = NumHelper(9010) = 0 ;It cannot have another Helper as this in the screen.
;trigger1 = P2StateNo != 003 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
;trigger1 = statetype != A ;P1 cannot be in air.
;trigger1 = p2statetype != A ;P2 also not.
value = 9000

Could someone suggest what to change this to?

edit: heres my state -2s, i think these are a problem.

[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 0 ;Helper
v = 58
value = 1



[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 1
trigger1 = p2life != 0
v = 58
value = 0



[State -2, 3]
type = AttackMulSet
triggerall = !Var(58) && p2Life <= 1
trigger1 = RoundNo != 1 && Win = 1
trigger2 = P2StateNo = 003
value = 9999


[state -2, 4]
type = AssertSpecial
trigger1 = NumHelper(9010)=1
flag = nomusic
flag2 = nobardisplay

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Cyanide

Well if you KILL p2, he's going to go past 1 life and die, so the helper won't trigger properly.

Every hitdef you have needs to register whether a fatality is allowed in this round or not and set the kill flag accordingly.


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.

AlumDixon

#2
hmm.. well i have it on 1 move, but still doesnt do nothing.

this is just at 1 hp




I use this move to try to get him to get to that state.'
this move he doesnt die.



And thats when the helper comes out.
while p2 is dieing

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Cyanide

Then your punch has killed him. You punch should be kill = 0 in round 2 so the helper has a 100% chance of coming out at the right time to also NOT kill him.


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.

AlumDixon

On the second screen shot i put it so he doesnt get killed. but it does not come out. usually should come out right when he has 1 hp.

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Shamrock

You need to stop player 2 from becoming dead. Take a look at my hitdef.

The following is my standing light punch state 200 check out the bolded code.

[State 200, 1-1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43,8                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 75,150                 ;Power to get on hit, on guard
givepower = 15,8                 ;Power to give opponent on hit, on guard
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0,0                  ;Time attacker pauses, time victim shakes
numhits = 0                      ;Number of hits to count as (Def: 1)
sparkno = -1                      ;Spark image group and no (Def: set above)
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime = 11             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
kill = !var(58) || 1*p2stateno = 003


You need to fill in your own states.

AlumDixon

the thing where it says
p2stateno = 003, what is that? is it the fatality state? where they get dizzy?

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Shamrock


AlumDixon

hmm... but i dont have a fatality set up yet. im just trying to get the finish him thing to come up.

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Shamrock

They all go together. The finish him the dizzy helper, the hitdef, the fatality helper, one has to go into the next one so that you end with a dead guy.

The kill trigger keeps him from dying the life trigger starts the helper and the dizzy state at the same time, then change state change state hitdef kills and bam the fatality help hits the screen. It is one long as piece of code.

AlumDixon

ahhh ok i see how it works. ill try it out and see if i get a result.

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

AlumDixon

well i made a brutality!

but ughh... this is stressful. the finish him still comes in late and doesn't make p2 dizzy. i cant seem to get it. let me show u what i got so far.

...........................
I separated the cns.
Spoiler (click to show)
[StateDef 10000]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 1

;Invisible Helper that will make  P2(opponent) is dizzy.
[State 10000, 1]
type = Helper
trigger1 = P2Life <= 1

trigger1 = NumHelper(7000) = 0 ;another Helper cannot exist as this in the screen
ID = 7000
stateno = 7000
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM!"
keyctrl = 0
ownpal = 1

[State 10000, 2]
type = ChangeState
trigger1 = P2Life <= 1
value = 0
ctrl = 1
;
;;-----------------------------------------------------------------
;FINISH HIM HELPER
[StateDef 7000];
type = S
movetype = A
physics = S
anim = 7000
velset = 0,0
ctrl = 0

