Character's Super not triggering

Started by ApolloGrimoire, October 10, 2018, 11:50:18 PM

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ApolloGrimoire

No matter how hard I try I can't seem to trigger my Shin Akuma's Wrath of the Raging Demon.

I edited DivineWolf's Akuma and Beterhans Akuma Good Ghost's into my Shin Akuma and created a seperate super state and animations for it.

Spoiler (click to show)
;======================<Raging Shun Goku Satsu>===================
[Statedef 3600]
type    = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3600
poweradd = ifelse(var(20) > 0, -1000, -3000)
sprpriority = 2
facep2 = 1

[State 3500, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(2) <= 10
time = 1
value = SCA

[State 3500, No Corner Push]
type = VarSet
trigger1 = !Time
fvar(5) = 0

[State 3500, Unguardable]
type = VarSet
trigger1 = !Time && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3500, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3500, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3500, Super Cancel Flash]
type = PalFX
trigger1 = var(21) || var(22)
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3500, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3500, SuperPause FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8520
ID = 8500
name = "Superpause FX"
posType = P1
pos = 4,-84
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3500, SuperPause]
type = SuperPause
trigger1 = !Time
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State 3500, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3500, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 3501, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3600,0
channel = 0

[State 3500, SFX]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1700,0

[State 3500, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 3.85

[State 3500, HitDef: Throw]
type = HitDef
trigger1 = Time
trigger1 = !var(38)
trigger1= P2Dist x >= 0 && P2BodyDist x <= 12
attr = S,HT
hitFlag = M-
priority = 4,Miss
getPower = 0,0
givePower = 0,0
numhits = 0
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 3601
p2stateno = 3605
p2getp1state = 1
hitsound = s800, 0
fall = 1
fall.recover = 0

[State 3500, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;RSGS Success
[Statedef 3601]
type = S
movetype = A
physics = N
anim = 3601
velset = 0, 0
poweradd = 0
sprpriority = 1

[State 3501, Safety]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 3501, More Safety]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3501, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 3605

[State 3501, Target Facing]
type = TargetFacing
trigger1 = Time <= 1
value = -1

[State 3501, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 3501, Pause]
type = Pause
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(17) < 0
Time = 2
moveTime = 2

[State 3501, AllPalFX: Black]
type = AllPalFX
trigger1 = AnimElemTime(2) = -16
Time = 16
sinadd = -255, -255, -255, 64

[State 3501, EnvColor: Black]
type = EnvColor
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(17) < 0
Time = 4
value = 0, 0, 0

[State 3501, AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(17) < 0
flag = NoBarDisplay
flag2 = noFG

[State 3501, Bind]
type = TargetBind
trigger1 = AnimElemTime(17) < 0
pos = ceil(42 * const(size.xScale)), ceil(0 * const(size.yScale))

[State 3501, HitAdd]
type = HitAdd
triggerall = anim = 3601
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27
value = 1

[State 3501, Damage]
type = TargetLifeAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
value = floor(ifElse(28 * fvar(11) < 7, -7, -28 * fvar(11)))
kill = 0

[State 3501, Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 16
value = floor(ifElse(56 * fvar(11) < 7, -7, -56 * fvar(11)))
kill = 1

[State 3501, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
value = 35

[State 3501, VarAdd]
type = VarAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
var(13) = 1

[State 3501, Hit Sound]
type = PlaySnd
trigger1 = (Time = [32,89]) && !(Time % 5)
value = 2, 2
channel = 2

[State 3501, Voice]
type = PlaySnd
trigger1 = AnimElem = 17
value = 3500, 3
channel = 0

[State 3501, Voice]
type = PlaySnd
trigger1 = !WinKo
trigger1 = AnimElemTime(34) = 3
value = 180, 0
channel = 0

[State 3501, Final Hit Snd]
type = PlaySnd
trigger1 = AnimElem = 34
value = 2, 10
channel = 2

[State 3501, Hit Spark]
type = Helper
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
helperType = Normal
StateNo = 8018
ID = 8000
name = "Spark"
posType = P2
pos = 0, (Target,Const(size.mid.pos.y))
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
sprpriority = 5

[State 3501, EnvShake]
type = EnvShake
trigger1 = animelem = 2 || animelem = 3 || animelem = 4 || animelem = 5
trigger2 = animelem = 6 || animelem = 7 || animelem = 8 || animelem = 9
trigger3 = animelem = 10 || animelem = 11 || animelem = 12 || animelem = 13
trigger4 = animelem = 14 || animelem = 15 || animelem = 16 || animelem = 17 || animelem = 18
trigger5 = animelem = 19 || animelem = 20 || animelem = 21 || animelem = 22 || animelem = 23
trigger6 = animelem = 24 || animelem = 25 || animelem = 26 || animelem = 27 || animelem = 28
time = 6
freq = 120
ampl = -4

[State 3501, Kanji]
type = Explod
trigger1 = StateNo != 188
trigger1 = AnimElemTime(35) = 1
trigger1 = !NumExplod(3550)
anim = ifelse(facing=1,3550,3551)
id = 3550
pos = 15,-81
scale = 0.7,0.7
postype = P1
sprpriority = 3
bindtime = -1
ownpal = 1
;removetime = -1

[State 3501, TargetState]
type = TargetState
trigger1 = AnimElem = 34 && NumTarget
value = 3506

[State 3501, End(Win)]
type = ChangeState
trigger1 = AnimElemTime(34)>=0 && WinKo
value = 188

[State 3501, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===============<Shun Goku Satsu(Target)>==============
[Statedef 3605]
type = A
physics = N
movetype = H
velset = 0, 0
ctrl = 0

[State 3505, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 3605

[State 3505, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 3505, Screenbound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 3505, Safety]
type = SelfState
trigger1 = !gethitvar(isbound)
trigger1 = Time > 160
value = 5050

;RSGS Target 2nd
[Statedef 3606]
type = A
physics = N
movetype = H
velset = 0, 0
ctrl = 0

[State 3506, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 3606

[State 3506, On Ground]
type = PosSet
trigger1 = !Time
y = 0

[State 3506, SelfState]
type = SelfState
trigger1 = !AnimTime && Anim = 3606
value = IfElse(Alive,5120,5150)

The Command is this

[State -1, Raging Shun Goku Satsu]
type = ChangeState
value = 3600
triggerall = !IsHelper(10371) ;Always add this as well!
triggerall = numhelper(10371)
triggerall = helper(10371), var(43)
triggerall = (helper(10371), var(2)) && (helper(10371), var(9))
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 3000, power >= 1000)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(6)
trigger3 = (StateNo =[200,250]) && StateNo != 225

I left the buffering file untouched and the command itself is x, x, B, a
but I can't get it to work while the regular demon works fine.
Insert signature here

The Jaquio

Well, based on the last example in the post, it may just be something with the command.  Make sure every trigger is valid.  Just a small suggestion.


NotAGoodName

I dunno how the buffering system works, but your command state has no command trigger.  So umm...however the hell that part is supposed to work might be the issue.