Sprite Multiplies!?

Started by Tomm, May 17, 2010, 06:31:44 PM

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Tomm

Victim: Kyo AKOF (Helper type edited to "Player")
Suspect: Gustav & Yukino (Zelgadis')

The problem happened if:
1. Kyo's Mushiki got countered by Gustav's Counter SDM.
2. Kyo got hit by Yukino's Lightning Reincarnation HSDM while performing Mushiki.

While Kyo got thrown by either move, he WILL clone himself.
In Yukino's case, after he falls and stand up, he reverts to normal (no clones)
But in Gustav's case... His clone will remain...  --;

Any solution to this?

PS: Sorry, no screenshots. Haven't figured out yet how to put screens...  --;

Credits for the sig goes to my friend, Ignis.

Ricepigeon

More than likely this is an issue involving either helpers being put into custom states due to not having a HitOverride or a Reversaldef coded without an "attr = " parameter.

Tomm

Wait, wait *take notes*
Which character is responsible?
Any example on the coding?

BTW, tried Kyo's Mushiki against Orochi's Bright Light and Gelato's Full-Screen. Nothing happened.

Credits for the sig goes to my friend, Ignis.

kakkoii superhero

#3
need hitoverride and destroy self for the helper involved in kyo's mushiki.

Tomm

Like this?

Spoiler (click to show)
[Statedef 3510]
type = S
movetype = A
physics = S
anim = 3302
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 9

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 3510
time = -1

[State 170, –³"G]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 210, •¨—"I,ȃLƒƒƒ‰,Ì•]
type = Width
trigger1 = 1
edge = 20,0

[State 2000, 7]
type = null;assertspecial
trigger1 = timemod = 2,0
trigger1 = AnimElem = 1,>=0
flag = invisible
ignorehitpause = 1

[State 1000, 0]
type = AfterImage
triggerall = PrevStateNo = 4201
trigger1 = AnimElem = 1
time = 1
length = 20
palcolor = 256
palinvertall = 0
palbright = 30,30,30
palcontrast = 120,120,220
palpostbright = 0,0,0
paladd = 10,10,25
palmul = .65,.65,.75
timegap = 1
framegap = 8
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 1300, 3]
type = HitDef
;triggerall = var(9)!= 1
trigger1 = AnimElem = 10
attr = S, HA
animtype = Hard
damage = 50,10
getpower  = 0
givepower = 20,20
hitflag = MAFP
sparkno = -1
guard.sparkno = -1
sparkxy = -15,-60
guardflag = M
pausetime = 8,12;4,12
hitsound = -1;S4,2
guardsound = S4,10
ground.type = high
ground.slidetime = 22;30
ground.hittime = 23;17
ground.velocity = -2;0;-4,0
air.hittime = 12;17
air.velocity = -3,-5
guard.hittime = 17
guard.velocity = 0
envshake.time = 3
envshake.freq = 100
envshake.ampl = 4
envshake.phase = 100
palfx.time = 30
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
yaccel = .5

[State 2210, 2]
type = PlaySnd
trigger1 = MoveHit = 1
value = 4,19
channel = 20
persistent = 0
ignorehitpause = 1
volume = 45

[State 1000, ޲ˆÊ'uˆÚ"®]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
trigger2 = AnimElem = 7 | AnimElem = 9 | AnimElem = 10 | AnimElem = 14
x = 10

[State 1000, ޲ˆÊ'uˆÚ"®]
type = Posadd
trigger1 = AnimElem = 7
x = 20

[State 1000, ޲ˆÊ'uˆÚ"®]
type = Posadd
trigger1 = AnimElem = 2
x = 30

[State 1000, Destroy]
type = destroyself
trigger1 = root,stateno != [3000,4299]
trigger2 = !AnimTime

Doesn't work, sadly. :(

Credits for the sig goes to my friend, Ignis.

kakkoii superhero

hmm, try to hitoveride it into another statedef (sort of state dedicated for destroying unwanted helper)  and there add destroyself, I think it is a sure way to turn off the helper.

