Here is the rest of the code. . . The other topic is constantly getting database errors when I try to add more.[state 200, 1]type = playsndtrigger1 = movehitvalue = s5+parent,var(49),6channel = 5volume = 40volumescale = 40ignorehitpause = 1persistent = 0[state 200, 1]type = playsndtrigger1 = moveguardedvalue = s6+parent,var(49),0channel = 5volume = 40volumescale = 40ignorehitpause = 1persistent = 0[State G-FX, Hit/Guard Spark]type = Explodtrigger1 = MoveContactanim = Cond(MoveHit, 8006, 32004)postype = p1pos = Floor(P2Dist X - 10), -45bindtime = 1removetime = -2supermovetime = 500scale = 0.5, 0.5ontop = 1ownpal = 1ignorehitpause = 1[State 1005, hitoverride]type=hitoverridetrigger1=1time=-1attr=SCA,AA,AP,ATstateno=1240ignorehitpause=1[State 1005, hitby]type=hitbytrigger1=1time=-1value=SCA,NP,SP,HPignorehitpause=1[State 0, ChangeState]type = ChangeStatetrigger1 = movecontactvalue = 1240[State 901:destroyself]type = Destroyselftrigger1 = frontedgedist <= -70trigger2 = Pos Y >= 0trigger2 = Vel Y >= 0trigger3 = Pos Y <= -480trigger4 = movecontact Posted: November 12, 2020, 09:54:01 pm; Photon Shot 21[Statedef 1236]type = Amovetype = Aphysics = Nctrl = 0;anim = 1116sprpriority = 4velset = 0,0juggle = 1[State 0, MoveHitReset]type = MoveHitResettrigger1 = parent,movecontactignorehitpause = 1[State 0, VelSet]type = VelSettrigger1 = !timex = 7;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))[State 901:Assertspecial]type = assertspecialtrigger1 = 1flag = noshadow[State 901:playerpush]type = PlayerPushtrigger1 = 1value = 0persistent = 1[State 0, ChangeAnim]type = ChangeAnimtrigger1 = !Time && Anim != StateNo-20value = StateNo-20[State 0, SprPriority]type = SprPrioritytrigger1 = 1value = 4ignorehitpause = 1persistent = 1 Posted: November 12, 2020, 09:55:06 pmPhoton Shot 21 continued. . .[State 901:projectile]type = hitdeftrigger1 = !timeattr = S,NAhitflag = MAFDguardflag = MAanimtype = Diagupair.animtype = Diagupdamage = 25,0getpower = 50,0givepower = 20,0pausetime = 1,7guard.pausetime = 0,7sparkno = S9999guard.sparkno = S8050sparkxy = -10,-50hitsound = -1guardsound = -1ground.type = Highground.slidetime = 18ground.hittime = 8air.hittime = 8yaccel = 0.96down.velocity = -6,-7ground.velocity = -3,-6guard.velocity = -8.7ground.cornerpush.veloff = -14air.velocity = -3,-6airguard.velocity = -10.5,3fall.xvelocity = 0fall.yvelocity = -2fall.recover = 0id = 1+4[state 200, 1]type = playsndtrigger1 = movehitvalue = s5+parent,var(49),6channel = 5volume = 40volumescale = 40ignorehitpause = 1persistent = 0[state 200, 1]type = playsndtrigger1 = moveguardedvalue = s6+parent,var(49),0channel = 5volume = 40volumescale = 40ignorehitpause = 1persistent = 0 Posted: November 12, 2020, 09:56:11 pmPhoton Shot 21 continued again. . .[State G-FX, Hit/Guard Spark]type = Explodtrigger1 = MoveContactanim = Cond(MoveHit, 8006, 32004)postype = p1pos = Floor(P2Dist X - 10), -45bindtime = 1removetime = -2supermovetime = 500scale = 0.5, 0.5ontop = 1ownpal = 1ignorehitpause = 1[State 1005, hitoverride]type=hitoverridetrigger1=1time=-1attr=SCA,AA,AP,ATstateno=1240ignorehitpause=1[State 1005, hitby]type=hitbytrigger1=1time=-1value=SCA,NP,SP,HPignorehitpause=1[State 0, ChangeState]type = ChangeStatetrigger1 = movecontactvalue = 1240[State 901:destroyself]type = Destroyselftrigger1 = frontedgedist <= -70trigger2 = Pos Y >= 0trigger2 = Vel Y >= 0trigger3 = Pos Y <= -480trigger4 = movecontact Posted: November 12, 2020, 09:57:23 pm; Shot dissipate[Statedef 1240]type = Amovetype = Aphysics = Nctrl = 0sprpriority = 4juggle = 1[State 901:Assertspecial]type = assertspecialtrigger1 = 1flag = noshadow[State 901:playerpush]type = PlayerPushtrigger1 = 1value = 0persistent = 1[State 0, NotHitBy]type = NotHitBytrigger1 = 1value = SCA[State 0, SprPriority]type = SprPrioritytrigger1 = 1value = 4ignorehitpause = 1persistent = 1[State 901:destroyself]type = Destroyselftrigger1 = frontedgedist <= -70||backedgedist <= -70trigger2 = animtime = 0That is the end of the body of code. Sorry about that!
