Another problem >=(

Started by ShinZankuro, April 06, 2014, 05:26:48 AM

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ShinZankuro

I'm migrating the Vampire Savior version of Demon Billion to a Special Move [I'm correcting the Vs Style Demitri], but after all ok, I'm execute succefully the special move, but in second time I execute, no hits happens. Like enemy goes invisible and etcetera :(


Another thing: I'm stuck because also the same version of special, and it's executing in Air, and i'm not found the solution.


Thanks in advise!

CNS code:
Spoiler (click to show)
;/Mini Billion Special Move

; µ¥¸ó ºô¸®¾ð
[Statedef 4545]
type    = S
movetype= A
physics = S
velset = 0, 0
;juggle  = 11
;poweradd= -1000
anim = 3070
ctrl = 0
sprpriority = 2

[State 4545, 1];¹«Àû
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 3060, 1]
type = explod
trigger1 = Time = 13
postype = p1
anim = 3071
pos = 0, -56
sprpriority = 3
bindtime = -1
ownpal = 1

[State 4545, FireSnd]
type = PlaySnd
trigger1 = Time = 2
value = 101, 15

[State 4545, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4546
ctrl = 0

;---------------------------------------------------------------------------
; µ¥¸ó ºô¸®¾ð2
[Statedef 4546]
type    = S
movetype= A
physics = S
velset = 0, 0
;juggle  = 11
anim = 3073
sprpriority = 2

[State 4546, FireSnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = AnimElem = 11
trigger3 = AnimElem = 23
value = 105, 4

[State 4546, VelSet]
type = PosAdd
trigger1 = Time >= 0
x = 2.1

[State 4546, VelSet]
type = PosAdd
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(7) = 1
trigger3 = AnimElemTime(10) = 1
trigger4 = AnimElemTime(14) = 1
trigger5 = AnimElemTime(17) = 1
trigger6 = AnimElemTime(20) = 1
trigger7 = AnimElemTime(24) = 1
trigger8 = AnimElemTime(27) = 1
trigger9 = AnimElemTime(30) = 1
x = 0

[State 4546, add]
type = varadd
trigger1 = MoveGuarded
trigger2 = MoveHit
v = 18
value = 1

[State 4546, hitadd]
type = HitAdd
triggerall = MoveHit
trigger1  = 0
trigger2 = 1
trigger3 = 3
trigger4 = 4
trigger5 = 6
value = 1

[State 4546, hitadd]
type = HitAdd
triggerall = MoveHit
trigger1 = Var(18) = 5
trigger2 = Var(18) = 7
value = 2

[State 4546, 1]
type = explod
trigger1 = MoveHit
trigger1 = Var(18) = 1
postype = p2
anim = 3075
pos = 0, -52
facing = -1
sprpriority = 3
bindtime = 1
ownpal = 1
ID = 3355

[State 4546, 1]
type = varRandom
trigger1 = MoveGuarded
v = 19
range = 0, Const(size.height)/2

[State 4546, 1]
type = varRandom
trigger1 = MoveGuarded
v = 20
range = Const(size.height)/2, Const(size.height)

[State 4546, 1]
type = explod
triggerall = MoveGuarded
trigger1 = p2statetype = S
trigger2 = p2statetype = C
trigger3 = p2statetype = A
postype = p2
anim = 2005
pos = -4, -(Var(19)+2)
sprpriority = 3
ownpal = 1

[State 4546, 2]
type = explod
trigger1 = MoveGuarded
trigger1 = p2statetype = S
trigger1 = Var(18) != 2
postype = p2
anim = 2005
pos = -4, -(Var(20) + 20)
sprpriority = 3
ownpal = 1

[State 4546, hitSnd]
type = PlaySnd
triggerall = MoveHit
trigger1 = AnimElem = 27
trigger2 = AnimElem = 29
trigger3 = AnimElem = 31
value = 105, 7

[State 4546, flash(R)];(flash)
type = Envcolor
trigger1 = MoveHit
value = 250, 250, 250
;value = 250,0,0
time = 1
under = 1

[State 4546, bind]
type = TargetBind
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
time = 2
pos = Pos X + p2dist x, Pos Y + p2dist y