Quote; bombslow helper
[Statedef 1004]
type    = S
movetype= A
physics = N
velset = 0.6,0
anim = 6005   

[State 1004, 1]
type = nothitby
trigger1 = 1
value = ,NA,SA,NT,ST,HT

[state 1004, void]
type = hitoverride
trigger1 = 1
attr = SCA, AA, AP, AT
time = -1
stateno = 4000

[State 1004, exit]
type = DestroySelf
trigger1 = anim = 6015 && animtime = 0
trigger2 = movecontact

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

[Statedef 4000]
type = S
movetype = I
physics = N
anim = 4000
velset = 0,0
ctrl = 0

[State 4000, exit]
type = DestroySelf
trigger1 = time = 0

Tomm

In your example, anim 4000 is an empty animation, right? Will try.

Credits for the sig goes to my friend, Ignis.


Tomm

Mushiki Helper
Spoiler (click to show)
[Statedef 3510]
type = S
movetype = A
physics = S
anim = 3302
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 9

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 20000
time = -1

[State 170, –³"G]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

Part of MAX Mushiki Helper
Spoiler (click to show)
[Statedef 4220]
type = S
movetype = A
physics = S
anim = 3520
poweradd = 0
sprpriority = 20

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 20000
time = -1

[State 170, –³"G]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

Destroy Helper
Spoiler (click to show)
[Statedef 20000]
type = S
movetype = I
physics = N
anim = 9999
velset = 0,0
ctrl = 0

[State 20000, exit]
type = DestroySelf
trigger1 = time = 0

Still not working... :(
It's like, Gustav and Yukino able to attack Kyo's helper...

Credits for the sig goes to my friend, Ignis.

Ricepigeon

Try adding a slot number to the hitoverrides and see if that changes anything. I doubt that it will though, but if all else fails then its probably a problem with the characters attacking Kyo. Is it a specific move they're using? If its a counter move then I see the problem. If not then check to see if they have a Reversaldef active.

Tomm

Slot number?

For Gustav, yes. It's a counter SDM.
For Yukino, however, it's a full-screen attack.

Credits for the sig goes to my friend, Ignis.

Ricepigeon

Quote from: Tomoyasu on May 18, 2010, 04:58:46 PM
Slot number?

For Gustav, yes. It's a counter SDM.
For Yukino, however, it's a full-screen attack.

might wanna post the code for those.. I have a strong suspicion about Gustav

Tomm

Gustav's
Spoiler (click to show)
[Statedef 1130]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 1130
ctrl     = 0

[State 1000, HitBy]
type = null;HitBy
trigger1 = 1
value = SA,HA,NP,HP,NT,ST,HT

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S14,21

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = S13,17
reversal.attr = SCA, NA, SA, HA
numhits = 0
ignorehitpause = 1
p1stateno = 1135

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Reversion of light Target
[Statedef 1135]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1135
ctrl     = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S9,1

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = Time = 0
time = 28
mul = 0,0,0

[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 7110
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = Time = 0
anim = 7100
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 30
value = S14,7

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1137
ID = 1137
pos = 52,-95
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1

[State 1000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1139
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
sprpriority = 9
removeongethit = 1

[State 1000, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 2
id = 1137

[State 1000, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 64
movetime = 64
darken = 0
anim = -1

[State 4000, bgPalFX]
type = bgpalfx
trigger1 = animelem = 3
add = 0, 0, 0
sinadd = 255,255,255,210
time = 105
invertall = 0

[State 1000, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "light Reflection"
ID = 1136
stateno = 1136
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 1000, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1138
id = 1138
sprpriority = -1
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1
scale = 1.06,1.075

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,3

[State , Helper0]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "destroy helpers"
ID = 2002
pos = 0,0
postype = back
stateno = 2005
keyctrl = 0
ownpal = 1
scale = 1,1
supermovetime = 9999

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light Reflection destroy helpers
[Statedef 2005]
type = S
movetype = I
physics = N
ctrl = 0
anim = 6005

[state haha]
type = nothitby
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1

[state haha]
type = changeanim
triggerall = time < 100
trigger1 = root, stateno = 1135
trigger2 = root, stateno = 1140
value = 2006

[State 800, Repel]
type = ReversalDef
trigger1 = anim = 2006
reversal.attr = SCA, NA, SA, HA
pausetime = -2,0
priority = 99, hit
numhits = 0
sparkno = -1
sparkxy = 100, -100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.xvelocity = -3.27272725105286
fall.yvelocity = -3.25555985694885
p2stateno = 2006