;Affecting all the screen.
[State 7000, 1]
type = HitDef
trigger1 = animelem = 1
trigger1 = P2StateType != S
trigger1 = P2Life <= 1
attr = S, SA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = A
priority = 7
;pausetime = 0,3
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
numhits = 0
p2stateno = 49999 ;P2 will go for this state after to be affected by the Helper.
kill = !var(58) || 1*p2stateno = 49999
;-----------------------------------------------------------------------------
;;"FINISH HIM!" - MSG
[Statedef 7010]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
anim = 7010
ctrl = 0
;
;Voice of Shao Kahn(optional).
[State 7010, 1]
type = PlaySnd
trigger1 = Time = 1
value = 20, 2

;"FINISH HIM!" it will not have shadow while it will be in the screen.
[state 7010, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

;The message will appear above of all the elements of the screen(scene, lifebars, chars...)
[State 7010, 3]
type = SprPriority
trigger1 = 1
value = 5

;Helper do "FINISH HIM!" - MSG
[state 7010, 4]
type = Helper
trigger1 = NumHelper(7000) = 0 ;It must have a Helper that makes P2 is dizzy in the screen.
trigger1 = NumHelper(7010) = 0 ;It cannot have message "FINISH HIM!" in the screen.
trigger1 = P2StateNo = 49999  ;P2 must be in this state it message to appear.
trigger2 = P2life = 1
id = 7010
stateno = 7010
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM!"
keyctrl = 0

;Dizzy(before one fatality, with chronometer).
[Statedef 49999]
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

;Enemy will be with life equal the 1.
[State 49999, 1]
type = LifeSet
trigger1 = 1
value = 1

;;Its personage gains a little more than energy to prevent an equal result.
[State 49999, 2]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1

;After 480 ticks without having fatality, P2 falls.
[State 49999, 3]
type = SelfState
trigger1 = Time = 580
trigger1 = P2StateNo != [3000,3200] ;It places here the numbers of states of fatalities.
value = 5050
ctrl = 0

;;After 480 ticks without having fatality, P2 is died.
[State 49999, 4]
type = LifeSet
trigger1 = Time = 480
trigger1 = P2StateNo != [3000,3200]
value = 0

;Enemy is dizzy.
[State 49999, 5]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300


[Statedef 3199]
type    = S
movetype= A
physics = S
juggle  = 1
anim = 100
velset = 0,0
ctrl = 0

;Constant speed.
[State 3199, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

;It will not be interrupted by the walked one, in case that it is running.
[State 3199, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

;One does not turn over during the race.
[State 3199, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;Sound touched at the moment(optional).
[State 3199, 4]
type = PlaySnd
trigger1 = time = 1
value = 1,4

;When the personage is to less than 15 pixels of the opponent,
;it modifies of state and starts the session of blows.
[State 3199, 5]
type = ChangeState
trigger1 = P2BodyDist X <= 15
value = 3200
ctrl = 0

[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 1
anim = 3200
velset = 0,0
ctrl = 0

;Burst of blood that appears in the place of P2 in one determined time.
[State 3200, 1]
type = Helper
trigger1 = AnimElem = 63
trigger1 = NumHelper(3210) = 0 ;It cannot have Helper as this in the screen.
ID = 3210
pos = 0,0
postype = P2
facing = 1
stateno = 3210
helpertype = normal
name = "Burst"
keyctrl = 0
sprpriority >= -2

;Screen becomes gloomy(optional).
[State 3200, 2]
type = BGPalFX
trigger1 = AnimElem = 10
time = 99999
add = 0,0,0
mul = 0,0,0

;If to want, places a PlaySnd.
;The sound will be touched always that its to char to make a movement that
;supposedly the opponent hits in case that he had Clsn1 in the animation.
;In case that you it makes the screen to tremble(EnvShake) or uses animações
;of blood(VarRandom), the procedure is the same.

