Hi there. Considering there isn't a proper Bryan Fury from Tekken in MUGEN, I'm grabbing the base that exists and I wanted to fix it and add some stuff to make it playable.
However, I've encountered a problem that I can't fix. When the character is doing something (you're not supposed to have control over the character), you can make him go into another state simultaneously, creating a clone of the character and "controlling" both at the same time. When you stop doing any action and regaining control over the character again; the clone dissappears.
It seems to be happening ONLY with two attacks, but I'm breaking my head not getting where is the damn problem. I attach an image of how it actually looks. Removing these two attacks make the glitch dissappear, but I don't get WHERE is the problem, to my limited knowledge, the code should work okay.
https://imgur.com/2Q6zbbd
The code that seems to be the problem is this (there are two):
Spoiler, click to toggle visibilty
; Flying Knee
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 70 * !var(20)
sprpriority = 2
facep2 = 1
[State 0, VarSet]
type = VarSet
trigger1 = !Time && !AiLevel
var(1) = ifelse(command="c",3,ifelse(command="b",2,1))
[State 0, VarSet]
type = VarSet
trigger1 = !Time && AiLevel
var(1) = ifelse(random<333,3,ifelse(random<333,2,1))
[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0
channel = 0
[State 1000, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 4
value = 1, 2
[State 3000, Dust Helper]
type = Helper
trigger1 = AnimElem = 2
stateno = 8103
ID = 8100
name = "Dash Dust"
postype = p1
pausemovetime = 255
supermovetime = 255
ownpal = 1
[State 1200, Jump]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) <= 0
x = ifelse(var(1)=3,8,ifelse(var(1)=2,7,6))
y = ifelse(var(1)=3,-7,ifelse(var(1)=2,-6,-5))
[State 1200, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .6
[State 1200, Set Air]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
statetype = A
[State 1000, Hit Weak]
type = HitDef
triggerall = var(1) = 1
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 45), var(36) := -81
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = ifelse(var(56)&&var(20),1.5,0)+-6, -6
air.velocity = -6,-5
guard.velocity = ifelse(var(56)&&var(20),1.5,0)+-10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
[State 1000, Hit Medium]
type = HitDef
triggerall = var(1) = 2
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 45), var(36) := -81
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = ifelse(var(56)&&var(20),1.5,0)+-6, -6
air.velocity = -6,-5
guard.velocity = ifelse(var(56)&&var(20),1.5,0)+-10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
[State 1000, Hit Strong]
type = HitDef
triggerall = var(1) = 3
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 7
priority = 4, hit
animtype = Hard
getpower = 70 * !var(20), 30 * !var(20)
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 45), var(36) := -81
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = ifelse(var(56)&&var(20),1.5,0)+-6, -6
air.velocity = -6,-5
guard.velocity = ifelse(var(56)&&var(20),1.5,0)+-10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
[State 1000, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I
[State 1000, End]
type = ChangeState
triggerall = AnimElemTime(6) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; EX Flying Knee
[Statedef 1230]
type = S
movetype = A
physics = S
anim = 1200
ctrl = 0
velset = 0,0
poweradd = 70
sprpriority = 2
facep2 = 1
[State 1025, Custom Combo Juggle Reset]
type=VarSet
triggerall = var(56)
trigger1=!Time && var(20)
var(15)=0
ignoreHitPause=1
[State 1030, Extra Stock Subtract]
type = VarAdd
triggerall = var(8) > 0
trigger1 = MoveHit=1 && NumTarget
var(8) = -1
[State 1030, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335;-500
[State 1030, EX Sound]
type = PlaySnd
trigger1 = !Time
value = S10000,1
channel = 1
[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0
channel = 0
[State 1000, Swing Snd]
type = PlaySnd
trigger1 = Animelem = 4
value = 1, 2
[State 3000, Dust Helper]
type = Helper
trigger1 = AnimElem = 2
stateno = 8103
ID = 8100
name = "Dash Dust"
postype = p1
pausemovetime = 255
supermovetime = 255
ownpal = 1
[State 1200, Jump]
type = VelSet
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) <= 0
x = 4
y = -3
[State 1200, Gravity]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .8
[State 1200, Set Air]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
statetype = A
[State 1000, Hit Medium]
type = HitDef
trigger1 = !var(16) && var(15) < 2
trigger1 = AnimElem = 5
attr = S, SA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 7
priority = 4, hit
animtype = Hard
getpower = 0, 0
givepower = 35, 35
guardflag = MA
hitflag = MAF
hitsound = S2,5
guardsound = S130,0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 45), var(36) := -81
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = ifelse(var(56)&&var(20),1.5,0)+-6, -6
air.velocity = -6,-5
guard.velocity = ifelse(var(56)&&var(20),1.5,0)+-10
airguard.velocity = -8, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120
[State 1000, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I
[State 1000, End]
type = ChangeState
triggerall = AnimElemTime(6) >= 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 52
ctrl = 1