[State haha]
type = DestroySelf
trigger1 = Time >= 100
trigger2 = root, MoveType = H

;-------------------------------------------------------------------------------
; Reflector Victim
[Statedef 2006]
type = U
ctrl = 0
velset = 0,0
movetype = H
physics = U

[state haha]
type = nothitby
trigger1 = ishelper
value = SCA,NA,SA,HA,AA,NP,SP,HP,AP
time = 0
ignorehitpause = 1

[State , RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
trigger1 = ishelper

[state haha]
type = destroyself
trigger1 = time=0

[State , Changestate]
type = Changestate
trigger1 = time >= 1
value = 2003
;-------------------------------------------------------------------------------
[Statedef 2003]
type    = U
movetype= H
physics = N
velset = 0,0

[State , HitBy0]
type = HitBy
trigger1 = 1
value = SCA, NA, SA, HA
time = -1
ignorehitpause = 1

[state haha]
type = lifeset
trigger1 = life <= 1
value = 0
ignorehitpause = 1

[state haha]
type = lifeadd
trigger1 = life <= 1
value = -99999
ignorehitpause = 1

[State 5000, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
;-------------------------------------------------------------------------------
;light Reflection
[StateDef 1136]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1136
poweradd = 0

[State 10000, NotHitBy]
type = null;NotHitBy
trigger1 = 1
value = SCA

;KO Flash Effect
[State -2, Sp Finish]
type = Explod
triggerall = numexplod(9910) <= 0
trigger1 = winKo = 1 && movehit
anim = 9910
removetime = -2
id = 9910
sprpriority = -9
pos = 0,0
postype = left
bindtime = -1
ignorehitpause = 1
ownpal = 1

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
trigger76 = animelem = 1 = 76
trigger77 = animelem = 1 = 77
trigger78 = animelem = 1 = 78
trigger79 = animelem = 1 = 79
trigger80 = animelem = 1 = 80
trigger81 = animelem = 1 = 81
trigger82 = animelem = 1 = 82
trigger83 = animelem = 1 = 83
trigger84 = animelem = 1 = 84
trigger85 = animelem = 1 = 85
trigger86 = animelem = 1 = 86
trigger87 = animelem = 1 = 87
trigger88 = animelem = 1 = 88
trigger89 = animelem = 1 = 89
trigger90 = animelem = 1 = 90
trigger91 = animelem = 1 = 91
trigger92 = animelem = 1 = 92
trigger93 = animelem = 1 = 93
trigger94 = animelem = 1 = 94
trigger95 = animelem = 1 = 95
trigger96 = animelem = 1 = 96
trigger97 = animelem = 1 = 97
trigger98 = animelem = 1 = 98
trigger99 = animelem = 1 = 99
trigger100 = animelem = 1 = 100
trigger101 = animelem = 1 = 101
trigger102 = animelem = 1 = 102
trigger103 = animelem = 1 = 103
trigger104 = animelem = 1 = 104
trigger105 = animelem = 1 = 105
trigger106 = animelem = 1 = 106
trigger107 = animelem = 1 = 107
trigger108 = animelem = 1 = 108
trigger109 = animelem = 1 = 109
trigger110 = animelem = 1 = 110
trigger111 = animelem = 1 = 111
trigger112 = animelem = 1 = 112
trigger113 = animelem = 1 = 113
trigger114 = animelem = 1 = 114
trigger115 = animelem = 1 = 115
trigger116 = animelem = 1 = 116
trigger117 = animelem = 1 = 117
trigger118 = animelem = 1 = 118
trigger119 = animelem = 1 = 119
trigger120 = animelem = 1 = 120
attr = A, HA
animtype = diagup
damage = 5,1
hitflag = MAF
guardflag = MA
priority = 9
pausetime = -4,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = s3200,8
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[state 1000, destroyself]
type = destroyself
Trigger1 = animtime = 0
trigger2 = parent,movetype = H
trigger3 = parent,animelem = 37

Yukino's
Spoiler (click to show)
[Statedef 2040]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -3000
velset   = 0,0
anim     = 2040
ctrl     = 0
;-------------------------------------------------------------------------------
;Super Cancel Effect
[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1170
trigger3 = prevstateno = 1175
anim = 7500
pos = 0,75
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 9
ownpal = 1