[State 4546, re]
type = movehitreset
trigger1 = MoveContact

[State 4546, hit]
type = HitDef
triggerall = Var(18) < 8
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
attr = A, SA
animtype  = medium
air.animtype  = Back
damage  = 32 + (Var(16) * 4), 4 + Var(16)
hitflag = MAF
guardflag = MA
pausetime = 0, 5
priority  = 7, Miss
;sparkno = S2004
sparkno = S9999
;guard.sparkno = S2006
guard.sparkno = S9999
;sparkxy = 10, -85
;hitsound   = S105,7
hitsound   = S9999,7
guardsound = S105, 1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
guard.ctrltime = 17
ground.velocity = -4.3, -12.2
guard.velocity = -3.7
air.velocity = -4.1,-11.3
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .6

[State 3061, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4547
ctrl = 0

; µ¥¸ó ºô¸®¾ð3
[Statedef 4547]
type    = S
movetype= A
physics = S
velset = 0, 0
anim = 3074
ctrl = 0
sprpriority = 2

[State 4547 , 1];¹«Àû
type = NotHitBy
trigger1 = Animelem = 14, <= 0
value = SCA

[State 4547, 2]
type = explod
trigger1 = Time = 0
postype = p1
anim = 3072
pos = 0, -56
sprpriority = 3
bindtime = -1
ownpal = 1

[State 4547, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;/Mini Billion Special Move Y

; µ¥¸ó ºô¸®¾ð
[Statedef 4548]
type    = S
movetype= A
physics = S
velset = 0, 0
;;juggle  = 11
;poweradd= -1000
anim = 3070
ctrl = 0
sprpriority = 2

[State 4548, 1];¹«Àû
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 4548, 1]
type = explod
trigger1 = Time = 13
postype = p1
anim = 3071
pos = 0, -56
sprpriority = 3
bindtime = -1
ownpal = 1

[State 4548 , FireSnd]
type = PlaySnd
trigger1 = Time = 2
value = 101, 15

[State 4548 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4549
ctrl = 0

;---------------------------------------------------------------------------
; MINI BILLION Y
[Statedef 4549]
type    = S
movetype= A
physics = S
velset = 0, 0
;juggle  = 11
anim = 3073
sprpriority = 2

[State 4549, FireSnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = AnimElem = 11
trigger3 = AnimElem = 23
value = 105, 4

[State 4549, VelSet]
type = PosAdd
trigger1 = Time >= 0
x = 3.4

[State 4549, VelSet]
type = PosAdd
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(7) = 1
trigger3 = AnimElemTime(10) = 1
trigger4 = AnimElemTime(14) = 1
trigger5 = AnimElemTime(17) = 1
trigger6 = AnimElemTime(20) = 1
trigger7 = AnimElemTime(24) = 1
trigger8 = AnimElemTime(27) = 1
trigger9 = AnimElemTime(30) = 1
x = 0

[State 4549, add]
type = varadd
trigger1 = MoveGuarded
trigger2 = MoveHit
v = 18
value = 1

[State 4549, hitadd]
type = HitAdd
triggerall = MoveHit
trigger1 = Var(18) = 0
trigger2 = Var(18) = 1
trigger3 = Var(18) = 3
trigger4 = Var(18) = 4
trigger5 = Var(18) = 6
value = 1

[State 4549, hitadd]
type = HitAdd
triggerall = MoveHit
trigger1 = Var(18) = 5
trigger2 = Var(18) = 7
value = 2

[State 4549, 1]
type = explod
trigger1 = MoveHit
trigger1 = Var(18) = 1
postype = p2
anim = 3075
pos = 0, -52
facing = -1
sprpriority = 3
bindtime = 1
ownpal = 1
ID = 3355

[State 4549, 1]
type = varRandom
trigger1 = MoveGuarded
v = 19
range = 0, Const(size.height)/2

[State 4549, 1]
type = varRandom
trigger1 = MoveGuarded
v = 20
range = Const(size.height)/2, Const(size.height)

[State 4549, 1]
type = explod
triggerall = MoveGuarded
trigger1 = p2statetype = S
trigger2 = p2statetype = C
trigger3 = p2statetype = A
postype = p2
anim = 2005
pos = -4, -(Var(19)+2)
sprpriority = 3
ownpal = 1

[State 4549, 2]
type = explod
trigger1 = MoveGuarded
trigger1 = p2statetype = S
trigger1 = Var(18) != 2
postype = p2
anim = 2005
pos = -4, -(Var(20) + 20)
sprpriority = 3
ownpal = 1

[State 4549, hitSnd]
type = PlaySnd
triggerall = MoveHit
trigger1 = AnimElem = 27
trigger2 = AnimElem = 29
trigger3 = AnimElem = 31
value = 105, 7

[State 4549, flash(R)];(flash)
type = Envcolor
trigger1 = MoveHit
value = 250, 250, 250
;value = 250,0,0
time = 1
under = 1

