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Messages by Disconcorde

    

Re: immunity to !lifemax (1.1)

 June 21, 2021, 06:22:44 am View in topic context
avatar  Posted by Disconcorde  in immunity to !lifemax (1.1) (Started by Dotiethebear11 June 13, 2021, 01:58:17 am
 Board: M.U.G.E.N Development Help

Try
Code:
[State 0, LifeSet]
type = LifeSet
trigger1 = life != lifemax
value = lifemax
ignorehitpause = 1
persistent = 1

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoKo
flag2 = roundnotover
ignorehitpause = 1
persistent = 256
    

Pallete issue

 May 11, 2021, 05:40:23 pm View in topic context
avatar  Posted by Disconcorde  in Pallete issue (Started by Disconcorde May 11, 2021, 05:40:23 pm
 Board: M.U.G.E.N Development Help

I'm trying to get a character called MW-Bernkastel to go into her 12th pallete form. Even though I removed every pallete except pal12 from the def file, it still says she's in pallete 1 and I can't get it to change through remappal either. There's a mode attached to the 12th pallete which is inaccessible because of this problem, and I can't find a variable attached to this mode change either, so I need to get the character to stop automatically using pallete 1, and use pallete 12 like I want it to.

Edit: I just decided to change each individual trigger to palno = 1 instead of 12. So this is solved.
    

How do I balance this super armour?

 December 15, 2020, 03:24:19 am View in topic context
avatar  Posted by Disconcorde  in How do I balance this super armour? (Started by Disconcorde December 15, 2020, 03:24:19 am
 Board: M.U.G.E.N Development Help

I have added a super armour to a character and I want to balance how it takes damage. What I mean is that there are characters who will hit you with many attacks to do lots of damage and there are others who will hit you with one attack that does lots of damage, I want to balance the super armour shown below so that it takes a roughly equal amount of damage from each. Currently, characters who do many hits will take this character down way faster.

Code:
[State -2]
type = VarSet
trigger1 = Palno = 8
trigger1 = RoundState = [0,1]
var(21) = 0
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) >= 100
trigger1 = helper(1892),gethitvar(hitcount) <= 5
var(21) = 20+random%30
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) >= 100
trigger1 = helper(1892),gethitvar(hitcount) > 5
var(21) = 5+random%5
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) < 100
trigger1 = helper(1892),gethitvar(hitcount) <= 5
var(21) = 10+random%10
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) < 100
trigger1 = helper(1892),gethitvar(hitcount) > 5
var(21) = 2+random%3
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
trigger1 = var(21) != 0
trigger1 = !helper(1892),gethitvar(damage)
var(21) = 0
ignorehitpause = 1

[State 575757]
Type = VarAdd
triggerall = !ishelper
triggerall = anim != 32000
triggerall = anim != 41000
triggerall = anim != 43000
triggerall = (GameTime%426) = 0 || (GameTime%426) = 64 || (GameTime%426) = 112 || (GameTime%426) = 197 || (GameTime%426) = 256 || (GameTime%426) = 300 || (GameTime%426) = 426
trigger1 = Roundstate = 2
trigger1 = Palno = 8
trigger1 = helper(1892),gethitvar(damage)
sysvar(3) = (var(21)*cond(random % 2, 1, cond(random % 2, 1, 3)))
ignorehitpause = 1
supermovetime = 5928018592
pausemovetime = 5928018592

[State 575757]
Type = VarAdd
triggerall = !ishelper
triggerall = anim != 32000
triggerall = anim != [41000,41001]
triggerall = anim != 43000
triggerall = (GameTime%426) = [32,128]
trigger1 = Roundstate = 2
trigger1 = Palno = 8
trigger1 = helper(1892),gethitvar(damage)
sysvar(3) = 0+random%2
ignorehitpause = 1
supermovetime = 5928018592
pausemovetime = 5928018592


[State 575757]
Type = varset
trigger1 = sysvar(3) <= -1
sysvar(3) = 0
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 575757]
Type = lifeset
triggerall = Palno = 8
trigger1 = !ishelper
trigger1 = numexplod(1891)
value = floor(lifemax-sysvar(3))
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 575757]
Type = lifeset
triggerall = Palno = 8
trigger1 = !ishelper
value = floor(lifemax-sysvar(3))
ignorehitpause = 1
supermovetime = 2147483647
pausemovetime = 2147483647

When sysvar 3 is added to, the character's lifeset will be equal to lifemax minus sysvar 3. I tried using GameTime to manage when damage should be taken. This is why high hitcount characters do better - they're simply more likely to be attacking at the right time.

