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MB-02 (Attack Infinite loops) How to fix? (Read 2349 times)

Started by MUGENforever, May 14, 2008, 05:12:01 am
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MB-02 (Attack Infinite loops) How to fix?
#1  May 14, 2008, 05:12:01 am
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I have the newer version of MB-02 and his Cruiser Tiger Raid  States [4500-4520] repeats the first three attacks over and over again nonstop and never continues to the second part of the attack.  Anyone know how to fix this?
Re: MB-02 (Attack Infinite loops) How to fix?
#2  May 15, 2008, 07:21:48 pm
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Maybe this will help, here is his CNS and CMD for attack, I've been trying to figure it out for a while but I can't.
At the end of the first part of the attack, if he hits, he keeps repeating the first part over and over and won't continue to the next part.




CNS
;---------------------------------------------------------------------------
;--------------------------- Cruiser Tiger Raid ----------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - Ground Attack

[Statedef 4500]
type = S
movetype = A
physics = S
anim = 4500
velset = 0,0
ctrl = 0
juggle = 3

[State 4500, 1.1]
type = SuperPause
trigger1 = AnimElem = 1
time = 75
pos = 12,-70
anim = S8100
sound = S8100, 0
poweradd = -1000

[State 4500, 1.2]
type = AfterImage
trigger1 = AnimElem = 2
time = 70
length = 20
palinvertall = 1
color = 0
palbright = 200,0,0
palcontrast = 200,0,0
palpostbright = 0,0,0

[State 4500, 2.1]
type = Explod
trigger1 = AnimElem = 1 && (NumExplod(8460) < 1)
ID = 8460
anim = 8460
postype = Back
pos = 0,0
scale = 1.0526,1.0714
sprpriority = -105
ownpal = 1
ignorehitpause = 1
supermove = 1

[State 4500, 2.2]
type = EnvColor
trigger1 = AnimElem = 1
value = 0,0,0
time = 75
under = 1
supermove = 1

[State 4500, 3.1]
type = Explod
trigger1 = AnimElem = 1
anim = 4550
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 2,2

[State 4500, 3.2]
type = Explod
trigger1 = AnimElem = 1
anim = 4551
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.9,1.9

[State 4500, 3.3]
type = Explod
trigger1 = AnimElem = 1
anim = 4552
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.8,1.8

[State 4500, 3.4]
type = Explod
trigger1 = AnimElem = 1
anim = 4553
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.7,1.7

[State 4500, 3.5]
type = Explod
trigger1 = AnimElem = 1
anim = 4554
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.6,1.6

[State 4500, 3.6]
type = Explod
trigger1 = AnimElem = 1
anim = 4555
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.5,1.5

[State 4500, 3.7]
type = Explod
trigger1 = AnimElem = 1
anim = 4556
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.4,1.4

[State 4500, 3.8]
type = Explod
trigger1 = AnimElem = 1
anim = 4556
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.3,1.3

[State 4500, 3.9]
type = Explod
trigger1 = AnimElem = 1
anim = 4557
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.2,1.2

[State 4500, 3.10]
type = Explod
trigger1 = AnimElem = 1
anim = 4558
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.1,1.1

[State 4500, 3.11]
type = Explod
trigger1 = AnimElem = 1
anim = 4559
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1,1

[State 4500, 4]
type = Explod
trigger1 = time = 0
anim = 8115
postype = p1
pos = 20,-80
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1

[state 4500, 5.1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = Medium
damage = 40,4
getpower = 0,0
givepower = 24,0
guardflag = M
hitflag = MAF
pausetime = 12,16
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-10
hitsound   = s1, 2
guardsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0, -0.5
fall.recover = 0
kill = 0
envshake.time = 15
envshake.ampl = 7

[state 4500, 5.2]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype = Medium
damage = 45,5
getpower = 0,0
givepower = 27,0
guardflag = M
hitflag = MAF
pausetime = 12,16
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-75
hitsound   = s1, 2
guardsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0, -0.5
fall.recover = 0
kill = 0
envshake.time = 15
envshake.ampl = 7

[state 4500, 5.3]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype = Medium
damage = 55,6
getpower = 0,0
givepower = 33,0
guardflag = M
hitflag = MAF
pausetime = 12,16
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-110
hitsound   = s1, 2
guardsound = s0,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0, -0.5
fall.recover = 0
kill = 0
envshake.time = 15
envshake.ampl = 7

[State 4500, 6.1]
type = PlaySnd
trigger1 = Animelem = 4
value = 3000, 0
channel = 0