[State 3200, 3]
type = PlaySnd
triggerall = p2bodydist X <= 16
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 12
trigger5 = AnimElem = 16
trigger6 = AnimElem = 21
trigger7 = AnimElem = 23
trigger8 = AnimElem = 25
value = 0,0

;Stand comes back.
[State 3200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Helper that substitutes P2 in the end of the Brutality.
[Statedef 3210]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
anim = 3210
ctrl = 0

[State 3210, 1]
type = Helper
trigger1 = NumHelper(3210) = 0
ID = 3210
pos = 0,0
postype = P2
stateno = 3210
helpertype = normal
name = "Burst"
keyctrl = 0
sprpriority >= -2

[State 3210, 2]
type = Destroyself
trigger1 = AnimTime = 0

[State 52000, 1]
type = VarRandom
trigger1 = (GameTime%10) = 0
trigger1 = Time >= 3
v = 10
range = 1,2

;Being hit
[State 52000, 2]
type = ChangeAnim
trigger1 = var(10) = 1
trigger1 = Time >= 3
value = 5000

;Being hit - 2
[State 52000, 3]
type = ChangeAnim
trigger1 = var(10) = 2
trigger1 = Time >= 3
value = 5001

;Life goes the 0(zero) when to arrive at one definitive time.
[State 52000, 4]
type = LifeSet
trigger1 = Time >= 298
value = 0

;Change of position and one another animation can appear in the place.
;That one shown above and that it will substitute P2.
[State 52000, 5]
type = PosSet
trigger1 = Time >= 298 ;Helper will appear at the same moment.
y = 1500

;It does not cry out in the end(optional). You do not go to want the opponent
;crying out at the same time that she blows up.
;[State 52000, 6]
;type = AssertSpecial
;trigger1 = 1
;flag = nokosnd

;He comes back to its proper CNS.
[State 52000, 7]
type = SelfState
trigger1 = Time >= 300 ;P2 will come back to its proper CNS, but already died.
value = 5150

Not sure if my state -2 matter but heres that.
Spoiler (click to show)
[Statedef -2]
[State -2, Stopdamusik]
type = AssertSpecial
trigger1 = !Life
flag = nomusic

[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(7000) = 0 ;Helper
v = 58
value = 1



[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(7000) = 1
trigger1 = p2life != 1
v = 58
value = 0



[State -2, 3]
type = AttackMulSet
triggerall = !Var(58) && p2Life <= 1
trigger1 = RoundNo != 1 && Win = 1
trigger2 = P2StateNo = 003
value = 10000


[state -2, 4]
type = AssertSpecial
trigger1 = NumHelper(7000)=1
flag = nomusic
flag2 = nobardisplay


CMD thingy
Spoiler (click to show)
[State -1, Fatality Start]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
trigger1 = NumHelper(7000) = 0 ;It cannot have another Helper as this in the screen.
trigger1 = P2StateNo != 49999 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
trigger1 = statetype != A ;P1 cannot be in air.
trigger1 = p2statetype != A ;P2 also not.
value = 10000

[State -1, Brutality]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = command = "x"
trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
trigger1 = NumHelper(7000) = 0 ;It cannot have another Helper as this in the screen.
trigger1 = P2StateNo != 49999 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
trigger1 = statetype != A ;P1 cannot be in air.
trigger1 = p2statetype != A ;P2 also not.
value = 3200

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Shamrock

Forgive me it has been awhile. I could be wrong but that 7000 that has the finish him helper should be followed by a helper with no animation just a really big clsn box.

The hit def with the clsn sends him to the dizzy. Do you have a really big clsn box?

AlumDixon

i have a animation at 7000 having the big red box, and then a empty frame after that.
plus in my 2nd reply to Cy is having that picture of the red box.

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Cyanide

Quotetrigger1 = P2StateType != S
Your hitdef won't ever hit that way. That says P2 isn't standing.

Dunno how you get the finish him message at all, what calls state 7010?

Are you following any of this through at all? Do it in pieces.

First step, get your hitdefs functioning right. On round 2 they should be incapable of killing p2. Unless he's in the custom state already.
Then have the helper created and dizzy p2, you have the triggers right for this, but i don't think you've thought everything through properly.
Once p2 is dizzying OK get the message going. That can be in state 7000, no reason to place it anywhere else. If it was me i'd use a no pause time superpause control and apply the message and sound that way.



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.

Shamrock

#15
Yeah that fucking tutorial sucks ass.

