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Kill = 0 problems

Started by Odb718, January 04, 2012, 05:53:54 AM

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Odb718

I've got 3 helpers in an ultra, I've made it so only 1 can hit and the others become hollow. If 1 hits, the character goes into an ultra.
I have kill = 0 at the end of each of the hitdefs in the helpers but they'll still kill the enemy if they're weak enough.

How can I make sure the helpers dont kill the enemy so the ultra can connect properly.
Otherwise it's 15 seconds of my character doing an ultra for no reason.
vVv Gouken718 vVv SabreTooth718 vVv


Noctis

#1
Show the coding of the states that are doing damage.
Eh, there's something else going on here that I dunno how to explain. Cyanide'll help you when he's ready. :P


...Actually I might know whats wrong. It might not be your character. The enemy you're playing against might have a var and a helper that takes damage for the player, and the kill = 0 doesn't work on the helper.

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Cyanide

If you have kill = 0 they shouldn't be able to kill. You have something else.

I ignored this before because rules in mugen are pretty solid. If something is set to kill = 0 it doesn't.


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.

Odb718

well it's killing the enemy some how. I'm testing using FFU/FF3 Ibuki vs Ibuki so I know it's not a helper taking damage.
This is one of the Kunai
;--------------------------------------------------------------------
;UltraKunai 01 Near
[Statedef 3201]
type = S
movetype = A
physics = N
anim = 1103
velset = 0,10 ;ceil(pos y +22), 10;ceil(pos y +96) ;--- pos = -30 && -20
juggle = 2
ctrl = 0

[State 3201, PlaySnd]
type = PlaySnd
triggerall = anim = 7410
trigger1 = animelem = 2
value = 8200,0

[State 3201, PlaySnd2]
type = PlaySnd
triggerall = anim = 7423
trigger1 = animelem = 2
value = 8200,0

[State 3201, VelSet]
type = VelSet
trigger1 =  pos y >=0
trigger2 = anim = 7410
trigger3 = anim = 3210
trigger4 = anim = 3211
x = 0
y = 0

[State 3201, PosSet]
type = PosSet
trigger1 =  pos y >=0
y = 0

[State 3201, VarSet]
type = VarSet
trigger1 = movehit
v = 33    ;fv = 10
value = 1
;ignorehitpause =
;persistent =


[State 3201, SprPriority]
type = Sprpriority
triggerall = movehit =0
trigger1 = 1
value = 2

[State 3201, SprPriority]
type = Sprpriority
trigger1 = movehit
value = 3

[State 3201, HitDef]
type = HitDef
;triggerall = helper(3203), var(33) != 1
;triggerall = helper(3202), var(33) != 1
triggerall = anim = 1103
triggerall = movehit = 0
triggerall = var(33) != 1
triggerall = root, var(33) = 0
trigger1 = root, stateno = 3200   ;and no move's hit
attr = S, SP
ID = 3201
nochainid = 3201,3210
damage   = 60, 6
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 0,0
sparkxy = 50,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 3
sparkno = s9991
hitsound   = s8000,3
p2stateno = 3240
kill= 0

[State 3201, HitDef2]
type = HitDef
;triggerall = helper(3203), var(33) != 1
;triggerall = helper(3202), var(33) != 1
triggerall = anim = 3210
triggerall = movehit = 0
triggerall = var(33) != 1
triggerall = root, var(33) = 0
trigger1 = root, stateno = 3200   ;and no move's hit
attr = S, SP
ID = 3201
nochainid = 3201,3210
damage   = 90, 6
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 0,0
sparkxy = 50,0
ground.type = high
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = 0,0
air.juggle = 3
sparkno = s9991
hitsound   = s8000,3
kill = 0

;--------------------------------------------------------------

[State 3201, ChangeAnim6]
type = ChangeAnim2
trigger1 = root, stateno != 3210  ;move has not hit
trigger1 = anim = 3210           ;time bomb
trigger1 = Animelem = 14         ;delayed explosion
value = 7423                     ;small explosion
elem = 1


[State 3201, ChangeAnim6]
type = ChangeAnim2
trigger1 = movehit = 0            ;move has not hit
trigger1 = root, stateno = 3210   ;move connected
trigger1 = anim = 3210            ;time bomb
;trigger2 = ProjContact(3201) = 1  ;short kunai hits
;trigger3 = ProjContact(3202) = 1  ;mid kunai hits
value = 3211                      ;fake kunia explosion
elem = 1


[State 3201, ChangeAnim6]
type = ChangeAnim2
trigger1 = anim = 3210           ;time bomb
trigger1 = root, stateno = 3210  ;move has not hit
trigger1 = movehit !=0           ;move hits now
value = 7410                     ;small explosion
elem = 1

[State 3201, RKHG3200]
type = ChangeAnim2
trigger1 = root, stateno != 3210   ;move has not hit
trigger1 = anim = 1103            ;if the down kunai
trigger1 = pos y > -1              ;on the ground
trigger1 = time > 1
value = 3210                       ;time bomb anim
elem = 1                           ;Good

[State 3201, RKIA3200]
type = ChangeAnim2
trigger1 = root, stateno = 3210   ;move has not hit
trigger1 = anim = 1103            ;if the down kunai
trigger1 = pos y < 0              ;in the air
trigger1 = movehit !=0            ;move hits now
value = 7410                      ;small explosion
elem = 1                          ;Good

[State 3201, RKIA3210]
type = ChangeAnim2
trigger1 = root, stateno = 3210    ;move connected
trigger1 = anim = 1103            ;if the down kunai
trigger1 = pos y < 0               ;in the air
trigger1 = movehit = 0             ;Kunai hasnt hit anything
trigger2 = ProjContact(3201) = 1   ;short kunai hits
trigger3 = ProjContact(3202) = 1   ;mid kunai hits
;trigger1 = time > 1
value = 1173                      ;pass thru anim
elem = 1                          ;Good


[State 3201, RKHG3210]
type = ChangeAnim2
trigger1 = root, stateno = 3210   ;move connected
trigger1 = anim = 1103            ;if the down kunai
trigger1 = pos y > -1             ;on the ground
trigger1 = time > 1
value = 3211                      ;fake kunia explosion
elem = 1                          ;Good

;--------------------------------------------------------------

[State 3201, ChangeAnim5]
type = ChangeAnim2
trigger1 = root, stateno = 3210   ;move connected
trigger1 = anim = 1173            ;passtrhu kunai
trigger1 = pos y > -1             ;on the ground
trigger1 = time > 1
value = 3211                      ;fake kunia explosion
elem = 1                          ;Good
;-----------------------------------------------------------------

[State 3203]; Bye!]
type = DestroySelf
trigger1 = time = 250;118
trigger2 = anim = 3211 && animelem = 23
trigger3 = anim = 7410 && animelem = 13
trigger4 = anim = 7423 && animelem = 13
trigger5 = anim = 3210 && animelem = 15
trigger6 = anim = 0
;trigger3 = root, stateno != [3200,3300]  ; 3200;


I've Triple checked and the other two are exactly the same hitdef properties. I cant understand why this is happening.
vVv Gouken718 vVv SabreTooth718 vVv


Cyanide

changeanim2 is for inside custom states. What you have will work, but changeanim is a better plan.

You have a p2stateno in there, they're not taking damage in the custom state are they?

The way of proving if it's the kunai would be to set them all to 0 damage. If p2 still dies after that then it's not the hitdefs. If p2 doesn't then you're missing something and you'll have to go through hitdef by hitdef giving each one some damage and testing, then trying again till you find out which one is apparently killing p2.


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.