[State 1000, Explod]
type = Explod
triggerall = time = 0
trigger1 = prevstateno = 1206
trigger2 = prevstateno = 1170
trigger3 = prevstateno = 1175
anim = 7510
pos = 0,73
postype = left
removetime = -2
bindtime = -1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
sprpriority = 8
trans = addalpha
alpha = 256, 135
ownpal = 1
;-------------------------------------------------------------------------------
[State 1175, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S12,27
channel = 4

[State -2 ,7(0)]
type = Pause
trigger1 = timemod = 2,0
ignorehitpause = 1
anim = -1
time = 3
p2defmul = 1
movetime = 2

[State 1000, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "Guante"
stateno = 2061
pos = -7,-48
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermove = 1
pausemove = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 2060
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2060]
type     = A
movetype = A
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2060
ctrl     = 0

[State 1000 ,7(0)]
type = Pause
trigger1 = timemod = 2,0
ignorehitpause = 1
anim = -1
time = 3
;p2defmul = 2.9
movetime = 2

[State 1175, VelSet]
type = VelSet
trigger1 = AnimElem = 16,<=1
y = -1

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S12,25

[State 1000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2063
ctrl = 0
;-------------------------------------------------------------------------------
[Statedef 2063]
type     = A
movetype = A
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2063
ctrl     = 0

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 2
time = 70
movetime = -1
anim = -1
sound = S9,2

[State 2000, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 85
mul = 0,0,0

[State 2000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7120
pos = 4,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7115
pos = 4,-77
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -1

[State 4000, bgPalFX]
type = bgpalfx
trigger1 = animelem = 8
add = 0, 0, 0
sinadd = 255,255,255,245
time = 122
invertall = 0

[State 1175, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S12,26
persistent = 9

[State 1000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2070
id = 2070
sprpriority = -9
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removetime = -2
removeongethit = 1
supermove = 1
pausemove = 1
scale = 1.06,1.075

[State 1112,1 Explod]
type = Explod
trigger1 = animelem = 3
anim = 2069
id = 2070
sprpriority = 9
postype = back
pos = 0,0
bindtime = -1
ownpal = 1
removeongethit = 1
supermove = 1

[State 2070, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "light"
ID = 2071
stateno = 2071
pos = 0,0
postype = back
facing = 1
supermove = 1
keyctrl = 0
ownpal = 0

[State 1112, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal
name = "colition"
ID = 2072
stateno = 2072
pos = 0,0
postype = back
facing = 1
keyctrl = 0
ownpal = 0

[State 2070, EnvShake]
type = EnvShake
trigger1 = animelem = 3
time = 140
freq = 190
ampl = 6

[State 1000, ޲ˆÊ'uˆÚ"®]
type = Velset
trigger1 = AnimElem = 81
y = 6.5

[State 1000, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noMusic

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2065
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 2065]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2065
ctrl     = 0

[State 2065, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,20

[State 2065, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S4,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Light
[StateDef 2071]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2071
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = numhelper(9910) <= 0
trigger1 = winKo = 1 && movehit
helpertype = normal
name = "KO Flash"
Id = 9910
stateno = 9910
pos = 0,0
postype = p1
facing = 1
ignorehitpause = 1
supermove = 1
pausemove = 1
pausemovetime = 99999
supermovetime = 99999
ownpal = 1

;Movehit Sparks
[State explod]
type = Explod
trigger2 = stateno = 2071
triggerall = movehit
trigger1 = time = [3,115]
anim = 4020
sprpriority = 5
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 1
random = 50,50

;Moveguard Sparks
[State explod]
type = Explod
trigger2 = stateno = 2071
triggerall = moveguarded
trigger1 = time = [3,115]
anim = 4120
sprpriority = 5
removetime = -2
postype = p2
pos = 2,-52
bindtime = 1
supermove = 1
random = 50,50