This is what I came up with while looking at the tutorial, Bindho's code, and Mike O's code There is a lot more to it but this should be you to at least the dizzy and then you can figure out the rest or ask for more help. Took me over a month to code this even with copying code that others had done. I just couldn't figure out how to get all of it work together. The states are different so sorry about that. I used Bindho's code as a starting point so these are the same states he was using. I think.



Spoiler (click to show)
[Statedef 9000]
type    = S
movetype= I
physics = S
juggle  = 4
ctrl = 1
velset = 0,0,0

[State 9000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2200,0
abspan = 1

; Finish Him  Helper
[State 9000, 1]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(9010) = 0
ID = 9010
pos = 160, -140
postype = left
stateno = 9010
helpertype = normal
name = "Finish Him!!"
keyctrl = 0
ownpal = 1


[State 9000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Helper: Finish Him!!
[Statedef 9010]
type = S
movetype = A
physics = S
anim = 7000
velset = 0,0
ctrl = 1

; Finish Him
[State 9010, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2StateType != A
attr = S, SP
damage = 0,0
animtype = Heavy
getpower = 10
givepower = 25
hitflag = MF
guardflag = A
priority = 7
pausetime = 0,2
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
p2stateno = 003
numhits = 0

[state 9000, 3]
type = Helper
triggerall = !time
trigger1 = NumHelper(9011) = 0
id = 9011
stateno = 9011
pos = 160, -140
postype = left
helpertype = normal
keyctrl = 0
size.yscale = .5
size.xscale = .5

; Finish Him  P2
[State 9010, 3]
type = null;DestroySelf
trigger1 = P2Life <= 0

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

[Statedef 9011]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
anim = 7010
ctrl = 0

[State 7500, bind]
type=posset
trigger1=1
x=0
y=-150

[State 9000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2200,0
abspan = 1

[state 9011, 2]
type = AssertSpecial
trigger1 = Time>=0
flag = noshadow

[state 8100,]
type = bgPalFx
trigger1 = !Time
add = 10,10,10
mul = 256,256,256
sinadd = -155,-155,-155,500
time = 60

[State 10005, trans]
type=trans
trigger1=1
trans=add

[State 0,]
type=trans
trigger1=time>=50
trans=AddAlpha
alpha=ceil(256-10*(time-50)),ceil(256*(time-40))

[State 9011, 3]
type = Destroyself
trigger1 = !AnimTime

;----------------------
; CUSTOM STATES  P2 :
;----------------------

;Dizzy  do fatality.

[Statedef 003]
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0

[State 003, 1]
type = LifeSet
trigger1 = 1
value = 1

[State 003, 1]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1

[State 003, 1]
type = LifeSet
trigger1 = P2StateNo != [4000,4999]
trigger1 = Time = 600
value = 0

[State 003, 1]
type = SelfState
trigger1 = P2StateNo != [4000,4999]
trigger1 = Time = 600
value = 5050
ctrl = 0

[State 003, 1]
type = ChangeState
trigger1 = P2StateNo = [4000,4999]
value = 004
ctrl = 0

[State 003, 2]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300

Cy edit: Spoilered and Mcode for readability.

AlumDixon

hmm... i got the sign to pop up and everything.. just im not doing something right that has to do with p2 since i dont know which animations are what.
ima look more into it,

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

AlumDixon

Yeah heres what i got.
Spoiler (click to show)
[Statedef 9000]
type    = S
movetype= I
physics = S
juggle  = 4
ctrl = 1
velset = 0,0,0

[State 9000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
abspan = 1

; Finish Him  Helper
[State 9000, 1]
type = Helper
trigger1 = Time = 0
trigger1 = NumHelper(9010) = 0
ID = 9010
pos = 160, -140
postype = left
stateno = 9010
helpertype = normal
name = "Finish Him!!"
keyctrl = 0
ownpal = 1


[State 9000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

; Helper: Finish Him!!
[Statedef 9010]
type = S
movetype = A
physics = S
anim = 7000
velset = 0,0
ctrl = 1