[State 4549, bind]
type = TargetBind
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
time = 2
pos = Pos X + p2dist x, Pos Y + p2dist y

[State 4549, re]
type = movehitreset
trigger1 = MoveContact

[State 4549, hit]
type = HitDef
triggerall = Var(18) < 8
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
attr = A, SA
animtype  = medium
air.animtype  = Back
damage  = 32 + (Var(16) * 4), 4 + Var(16)
hitflag = MAF
guardflag = MA
pausetime = 0, 5
priority  = 7, Miss
;sparkno = S2004
sparkno = S9999
;guard.sparkno = S2006
guard.sparkno = S9999
;sparkxy = 10, -85
;hitsound   = S105,7
hitsound   = S9999,7
guardsound = S105, 1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
guard.ctrltime = 17
ground.velocity = -4.3, -12.2
guard.velocity = -3.7
air.velocity = -4.1,-11.3
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .6

[State 4549, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4550
ctrl = 0

; µ¥¸ó ºô¸®¾ð3
[Statedef 4550]
type    = S
movetype= A
physics = S
velset = 0, 0
anim = 3074
ctrl = 0
sprpriority = 2

[State 4550, 1];¹«Àû
type = NotHitBy
trigger1 = Animelem = 14, <= 0
value = SCA

[State 4550, 2]
type = explod
trigger1 = Time = 0
postype = p1
anim = 3072
pos = 0, -56
sprpriority = 3
bindtime = -1
ownpal = 1

[State 4550, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





;/Mini Billion Special Move Z

; µ¥¸ó ºô¸®¾ð
[Statedef 4551 ]
type    = S
movetype= A
physics = S
velset = 0, 0
;juggle  = 11
;poweradd= -1000
anim = 3070
ctrl = 0
sprpriority = 2

[State 4551, 1];¹«Àû
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 4551, 1]
type = explod
trigger1 = Time = 13
postype = p1
anim = 3071
pos = 0, -56
sprpriority = 3
bindtime = -1
ownpal = 1

[State 4551, FireSnd]
type = PlaySnd
trigger1 = Time = 2
value = 101, 15

[State 4551, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4552
ctrl = 0

;---------------------------------------------------------------------------
; µ¥¸ó ºô¸®¾ð2
[Statedef 4552]
type    = S
movetype= A
physics = S
velset = 0, 0
;juggle  = 11
anim = 3073
sprpriority = 2

[State 4552, FireSnd]
type = PlaySnd
trigger1 = Time = 0
trigger2 = AnimElem = 11
trigger3 = AnimElem = 23
value = 105, 4

[State 4552, VelSet]
type = PosAdd
trigger1 = Time >= 0
x = 5.5

[State 4552, VelSet]
type = PosAdd
trigger1 = AnimElemTime(4) = 1
trigger2 = AnimElemTime(7) = 1
trigger3 = AnimElemTime(10) = 1
trigger4 = AnimElemTime(14) = 1
trigger5 = AnimElemTime(17) = 1
trigger6 = AnimElemTime(20) = 1
trigger7 = AnimElemTime(24) = 1
trigger8 = AnimElemTime(27) = 1
trigger9 = AnimElemTime(30) = 1
x = 0

[State 4552, add]
type = varadd
trigger1 = MoveGuarded
trigger2 = MoveHit
v = 18
value = 1

[State 4552, hitadd]
type = HitAdd
triggerall = MoveHit
trigger1 = Var(18) = 0
trigger2 = Var(18) = 1
trigger3 = Var(18) = 3
trigger4 = Var(18) = 4
trigger5 = Var(18) = 6
value = 1

[State 4552, hitadd]
type = HitAdd
triggerall = MoveHit
trigger1 = Var(18) = 5
trigger2 = Var(18) = 7
value = 2

[State 4552, 1]
type = explod
trigger1 = MoveHit
trigger1 = Var(18) = 1
postype = p2
anim = 3075
pos = 0, -52
facing = -1
sprpriority = 3
bindtime = 1
ownpal = 1
ID = 3355

[State 4552, 1]
type = varRandom
trigger1 = MoveGuarded
v = 19
range = 0, Const(size.height)/2

[State 4552, 1]
type = varRandom
trigger1 = MoveGuarded
v = 20
range = Const(size.height)/2, Const(size.height)