Is there something better than GameTime that I should be using? - Or is there no point in trying to balance these things?


EDIT: I settled for this, and I consider it a fix.

Code:
[State -2]
type = VarSet
trigger1 = Palno = 8
trigger1 = RoundState = [0,1]
var(21) = 0
ignorehitpause = 1

[State -2]
type = VarSet
trigger1 = Palno = 8
trigger1 = RoundState = [0,1]
var(34) = 0
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
var(34) = helper(1892),gethitvar(hitcount)
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) = [0,100]
var(21) = 1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) = [101,300]
var(21) = 2
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) = [301,600]
var(21) = 3+random%1
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) = [601,900]
var(21) = 5
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) = [901,1000]
var(21) = 7
ignorehitpause = 1

[State -2]
type = VarAdd
trigger1 = Palno = 8
trigger1 = RoundState = 2
trigger1 = helper(1892),gethitvar(damage) > 1000
var(21) = 10
ignorehitpause = 1

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
trigger1 = life < lifemax
trigger1 = var(34) > 300
var(34) = 0
ignorehitpause = 1

[State 575757]
Type = VarAdd
triggerall = !ishelper
triggerall = anim != 32000
triggerall = anim != 41000
triggerall = anim != 43000
triggerall = Roundstate = 2
triggerall = Palno = 8
trigger1 = life = lifemax
trigger1 = var(34) > 300
trigger1 = helper(1892),gethitvar(damage)
sysvar(3) = lifemax / 8
ignorehitpause = 1
supermovetime = 5928018592
pausemovetime = 5928018592

[State 575757]
Type = VarAdd
triggerall = !ishelper
triggerall = anim != 32000
triggerall = anim != 41000
triggerall = anim != 43000
triggerall = life <= 1400
trigger1 = Roundstate = 2
trigger1 = Palno = 8
trigger1 = var(34) <= 300
trigger1 = var(21) >= 2000
sysvar(3) = ifelse(80,(50+random%50),ifelse(64,75,36))
ignorehitpause = 1
supermovetime = 5928018592
pausemovetime = 5928018592

[State -2]
type = VarSet
triggerall = Palno = 8
triggerall = RoundState = 2
triggerall = life <= 1400
trigger1 = var(21) > 2000
var(21) = 0
ignorehitpause = 1
    

Re: Can someone tell me what's happening in this chars guard states?

 March 03, 2020, 03:27:31 pm View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

Right, so the actual answer to my question was in State 120. I had to include a SelfState 120 with persistent 256 in every non-helper, roundstate = 2 state in Asgore to get the effect that I wanted.

So yeah, the answer was the overwritten guard state after all, I just didn't see it.
    

Re: Can someone tell me what's happening in this chars guard states?

 March 01, 2020, 07:54:57 am View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

Another edit: I went into State -2 and searched for lifesets and stuff did come up. I did this because the other character I have (Asgore Ver.s) super armour had a Lifeset in State -2 so I thought they may be similar. Surprise, there was a result!

Code:
[state ]
type=varadd
trigger1=numexplod(911)||numexplod(912)
trigger1=roundstate=2
trigger1=sysfvar(2)<=700
trigger1=gametime%150=0
sysfvar(2)=2
ignorehitpause=1

[state ]
type=varset
trigger1=numexplod(911)||numexplod(912)
trigger1=numexplod(5001)<2
trigger1=sysfvar(2)!=[0,1200]
trigger1=roundstate!=2
sysfvar(2)=0
ignorehitpause=1

[State ]
type=lifeset
trigger1=!ishelper
trigger1= TeamMode = single
value=ifelse(sysfvar(2)<950,floor(lifemax-sysfvar(2)),4-numexplod(5001))
ignorehitpause=1

[State ]
type=lifeset
triggerall=!ishelper
trigger1= TeamMode = simul || TeamMode = turns
value=ifelse(sysfvar(2)<499,floor(lifemax-sysfvar(2)),4-numexplod(5001))
ignorehitpause=1