; Finish Him
[State 9010, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = p2life <=1
trigger1 = P2StateType != A
attr = S, SP
damage = 0,0
animtype = Heavy
getpower = 10
givepower = 25
hitflag = MF
guardflag = A
priority = 7
pausetime = 0,2
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
p2stateno = 003
numhits = 0

[state 9010, 3]
type = Helper
triggerall = !time
trigger1 = NumHelper(9011) = 0
id = 9011
stateno = 9011
pos = 160, -140
postype = left
helpertype = normal
keyctrl = 0
size.yscale = .5
size.xscale = .5

; Finish Him  P2
[State 9010, 3]
type = null;DestroySelf
trigger1 = P2Life <= 0

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

[Statedef 9011]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
anim = 7010
ctrl = 0

[State 7500, bind]
type=posset
trigger1=1
x=0
y=-150

[State 9000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2,5
abspan = 1

[state 9011, 2]
type = AssertSpecial
trigger1 = Time>=0
flag = noshadow

[state 8100,]
type = bgPalFx
trigger1 = !Time
add = 10,10,10
mul = 256,256,256
sinadd = -155,-155,-155,500
time = 60

[State 10005, trans]
type=trans
trigger1=1
trans=add

[State 0,]
type=trans
trigger1=time>=50
trans=AddAlpha
alpha=ceil(256-10*(time-50)),ceil(256*(time-40))

[State 9011, 3]
type = Destroyself
trigger1 = !AnimTime

;----------------------
; CUSTOM STATES  P2 :
;----------------------

;Dizzy  do fatality.

[Statedef 003]
type    = S
movetype= H
physics = S
juggle  = 2
ctrl = 0
velset = 0,0

[State 003, 1]
type = LifeSet
trigger1 = 1
value = 1

[State 003, 1]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1

[State 003, 1]
type = LifeSet
trigger1 = P2StateNo != [4000,4999]
trigger1 = Time = 600
value = 0

[State 003, 1]
type = SelfState
trigger1 = P2StateNo != [4000,4999]
trigger1 = Time = 600
value = 5050
ctrl = 0

[State 003, 1]
type = ChangeState
trigger1 = P2StateNo = [4000,4999]
value = 004
ctrl = 0

[State 003, 2]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300

the msg pops up but still when he dies.

does it have to do anything with statedef -2?
Spoiler (click to show)
[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9000) = 0 ;Helper
v = 58
value = 1



[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9000) = 1
trigger1 = p2life != 1
v = 58
value = 0



[State -2, 3]
type = AttackMulSet
triggerall = !Var(58) && p2Life <= 1
trigger1 = RoundNo != 1 && Win = 1
trigger2 = P2StateNo = 003
value = 9000


[state -2, 4]
type = AssertSpecial
trigger1 = NumHelper(9000)=1
flag = nomusic
flag2 = nobardisplay

Or maybe in cmd?
Spoiler (click to show)
[Statedef -1]
[State -1, Fatality Start]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
trigger1 = NumHelper(9000) = 0 ;It cannot have another Helper as this in the screen.
trigger1 = P2StateNo != 003 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
trigger1 = statetype != A ;P1 cannot be in air.
trigger1 = p2statetype != A ;P2 also not.
value = 9000

Heres one of my attacks
Spoiler (click to show)
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

;[State 210, Width]
;type = Width
;trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
;value = 15,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
poweradd = 30
damage    = 10
guardflag = MA
;pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4
kill = !var(58) || 1*p2stateno = 003

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) ;> ;0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Ive been trying to get this work since yesterday and dont have a clue >.< ima goto bed.. very tired right now.

Making Stick Figures in MS Paint is Fun....
Continuing Kung Lao =]

Shamrock

Jesus you are missing a lot shit.

Give me a second and I'll post the stuff I know from memory. Really you can't expect me to code this thing for you, I mean you need to look through your states and figure out what they are all doing.

Shamrock

trigger1 = NumHelper(9000) = 0 ;It cannot have another Helper as this in the screen.

Wouldn't this mess you up?

Also, I hate to ask an obvious question, but you do have a custom animation for the dizzy in your character right? As in the state that uses the required animation to do the dizzy state.