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Hyper Not Executing

Started by yamme, March 22, 2015, 06:02:13 AM

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yamme

While working on a character, I ran into a little issue. I cannot find the reason why this move will not execute.

In this spoiler is the code of the move itself:

Spoiler (click to show)

[Statedef 3000]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 3000
sprpriority = 2
hitcountpersist = 1

[State 3000, 1] ;Voice
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 7

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
anim = -1
sound = S2,1
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, 1]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
x = 5

[State 3000, 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 14
trigger5 = AnimElem = 18
trigger6 = AnimElem = 22
x = 2

[State 3000, 1]
type = VelSet
trigger1 = AnimElem = 25
x = 5
y = -3

[State 3000, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
attr = S, HA
animtype  = Medium
damage = 30,10
priority = 6,Hit
guardflag = HA
pausetime = 8,8
sparkno = S15001
guard.sparkno = 40
sparkxy = -10,-70
hitsound   = S1,2
guardsound = S1,10
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
air.fall = 1

[State 3000, 3]
type = HitDef
trigger1 = AnimElem = 25
attr = S, HA
animtype  = Medium
damage = 30,10
priority = 6,Hit
guardflag = HA
pausetime = 8,8
sparkno = S15001
guard.sparkno = 40
sparkxy = -10,-70
hitsound   = S1,2
guardsound = S1,10
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
air.fall = 1

[State 3000, 5]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 3001

[State 3000, 1]
type = VelSet
trigger1 = Anim = 3001
x = 1

[State 3000, 4]
type = Gravity
trigger1 = Anim = 3001

[State 3000, 5]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= -10
trigger1 = Anim = 3001
value = 52

In this next spoiler, the code for the command.

Spoiler (click to show)

;Jaguar Revolver
[State -1, Jaguar Revolver]
type = ChangeState
value = 3000
triggerall = command = "QCF_xyz"
triggerall = var(59) = 0
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = (stateno = [200,250]) && movecontact
trigger3 = (stateno = [400,450]) && movecontact

And yes, I've checked if the animations for the move exist and have the correct index number.
do the thing

Odb718

If you're not sure if your command isnt working, I always find it's best to change standing light punch to the state in question.

Sometimes I'll edit the actual input and forget to edit the changestate. I'll end up making  the end of the move be forward and the changestate says statetype = c, or something similar.


One thing that might not matter, but you might want to put it in,
[State 3000, 5]
type = ChangeAnim
trigger1 = AnimTime = 0  && Anim = 3000 ; without this, it may loop the 3001 animation
value = 3001

I'm not seeing a whole lot that could be wrong with the statedef.
See if it works with making standing LP activate it.
vVv Gouken718 vVv SabreTooth718 vVv


yamme

Quote from: Odb718 on March 22, 2015, 06:29:23 AM
See if it works with making standing LP activate it.

It still didn't activate after doing so, so I guess that narrows it down to either the statedef or the animation.
do the thing

Odb718

There could be something in the negative states. -2, -3 and maybe -1.

Also, change the physics
physics = N
to something like standing. Then in the middle of the state when/after you apply velocities, then change the physics.
It could be going straight into a standing state thinking it landed on the ground.
vVv Gouken718 vVv SabreTooth718 vVv


yamme

#4
Quote from: Odb718 on March 22, 2015, 06:41:40 AM
There could be something in the negative states. -2, -3 and maybe -1.

Also, change the physics
physics = N
to something like standing. Then in the middle of the state when/after you apply velocities, then change the physics.
It could be going straight into a standing state thinking it landed on the ground.

EDIT: nvm, I implemented it wrong. But after the correction, it was successful. Thank you for your help!
do the thing