[State 4552, 1]
type = explod
triggerall = MoveGuarded
trigger1 = p2statetype = S
trigger2 = p2statetype = C
trigger3 = p2statetype = A
postype = p2
anim = 2005
pos = -4, -(Var(19)+2)
sprpriority = 3
ownpal = 1

[State 4552, 2]
type = explod
trigger1 = MoveGuarded
trigger1 = p2statetype = S
trigger1 = Var(18) != 2
postype = p2
anim = 2005
pos = -4, -(Var(20) + 20)
sprpriority = 3
ownpal = 1

[State 4552, hitSnd]
type = PlaySnd
triggerall = MoveHit
trigger1 = AnimElem = 27
trigger2 = AnimElem = 29
trigger3 = AnimElem = 31
value = 105, 7

[State 4552, flash(R)];(flash)
type = Envcolor
trigger1 = MoveHit
value = 250, 250, 250
;value = 250,0,0
time = 1
under = 1

[State 4552, bind]
type = TargetBind
triggerall = MoveHit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
time = 2
pos = Pos X + p2dist x, Pos Y + p2dist y

[State 4552, re]
type = movehitreset
trigger1 = MoveContact

[State 4552, hit]
type = HitDef
triggerall = Var(18) < 8
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
trigger9 = AnimElem = 17
trigger10 = AnimElem = 19
trigger11 = AnimElem = 21
trigger12 = AnimElem = 23
trigger13 = AnimElem = 25
trigger14 = AnimElem = 27
trigger15 = AnimElem = 29
trigger16 = AnimElem = 31
attr = A, SA
animtype  = medium
air.animtype  = Back
damage  = 32 + (Var(16) * 4), 4 + Var(16)
hitflag = MAF
guardflag = MA
pausetime = 0, 5
priority  = 7, Miss
;sparkno = S2004
sparkno = S9999
;guard.sparkno = S2006
guard.sparkno = S9999
;sparkxy = 10, -85
;hitsound   = S105,7
hitsound   = S9999,7
guardsound = S105, 1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
guard.ctrltime = 17
ground.velocity = -4.3, -12.2
guard.velocity = -3.7
air.velocity = -4.1,-11.3
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .6

[State 4552, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4553
ctrl = 0

; µ¥¸ó ºô¸®¾ð3
[Statedef 4553]
type    = S
movetype= A
physics = S
velset = 0, 0
anim = 3074
ctrl = 0
sprpriority = 2

[State 4553, 1];¹«Àû
type = NotHitBy
trigger1 = Animelem = 14, <= 0
value = SCA

[State 4553, 2]
type = explod
trigger1 = Time = 0
postype = p1
anim = 3072
pos = 0, -56
sprpriority = 3
bindtime = -1
ownpal = 1

[State 4553, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1







CMD codes:
Spoiler (click to show)
;MINI BILLION ATTACK

;¹èÆ® ½ºÇÉ ¾à
[State -1, Mini Billion Attack X]
type = ChangeState
value = 4545
triggerall = command = "Billion1"
trigger1 = ctrl
trigger2 = statetype != S
trigger2 = ctrl

;¹èÆ® ½ºÇÉ ¾à
[State -1, Mini Billion Attack Y]
type = ChangeState
value = 4548
triggerall = command = "Billion2"
trigger1 = ctrl
trigger2 = statetype != S
trigger2 = ctrl

;¹èÆ® ½ºÇÉ ¾à
[State -1, Mini Billion Attack Z]
type = ChangeState
value = 4551
triggerall = command = "Billion3"
trigger1 = ctrl
trigger2 = statetype != S
trigger2 = ctrl

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- Donations is welcome

Odb718

Problems like this need to be handled one at a time.
Is the move happening IN the air in the game, or is the *.air file working in a loop?
If the hits dont work the second time, it usually indicates that something isnt being reset properly.

One thing that sticks out to me is
[State 4548 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4549
ctrl = 0

How does your character know if the opening part of the move properly connected or failed? It's just automatically going to start the rest of the move.
It looks like you use

[State 4549, add]
type = varadd
trigger1 = MoveGuarded
trigger2 = MoveHit
v = 18
value = 1

But I dont see where it resets. I think in the opening state you need something like

[State 4548, add] ; use in all of your opening states
type = varset
trigger1 = time = 0
v = 18
value = 0

vVv Gouken718 vVv SabreTooth718 vVv


ShinZankuro

Thanks for the reply! I will test it!

And a other question: Demitri using his M.Bliss cause enemy to change to anim 9020, and he goes stuck D:

     Posted: April 08, 2014, 08:23:35 PM
The move using in Air[Air move, special air]
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- Donations is welcome