bug

Started by sgn15, December 05, 2011, 07:24:25 AM

Previous topic - Next topic

sgn15

http://www.youtube.com/watch?v=Mpmtyr0mwXc

if you look at video, there is a blink-speed split second moment when the player changes to (stance pose??? not sure) but it is not supposed to be. it happens for both hit successful and miss scenarios

i have checked the animations (no sprite like that in anims involved) and also debug mode (only p1 states involved show up in stateno)

here are the codes

Spoiler (click to show)
;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "chain"
ID = 218
stateno = 218
pos = -21,-21
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
;name =
ID = 213
stateno = 213
pos = 106,-26
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 1.0
size.yscale = 1.0
;ignorehitpause =
;persistent =

; changestate to 214 if helper does hit successfully
[State 0, ChangeState]
type = ChangeState
trigger1 = helper(213),stateno = 214
;trigger1 = helper(213),animtime = 0 ;&& helper(213),movehit = 0
;trigger1 = animtime = 0
value = 211
ctrl = 0

; changestate to 215 if helper does NOT hit successfully
[State 0, ChangeState]
type = ChangeState
trigger1 = helper(213),stateno = 215
;trigger1 = helper(213),animtime = 0 ;&& helper(214),movehit ; = 1
;trigger1 = animtime = 0
value = 212
ctrl = 0

;---------------------------------------------------------------------------
; hades when chain hit successful
[Statedef 211]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 211

[State 0, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; hades when chain hit NOT successful
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 212

[State 0, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; ball effect
[Statedef 218]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 218
sprpriority = 3

[State 0, 2]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, sprpriority]
type = sprpriority
trigger1 = 1
value = 5

[State 0, BindToRoot]
type = BindToRoot
trigger1 = parent, animelem = 1
trigger1 = parent, stateno = 212
time = -1
facing = 0
pos = 77,-40
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = parent, animelem = 1
trigger1 = parent, stateno = 210
time = -1
facing = 0
pos = -21,-34
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = parent, animelem = 2
trigger1 = parent, stateno = 210
time = -1
facing = 0
pos = -2,-64
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = parent, animelem = 3
trigger1 = parent, stateno = 210
time = -1
facing = 0
pos = 33,-56
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = parent, animelem = 4
trigger1 = parent, stateno = 210
time = -1
facing = 0
pos = 77,-40
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 =  parent, stateno = 211 & parent, animelem = 4
;trigger2 = root, stateno != 210
trigger2 =  parent, stateno = 212 && parent, animelem = 7
;ignorehitpause =
;persistent =

;-------------------------------------------------------------------------------
; chain start
[Statedef 213]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 213
sprpriority = 3

[State 0, 2]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 0, sprpriority]
type = sprpriority
trigger1 = 1
value = 5

[State 0, 1]
type = HitDef
Trigger1 = animelem = 3
Trigger2 = animelem = 4
Trigger3 = animelem = 5
Trigger4 = animelem = 6
damage = 30
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
;p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
;p2facing = 1          ;Force p2 to face player
;p1stateno = 810       ;On success, player changes to state 810
p2stateno = 216       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

; when successfully hit
[State 0, 5]
type = ChangeState
trigger1 = animtime = 0 && movehit
value = 214
;ctrl = 1

;when guarded/not hit
[State 0, 5]
type = ChangeState
trigger1 = animtime = 0 && !movehit
value = 215
;ctrl = 1

;---------------------------------------------------------------------------
; chain helper successful hit
[Statedef 214]
type    = S
movetype= A
physics = N
anim = 214
poweradd = 0

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 1
time = -1
facing = 1
pos = 108,-26
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 2
time = -1
facing = 0
pos = 108,-26
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 3
time = -1
facing = 0
pos = 108,-26
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 4
time = -1
facing = 0
pos = 45,-45
;ignorehitpause =
;persistent =


[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 5
time = -1
facing = 0
pos = -1,-52
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 6
time = -1
facing = 0
pos = -2,-56
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 7
time = -1
facing = 0
pos = -7,-48
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 8
time = -1
facing = 0
pos = -7,-48
;ignorehitpause =
;persistent =

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 9
time = -1
facing = 0
pos = -9,-50
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 1
pos = 192,5
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 2
pos = 171,5
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 3
pos = 151,5
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 4
pos = 152,-5
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 5
pos =  153,-35
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 6
pos = 91,-83
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 7
pos = -18,-107
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 8
pos = -134,-51
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 9
pos = -145,-10
;ignorehitpause =
;persistent =

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 10
pos = -184,5
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 10
value = -50

[State 0, TargetState]
type = TargetState
trigger1 = animtime = 0
value = 217
;ID = -1
;ignorehitpause =
;persistent =

[State 0, 5]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; chain helper NOT successful hit
[Statedef 215]
type    = S
movetype= A
physics = N
anim = 215
poweradd = 0

[State 0, BindToRoot]
type = BindToRoot
trigger1 = animelem = 1
time = -1
facing = 1
pos = 108,-26
;ignorehitpause =
;persistent =

[State 0, 5]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;custom hit state
[Statedef 216]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [0,20]
value = 5000
;elem = 1
;ignorehitpause =
;persistent =

; air fall going up
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [21,35]
value = 5050
;elem = 1
;ignorehitpause =
;persistent =

; air fall going down
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = [36,50]
value = 5060
;elem = 1
;ignorehitpause =
;persistent =

;[State 820, 1]
;type = ChangeAnim2
;Trigger1 = Time = 0
;value = 820

;---------------------------------------------------------------------------
;recovery state
[Statedef 217]
type    = A
movetype= H
physics = N
velset = 30,20
poweradd = 40

[State 0, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 0, 2] ; Recover near ground (use ChangeState)
type = ChangeState
;triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

;[State 0, 3] ; Recover in mid air (use SelfState)
;type = SelfState
;triggerall = Vel Y > 0
;triggerall = alive
;triggerall = CanRecover
;trigger1 = Command = "recovery"
;value = 5210 ;HITFALL_AIRRECOVER

[State 0, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

so 3 p1 states, 3 helper states
there might be some commented codes there

Cyanide

And the anim for 211 looks like what? I don't think you're looking at state 0, i think you're looking at the start of 211 or the anim from that first state restarting.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

the first few frames of 211 and 212 are the same as the pose (bent body) of 210 when the char shoots chains

btw wrong helper name on the codes, 213 is the chain, 218 is just an effect (the purple ball effect)

Cyanide

Then 210 is repeating. Debug + stepframe (scroll lock) should give you the answer here. You will be able to see exactly what anim you are in.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

sgn15

i did not see anything unusual in debug mode plus stepframe, both in anims and what stepframe does. the anim and stateno and other info are already there in debug mode alone

i noticed something. at the top of screen, a warning said "hades in state 210: has no helper 213"
what does that mean??? i clearly used the chain attack