[State ]
type=lifeset
trigger1=!ishelper
trigger1=numexplod(913)
value=floor(lifemax - sysfvar(2))
ignorehitpause=1

[State 12p˜_ŠO‰»]
type=Lifeset
trigger1=!ishelper
trigger1=numprojID(1)
trigger1=numexplod(912)
value=1000
ignorehitpause=1

[State ]
type=lifeset
triggerall=!ishelper
triggerall=numexplod(5001)<4
triggerall=roundstate>2
trigger1=numexplod(911)||numexplod(912)
trigger2=numprojID(3)
value=1000
ignorehitpause=1


EDIT: Okay, so I have kind of found out how it works.

Instead of more common ways of making super armour that I've seen, HellFlamer's works by having a hittable helper which serves as a trigger for sysfvar(2). The helper gets hit, and while this happens and certain other conditions are true (usually explods) sysfvar(2) gets increased and that will be dealt as damage to HellFlamer in the form of "floor(lifemax - sysfvar(2))" in State -2. This hittable helper was helper(132) and most of the stuff I pasted onto this website was completely unrelated to it.

I apologize for that but I thought it was all related because the same triggers were being used all the time, namely numexplods 901,911,912,5001 and selfanimexist(592801858) and that nearly all of these helpers had a changestate to the same State 8000. - I'm not a mugen dev and this must either be advanced coding or just unnecessarily complex and I just couldn't get most of it.

It also seems as though the super armour itself isn't any better than the super armour that Asgore Ver.s already had, and the reason HellFlamer's life works the way he does is because of those complicated triggers. I was hoping to mimic the way he takes damage, but even with the super armour understood and copied into Asgore it behaves nothing alike to what it does in HellFlamer.

So the issue of the title of this thread has been solved, and I'm going to mark the thread solved. I'll just have to keep trying to figure out what makes him work the way he does.
    

Re: GameTime Randomizing not working?

 February 29, 2020, 12:43:21 am View in topic context
avatar  Posted by Disconcorde  in GameTime Randomizing not working? (Started by Disconcorde February 27, 2020, 06:50:42 pm
 Board: M.U.G.E.N Development Help

Okay, I tried them and it didn't really help much. I'm just going to mark this obsolete and move on.
    

Re: GameTime Randomizing not working?

 February 29, 2020, 12:11:42 am View in topic context
avatar  Posted by Disconcorde  in GameTime Randomizing not working? (Started by Disconcorde February 27, 2020, 06:50:42 pm
 Board: M.U.G.E.N Development Help

@altoiddealer @Cyanide Okay, I will try those.

I'm still not very good at this so I'm sorry if that was dumb from the beginning but I don't exactly know how these things work.
    

GameTime Randomizing not working?

 February 27, 2020, 06:50:42 pm View in topic context
avatar  Posted by Disconcorde  in GameTime Randomizing not working? (Started by Disconcorde February 27, 2020, 06:50:42 pm
 Board: M.U.G.E.N Development Help

I've been trying to edit Oni-Miko-Reimu so that she won't spam the same attacks all the time. She already has decent AI, and I'm not anywhere near the skill level to even create basic AI but I noticed that her ChangeStates of which there were many caused some events of spamming one attack. I think it's because I added too many new states for her to change into that her AI wasn't programmed for.

So I tried to condense it into one ChangeState which has a value of var(45).

Var(45) is supposed to change during various stages of GameTime%100. - However this isn't working, and causes her to just spam one attack. As in, it's changing to State 12034, which means Var(45) isn't changing like it is supposed to and I don't know why.

I have checked prior to make sure it isn't being used elsewhere; it's not.

I thought also that the issue may have been with the ChangeState changing to the State that var(45) was rather than what it "is."
So I added the trigger2 to the initial VarSet to set it back to 0. This didn't help either.

Spoiler, click to toggle visibilty



Either way I don't know why this isn't working, and I really thought that it would.
    

Re: Can someone tell me what's happening in this chars guard states?

 February 21, 2020, 01:15:14 pm View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

 I decided to add some other stuff that I thought was relevent, and now I know how to use the spoiler tag and I've spaced the code this time so hopefully I haven't made any mistakes.