[State 4500, 6.2]
type = PlaySnd
trigger1 = Animelem = 4
value = 2, 0
channel = 1

[State 4500, 6.4]
type = PlaySnd
trigger1 = Animelem = 11
value = 2, 1
channel = 1

[State 4500, 6.6]
type = PlaySnd
trigger1 = Animelem = 18
value = 2, 2
channel = 1

[State 4500, 7]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
trigger4 = Animtime = 0
anim = 8510
postype = p1
pos = 20,4
ownpal = 1
ignorehitpause = 1
sprpriority = 8

[State 4500, 8.1]
type = ChangeState
triggerall = MoveContact = 0
trigger1 = AnimElem = 20, = 2
value = 4501
ctrl = 0

[State 4500, 8.2]
type = ChangeState
triggerall = MoveContact = 1
trigger1 = AnimTime = 0
value = 4520
ctrl = 0

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - Sucess Attack - Air Attack

[Statedef 4501]
type    = A
movetype= A
physics = N
anim = 4501
velset = 0,0
ctrl = 0

[State 4501, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - Sucess Attack - Air Attack

[Statedef 4520]
type    = A
movetype= A
physics = N
anim = 4520
velset = 8,0
ctrl = 0

[State 4520, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time >= 0

[State 4520, 2.1]
type = PlaySnd
trigger1 = Time = 0
value = 4500, 0
channel = 0

[State 4520, 2.2]
type = PlaySnd
trigger1 = Animelem = 2
value = 6000, 2
channel = 1

[State 4520, 3]
type = Explod
triggerall = NumExplod(1925) = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
anim = 4505
id = 4505
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1

[state 4520, 4]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
attr = A, HA
animtype = Medium
damage = 20,2
getpower = 0,0
givepower = 12,0
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-90
hitsound   = s1, 2
guardsound = s0,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-5
guard.velocity = -8
air.velocity = -4.5, -4.5
air.juggle = 5
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 7
fall.envshake.time = 10
fall.envshake.ampl = -5
palfx.time = 60
palfx.add = 200,200,0
palfx.mul = 300,192,192
palfx.sinadd = 40,30,0,10
palfx.color = 0

[State 4520, 5.1]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8600
postype = p2
pos = 10,-30
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 4520, 5.2]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8600
postype = p2
pos = 30,-60
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 4520, 6]
type = AfterImage
trigger1 = AnimElem = 2
time = 24
length = 15
trans = add1
palbright = 200,150,0
palcontrast = 200,150,0
palpostbright = 0,0,0

[State 4520, 7]
type = Explod
triggerall = (RoundState = 3) && (NumExplod(8400) < 1) && (P2Life <= 0) && (Alive = 1)
trigger1 = MoveHit = 1
ID = 8400
anim = 8400
postype = Back
pos = 0,0
scale = 0.8333,1.0714
sprpriority = -105
ownpal = 1
ignorehitpause = 1
bindtime = -1
removetime = -1

[State 4520, 8]
type = PlaySnd
trigger1 = (NumExplod(8400) != 0) && (RoundState = 3)
value = 8400,0
persistent = 0
ignorehitpause = 1

[State 4520, 9]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4505

[State 4520, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 4525
ctrl = 0

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - End

[Statedef 4525]
type    = A
movetype= A
physics = N
anim = 2306
ctrl = 0

[state 4525, 1]
type = VelAdd
trigger1 = Time >= 0
x = -0.2

[state 4525, 2]
type = Velset
trigger1 = Vel X <= 0
trigger2 = AnimTime = 0
x = 0

[State 4525, 3]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = 0.4

[State 4525, 4]
type = ChangeState
trigger1 = AnimElem = 7, >= 0 && Pos Y >= 0
value = 1121
ctrl = 0




CMD
;---------------------------------------------------------------------------
; Cruiser Tiger Raid ( Sagat - SFA/CVS Style )

[State -1]
type = ChangeState
value = 4500
triggerall = Var(59) != 2
triggerall = command = "tiger_raid"
triggerall = power >= 1000
triggerall = Var(54) != 1
triggerall = (RoundState = 2)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(56) = 1




Maybe someone can help after all this.
Re: MB-02 (Attack Infinite loops) How to fix?
#3  May 15, 2008, 08:58:04 pm
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Replace all "movehit=1" with "movehit", and "movecontact=1" with "movecontact".
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Re: MB-02 (Attack Infinite loops) How to fix?
#4  May 15, 2008, 10:33:37 pm
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Thanks you, I got it working.