[State 3200, 14]
type = HitDef
trigger1 = animelem = 1 = 1
trigger2 = animelem = 1 = 2
trigger3 = animelem = 1 = 3
trigger4 = animelem = 1 = 4
trigger5 = animelem = 1 = 5
trigger6 = animelem = 1 = 6
trigger7 = animelem = 1 = 7
trigger8 = animelem = 1 = 8
trigger9 = animelem = 1 = 9
trigger10 = animelem = 1 = 10
trigger11 = animelem = 1 = 11
trigger12 = animelem = 1 = 12
trigger13 = animelem = 1 = 13
trigger14 = animelem = 1 = 14
trigger15 = animelem = 1 = 15
trigger16 = animelem = 1 = 16
trigger17 = animelem = 1 = 17
trigger18 = animelem = 1 = 18
trigger19 = animelem = 1 = 19
trigger20 = animelem = 1 = 20
trigger21 = animelem = 1 = 21
trigger22 = animelem = 1 = 22
trigger23 = animelem = 1 = 23
trigger24 = animelem = 1 = 24
trigger25 = animelem = 1 = 25
trigger26 = animelem = 1 = 26
trigger27 = animelem = 1 = 27
trigger28 = animelem = 1 = 28
trigger29 = animelem = 1 = 29
trigger30 = animelem = 1 = 30
trigger31 = animelem = 1 = 31
trigger32 = animelem = 1 = 32
trigger33 = animelem = 1 = 33
trigger34 = animelem = 1 = 34
trigger35 = animelem = 1 = 35
trigger36 = animelem = 1 = 36
trigger37 = animelem = 1 = 37
trigger38 = animelem = 1 = 38
trigger39 = animelem = 1 = 39
trigger40 = animelem = 1 = 40
trigger41 = animelem = 1 = 41
trigger42 = animelem = 1 = 42
trigger43 = animelem = 1 = 43
trigger44 = animelem = 1 = 44
trigger45 = animelem = 1 = 45
trigger46 = animelem = 1 = 46
trigger47 = animelem = 1 = 47
trigger48 = animelem = 1 = 48
trigger49 = animelem = 1 = 49
trigger50 = animelem = 1 = 50
trigger51 = animelem = 1 = 51
trigger52 = animelem = 1 = 52
trigger53 = animelem = 1 = 53
trigger54 = animelem = 1 = 54
trigger55 = animelem = 1 = 55
trigger56 = animelem = 1 = 56
trigger57 = animelem = 1 = 57
trigger58 = animelem = 1 = 58
trigger59 = animelem = 1 = 59
trigger60 = animelem = 1 = 60
trigger61 = animelem = 1 = 61
trigger62 = animelem = 1 = 62
trigger63 = animelem = 1 = 63
trigger64 = animelem = 1 = 64
trigger65 = animelem = 1 = 65
trigger66 = animelem = 1 = 66
trigger67 = animelem = 1 = 67
trigger68 = animelem = 1 = 68
trigger69 = animelem = 1 = 69
trigger70 = animelem = 1 = 70
trigger71 = animelem = 1 = 71
trigger72 = animelem = 1 = 72
trigger73 = animelem = 1 = 73
trigger74 = animelem = 1 = 74
trigger75 = animelem = 1 = 75
trigger76 = animelem = 1 = 76
trigger77 = animelem = 1 = 77
trigger78 = animelem = 1 = 78
trigger79 = animelem = 1 = 79
trigger80 = animelem = 1 = 80
trigger81 = animelem = 1 = 81
trigger82 = animelem = 1 = 82
trigger83 = animelem = 1 = 83
trigger84 = animelem = 1 = 84
trigger85 = animelem = 1 = 85
trigger86 = animelem = 1 = 86
trigger87 = animelem = 1 = 87
trigger88 = animelem = 1 = 88
trigger89 = animelem = 1 = 89
trigger90 = animelem = 1 = 90
trigger91 = animelem = 1 = 91
trigger92 = animelem = 1 = 92
trigger93 = animelem = 1 = 93
trigger94 = animelem = 1 = 94
trigger95 = animelem = 1 = 95
trigger96 = animelem = 1 = 96
trigger97 = animelem = 1 = 97
trigger98 = animelem = 1 = 98
trigger99 = animelem = 1 = 99
trigger100 = animelem = 1 = 100
trigger101 = animelem = 1 = 101
trigger102 = animelem = 1 = 102
trigger103 = animelem = 1 = 103
trigger104 = animelem = 1 = 104
trigger105 = animelem = 1 = 105
trigger106 = animelem = 1 = 106
trigger107 = animelem = 1 = 107
trigger108 = animelem = 1 = 108
trigger109 = animelem = 1 = 109
trigger110 = animelem = 1 = 110
trigger111 = animelem = 1 = 111
trigger112 = animelem = 1 = 112
trigger113 = animelem = 1 = 113
trigger114 = animelem = 1 = 114
trigger115 = animelem = 1 = 115
attr = A, HA
animtype = diagup
damage = 6,1
hitflag = MAF
guardflag = MA
priority = 10
pausetime = 3,10
sparkno = -1
guard.sparkno = -1
sparkxy = -10,floor(-75+(enemynear, pos y))
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 30
ground.velocity = -10,-10
air.velocity = -10,-10
fall = 0
air.fall = 1
air.juggle = 0
fall.recover = 0
air.recover = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
yaccel = .5