Spoiler, click to toggle visibilty

I'm still not sure what any of it means, and for some reason many of these helpers are lifesetting themselves to 0 or lifemax (what either means for a helper I don't know). I now know that helper(134) seems to be the pause immunity for this character but the triggers are still weird and attached to specific characters by name.


EDIT: Since others haven't come to answer yet I know views of this thread have been increasing... I thought I'd try and add some bits of detail. The character is called HellFlamer as I've mentioned earlier, and it's a version of Mario similar to the more well-known mugen mario "will of prison flame" by the same author (I think).

The animation trigger "selfanimexist(592801858)" is used throughout the whole character as a trigger for pretty much anything that happens in it, I don't know why. I used FF3 to check the animation and it's just a blank animation with a time of -1 and no clsn boxes. It may be there just to trigger things.

Code:
[Begin Action 592801858]
-1, 0, 0, 0, -1

When using Ctrl + D ingame, mugen says the character is always in State 120, no matter what action it's doing onscreen. - That's sort of like helper behaviour, right? - But the Statedef 120 doesn't read like a helper at all. (I know it's supposed to be the default guard, but as seen in the original post it's clearly been overwritten, however it still doesn't look like a helper state at least to me).

For some reason, it looks like all of this code has something to do with HellFlamer's super armour, and nothing to do with it at the same time. And I also know I must be missing part of it too, considering I haven't found the part which actually deals with taking damage yet.

If anyone has some answers it'd be nice to know about.
    

Re: Can someone tell me what's happening in this chars guard states?

 February 19, 2020, 10:16:46 am View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

@Odb718 Oh, sorry about that, I don't know how to do the spoiler thing, and based on the name I thought it was about literal "spoilers."

EDIT: I'm not even sure if you can call what this character has "Super Armour" but it acts a lot like it. However, I've noticed that he's pretty much immune to custom states. The only characters who successfully did put him in a custom state was "The Will Of Hades" and "Phantom Mizuchi Abyss" which are very over powered characters, and even then it didn't kill him.

Whilst the super armour that other characters in my roster use like Asgore Ver.s works well they can get put into custom states and The Will Of Hades can OHKO that one specifically. Asgore Ver.S' super armour works using LifeSet unlike most which use LifeAdd.

I won't paste it here for now because I still don't know how to use the spoiler thing. But to summerize it, a helper in -2 ParentVarSets var(49) as gethitvar(damage) and sysvar(3) is set as var(49) and in -2 there's a lifeset which is equal to "lifemax-sysvar(3)" - I edited this and changed var(49) to be equal to gethitvar(hitcount) instead hoping to try and mimick how HellFlamer takes damage, it did not work.
    

Re: Can someone tell me what's happening in this chars guard states?

 February 17, 2020, 10:58:38 am View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

I had tried that before once, but it still made no sense to me. All I know is that the entire code for this character is structured the same way and probably would make sense in context. But I'm not an actual mugen developer so I can't understand it at all.
    

Re: Can someone tell me what's happening in this chars guard states?

 February 17, 2020, 08:51:20 am View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

@Cyanide Yeah, I apologize for that because it's even more confusing to me. I probably should've taken the time to space it myself before posting it here.
    

Can someone tell me what's happening in this chars guard states?

 February 17, 2020, 07:19:35 am View in topic context
avatar  Posted by Disconcorde  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 am
 Board: M.U.G.E.N Development Help

I have a character called HellFlamer on my roster, and it seems the dev of that character has turned guard states like 130-132 into helper states and I can't understand what any of it means. I think it's supposed to be his super armour, which I've been wanting to copy into another character for a long time but I just couldn't understand any of this code or what it's supposed to do.
Spoiler, click to toggle visibilty
Either way, I want his form of super armour over others because it seems to resist OHKO attacks better than any others I have come across. Does anyone have any idea what the above code means?
    

Re: DestroySelf in Custom States?

 December 25, 2019, 10:23:09 am View in topic context
avatar  Posted by Disconcorde  in DestroySelf in Custom States? (Started by Disconcorde December 22, 2019, 03:13:50 pm
 Board: M.U.G.E.N Development Help

Okay. Thanks, and I'm sorry if I asked a confusing or silly question, but please try to relax a bit.
    

Re: DestroySelf in Custom States?