just looking at the code i would make sure the the anim in state 1240 is correct, right not i do not see any anim in state 1240. i dont think thats the problem in this case but might be down the road.seeing that the problem starts as soon as the move starts and the problem sprite has velocity(falling), i would look at this piece of code[State 0, ChangeAnim]type = ChangeAnimtrigger1 = !Time && Anim != StateNo-20value = StateNo-20this is in state 1236 and it was velocity and starts at the very beginningjust to check things, in state 1236 null this out[State 901:Assertspecial]type = assertspecialtrigger1 = 1flag = noshadowthen check if the problem sprite has a shadow while falling, just to try to narrow down the problemlet me knowMGMURROW
Thanks! You said to null that out, did you mean put a Null command under it? Also, should I change that State 0 ChangeAnim to StateNo-0 for the value and trigger1 sections? Posted: November 13, 2020, 05:26:51 pmOkay, I tried to change 901:assertspecial state to a Null type and put 0 for the State 0 ChangeAnim on the value and trigger1 sections, but the problem still persists. I see at the last second a shadow is there for a small instant when the duplicate falls a split second after Storm spins too.
better yet, do the move and pause it when storm appears, while paused press CTRL+C to see the name of the helper(storm) that appears.also while paused press CRTL+D until you find the name of the helper you are looking for(storm, whatever name you found from CTRL+C) then look for the state number the helper is inmakes it very simpleMGMURROW
Okay, I think that it is in Photon Shot 2 from what I am seeing. I have removed the semicolon in the anim section and updated the animation, but it still creates the duplicate. I have the image here .; Photon Shot 2[Statedef 1211]type = Amovetype = Aphysics = Nctrl = 0anim = 1211sprpriority = 4velset = 0,0juggle = 1[State 0, VelSet]type = VelSettrigger1 = !timex = -3y = -7[State 901:Assertspecial]type = assertspecialtrigger1 = 1flag = noshadow[State 901:playerpush]type = PlayerPushtrigger1 = 1value = 0persistent = 1[State 0, ChangeAnim]type = ChangeAnimtrigger1 = !Time && Anim != StateNovalue = StateNo[State 0, SprPriority]type = SprPrioritytrigger1 = 1value = 4ignorehitpause = 1persistent = 1[State 901:projectile]type = hitdeftrigger1 = !timeattr = S,NAhitflag = MAFDguardflag = MAanimtype = Diagupair.animtype = Diagupdamage = 25,0getpower = 50,0givepower = 20,0pausetime = 1,7guard.pausetime = 0,7sparkno = S9999guard.sparkno = S8050sparkxy = -10,-50hitsound = -1guardsound = -1ground.type = Highground.slidetime = 18ground.hittime = 8air.hittime = 8yaccel = 0.96down.velocity = -6,-7ground.velocity = -3,-6guard.velocity = -8.7ground.cornerpush.veloff = -14air.velocity = -3,-6airguard.velocity = -10.5,3fall.xvelocity = 0fall.yvelocity = -2fall.recover = 0id = 1+4[state 200, 1]type = playsndtrigger1 = movehitvalue = s5+parent,var(49),6channel = 5volume = 40volumescale = 40ignorehitpause = 1persistent = 0[state 200, 1]type = playsndtrigger1 = moveguardedvalue = s6+parent,var(49),0channel = 5volume = 40volumescale = 40ignorehitpause = 1persistent = 0[State G-FX, Hit/Guard Spark]type = Explodtrigger1 = MoveContactanim = Cond(MoveHit, 8006, 32004)postype = p1pos = Floor(P2Dist X - 10), -45bindtime = 1removetime = -2supermovetime = 500scale = 0.5, 0.5ontop = 1ownpal = 1ignorehitpause = 1[State 1005, hitoverride]type=hitoverridetrigger1=1time=-1attr=SCA,AA,AP,ATstateno=1240ignorehitpause=1[State 1005, hitby]type=hitbytrigger1=1time=-1value=SCA,NP,SP,HPignorehitpause=1[State 0, ChangeState]type = ChangeStatetrigger1 = movecontactvalue = 1240[State 0, MoveHitReset]type = MoveHitResettrigger1 = parent,movecontactignorehitpause = 1[State 901:destroyself]type = Destroyselftrigger1 = backedgedist <= -70trigger2 = Pos Y >= 0trigger2 = Vel Y >= 0trigger3 = Pos Y <= -480trigger4 = movecontact Posted: November 14, 2020, 05:08:43 pmhttps://drive.google.com/file/d/1-TT_XCjKGBAYgLDvfV0YAkAiQcIn5-Sr/view?usp=sharing.
if you set the animation in the beginning but you still have this code[State 0, ChangeAnim]type = ChangeAnimtrigger1 = !Time && Anim != StateNovalue = StateNoyou will always have a different anim then what you set in the beginning, null it out or remove it so anim=1211 will playif you cant figure it out you can send it to me and i will fix the problemMGMURROW
I removed it from the body of code but for some reason it did not remove the glitch. That is odd, I do not know what else it could be.
Okay, I'll send it. I I just don't want it to be a burden because you also have things in your life that you are focusing on. I have tried removing all the "[State 0, ChangeAnim]type = ChangeAnimtrigger1 = !Time && Anim != StateNovalue = StateNo"sections from every part of the code of the Photon Shot but the duplicate still persisted. I was most recently using REDHOT's Storm and Dr. Doom for the Plasma Beam and Photon Shot in Fighter Factory 3. Also, in my custom Storm there are a lot of sprites from different creations where I tried to make certain move imports work and failed, but I have not deleted them yet. I also have another move, that I was trying to get to work with Storm which was Thunderstrike, a Psycho Crusher-like move that I imported from the Street Fighter: Spec Ops character Sevil Nahte by O Illusionista, but it has an animation loop problem. I thank you again for your help and I appreciate your responses.