[state 1000, destroyself]
type = destroyself
Trigger1 = parent,animelem = 57
Trigger2 = parent,movetype = H
Trigger3 = parent,stateno != 2063
;-------------------------------------------------------------------------------
[StateDef 2072]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2072
poweradd = 0

[state 1000]
type = null;nothitby
trigger1 = 1
value = SCA
time = -1

[state 1000]
type = null;hitby
trigger1 = 1
value = SCA,NP,SP
time = -1

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 2072

[state 1000, destroyself]
type = destroyself
Trigger1 = parent,animelem = 57
Trigger2 = parent,movetype = H
Trigger3 = parent,stateno != 2063
;-------------------------------------------------------------------------------
;Guante
[Statedef 2061]
type = A
statetype = A
ctrl = 0
anim = 2061
sprpriority = 9

[State 1000, VelSet]
type = VelSet
trigger1 = time = 0
x = -2

[State 1000, ޲ˆÊ'uˆÚ"®]
type = VelAdd
trigger1 = AnimElemtime(2) > 0
y = .38

[State 1000, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2062

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = parent,stateno = 2040
trigger1 = parent,stateno = 2060
trigger1 = parent,stateno = 2063
;-------------------------------------------------------------------------------
[Statedef 2062]
type = S
ctrl = 0
anim = 2062
sprpriority = 9

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, ޲ˆÊ'uˆÚ"®]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

Credits for the sig goes to my friend, Ignis.

Ricepigeon

My suspicion with Gustav was right

Add the following line to Gustav's code (the one thats bolded):

Quote
[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = S13,17
reversal.attr = SCA, NA, SA, HA
attr = S, HT
numhits = 0
ignorehitpause = 1
p1stateno = 1135


[State 800, Repel]
type = ReversalDef
trigger1 = anim = 2006
reversal.attr = SCA, NA, SA, HA
attr = S, HT
pausetime = -2,0
priority = 99, hit
numhits = 0
sparkno = -1
sparkxy = 100, -100
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall.xvelocity = -3.27272725105286
fall.yvelocity = -3.25555985694885
p2stateno = 2006

see if that resolves anything.

As for Yukino, I dont see what might be causing it, unless its in the code for his helpers?

Tomm


Credits for the sig goes to my friend, Ignis.

Tomm


Credits for the sig goes to my friend, Ignis.

Ricepigeon

I just realized

Quote from: Tomoyasu on May 17, 2010, 06:31:44 PM
Victim: Kyo AKOF (Helper type edited to "Player")

Maybe try changing that to helpertype = normal?

Tomm

I don't know why, but if I changed the helper type to "Normal", his helpers will go through the enemy. If you do a zero distance Mushiki, the helpers wont hit.
Will try, though.

Credits for the sig goes to my friend, Ignis.

Ricepigeon

Quote from: Tomoyasu on May 18, 2010, 05:57:47 PM
I don't know why, but if I changed the helper type to "Normal", his helpers will go through the enemy. If you do a zero distance Mushiki, the helpers wont hit.
Will try, though.

If its not hitting at close range then thats most likely a problem with the Width controller, or lack thereof.

Tomm

This?
Quote[Statedef 3510]
type = S
movetype = A
physics = S
anim = 3302
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 9

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 20000
time = -1

[State 170, –³"G]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
ignorehitpause = 1

[State 210, •¨—"I,ȃLƒƒƒ‰,Ì•]
type = Width
trigger1 = 1
edge = 20,0

BTW, still no luck, either... :(

Credits for the sig goes to my friend, Ignis.