 December 23, 2019, 09:23:37 pm View in topic context
avatar  Posted by Disconcorde  in DestroySelf in Custom States? (Started by Disconcorde December 22, 2019, 03:13:50 pm
 Board: M.U.G.E.N Development Help

I'm asking how having destroyself in a custom state doesn't cause an error, considering that the destroyself is now in P2 and the actual helper is in P1...
    

DestroySelf in Custom States?

 December 22, 2019, 03:13:50 pm View in topic context
avatar  Posted by Disconcorde  in DestroySelf in Custom States? (Started by Disconcorde December 22, 2019, 03:13:50 pm
 Board: M.U.G.E.N Development Help

I've seen it quite a bit, but I don't exactly understand how it works. Destroyself is only for helpers, so that must mean its both a custom state and a helper state if it's not causing an error.

T-Zetsu, The Will Of Hades and other characters seem to have their OHKO's work this way, but I don't get it. I don't know how the helper state is activated either, since I can't find the accompanying helper anywhere...
    

Re: Immunity to SuperPause?

 December 21, 2019, 09:20:50 pm View in topic context
avatar  Posted by Disconcorde  in Immunity to SuperPause? (Started by Disconcorde October 04, 2019, 07:09:28 pm
 Board: M.U.G.E.N Development Help

Thanks, but that helper would be always active. The one I have only activates during certain states. State 5052, State 13006, State 14000 and State 14005... because those states do better with that. And mine does work fine.
    

Re: How do I break through the absolute NoKO?

 December 21, 2019, 09:01:56 pm View in topic context
avatar  Posted by Disconcorde  in How do I break through the absolute NoKO? (Started by Shadow97 February 10, 2019, 05:00:06 pm
 Board: M.U.G.E.N Development Help

@Archimonde

I can only have a max of 512 controllers though...

Anyway, I don't wanna be told off for derailing the thread, so is it okay if you make a different thread about this null stuff and elaborate a bit?
    

Does the Time trigger break when life = 0?

 December 18, 2019, 02:56:52 pm View in topic context
avatar  Posted by Disconcorde  in Does the Time trigger break when life = 0? (Started by Disconcorde December 18, 2019, 02:56:52 pm
 Board: M.U.G.E.N Development Help

I know that the time trigger doesn't work in State -1,-2 or -3, and is supposed to work in normal states, but it's not doing that for me... when the character I'm editing's life hits 0, they go into a state (State 5052) before either going to their resurrection state or dying. There are no problems with this process... except for the time trigger. It's not working.

Here's the State:
Code:
[Statedef 5052]
Type = U
MoveType = U
Physics = N
anim = 7703

[State ]
type = AssertSpecial
trigger1 = 1
flag = NoKo
flag2 = RoundNotOver
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = NotHitBy
trigger1 = 1
time = -1
value = SCA
value2 = SCA
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,NA,SA,HA,AP,NP,SP,HP,AT,NT,ST,HT
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State , Leave]
type = ChangeState
trigger1 = (var(17)) && var(43) = 2 && var(19) = 2
value = 710
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State , Save]
type = SelfState
triggerall = time >= 1
trigger1 = var(43) < 2 && (life <= 0)
value = 14000
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State , Die]
type = ChangeState
triggerall = time >= 7
trigger1 = var(43) = 2
trigger1 = (life <= 0)
value = 5100
ignorehitpause = 1

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111

[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111


See, the ChangeState for dying will activate instantly rather than time >= 7 like it should. I have a couple theories as to why, but I can't seem to fix it.

1. It might be because of the helper that makes her immune to Superpauses and Pauses?
2. ...It's because of the nulls, maybe?

I tried taking out the nulls, but then she died whenever she got to this state, even somehow with the NoKo active. (It's not related to the null exploit, I think...) And I tried removing this State from the UnPauseHelper's list of States to work on but didn't help either.


All I know, is that in State 5052, the time trigger won't work, so I either need to get it working, or use something else as a substitute... any help?
    

Re: Immunity to SuperPause?

 December 18, 2019, 02:47:38 pm View in topic context
avatar  Posted by Disconcorde  in Immunity to SuperPause? (Started by Disconcorde October 04, 2019, 07:09:28 pm
 Board: M.U.G.E.N Development Help

I know, but for some reason, having those there does seem to help it work better... for some reason... I don't know why but it just does, at least for me.