Parry Code Problems

Started by Ace-Million, December 13, 2016, 08:13:18 PM

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Ace-Million

Hey Amazing people. Im am having a issue with this parry code i edited. Sometimes the characters parry while in air and is left in a standing position. I need help knowing what I am missing.

THE CMD:
Spoiler (click to show)
[State -1, Parry Stand]
type = HitOverride
triggerall = (statetype = S && command = "fwd")&& command!= "back" && command != "up" && command != "down"
trigger1 = Ctrl
attr = SA,AA,AP
stateno = 6080
slot = 0
time = 25



[State -1, Crouching Parry]
type = HitOverride
triggerall = (statetype = S && command = "down")|| (statetype = C && command = "fwd") && command != "back" && command != "up"
trigger1 = Ctrl
attr = C,AA,AP
stateno = 6081
slot = 0
time = 25

[State -1, Aerial Parry]
type= HitOverride
triggerall = (statetype= A && command = "fwd") && command != "back" && command != "up" && command != "down"
trigger1 = Ctrl
attr = SA,AA,AP
stateno = 6082
forceair = 1
slot = 0
time = 25



[State -1, sparry]
type = hitoverride
triggerall = stateno != 195
triggerall = stateno != [120,155]
triggerall = stateno != [800,824]
triggerall = random%5
triggerAll = enemynear, Movetype = A
triggerAll = statetype = S && statetype !=A
triggerAll = Movetype !=H
trigger1 = random <=300
triggerall = var(59) = 1
attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA
stateno = 6080
ignorehitPause = 1


[State -1, cparry]
type = hitoverride
triggerall = stateno != 195
triggerall = stateno != [120,155]
triggerall = stateno != [800,824]
triggerall = random%5
triggerAll = enemynear, Movetype = A
triggerAll = statetype = C && statetype !=A
triggerAll = Movetype !=H
trigger1 = random <=300
triggerall = var(59) = 1
attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA
stateno = 6081
ignorehitPause = 1

[State -1, aparry]
type = hitoverride
triggerall = stateno != 195
triggerall = stateno != [120,155]
triggerall = stateno != [800,824]
triggerall = random%5
triggerAll = enemynear, Movetype = A
triggerAll = statetype = A
triggerAll = Movetype !=H
trigger1 = random <=300
triggerall = var(59) = 1
attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA
stateno = 6082
ignorehitPause = 1



THE CNS(STATES)
Spoiler (click to show)
[spoiler]

;---------------------------------------------------------------------------
;Standing Parry
[StateDef 6080]
type = S
movetype = I
physics = S
anim = 120
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 150

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 10
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0



[State 1300, 4]
type = PlaySnd
trigger1 = Time = 0
value = F10020, 5
ignorehitpause = 1
lowpriority = -2

[State 6080, HitBy]
type = NotHitBy
trigger1 =1
time = 1
value = SCA

[State 7700, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40


(DODGE AND ROLL)
[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F450
ID = 998
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans =
persistent = 0
;supermove = 0
;pausemove = 0

(PARRY)
[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F960
ID = 998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 2,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans =
persistent = 0
;supermove = 0
;pausemove = 0


(Counter)
[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F1200
ID = 7401
facing = ifelse(facing=-1, -1, 1)
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime=32
pausemovetime=-1
supermovetime=-1
ownpal=1
scale = .50,.50
sprpriority = 50


[State 6009, RemoveExplod]
type = RemoveExplod
trigger1 =animelem=3
id =8065

[State 6080, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 6080, CtrlSet]
type = CtrlSet
trigger1 = Time > 1
value = 1

[State 6080, ChangeState]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1
;----------------------------------------------------------------------
;Crouching Parry
[StateDef 6081]
type = C
movetype = I
physics = C
anim = 121
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 150

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 10
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0


[State 1300, 4]
type = PlaySnd
trigger1 = Time = 0
value = F10020, 5
ignorehitpause = 1
lowpriority = -2

[State 6080, HitBy]
type = NotHitBy
trigger1=1
time=1
value=SCA

[State 7700, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

(DODGE AND ROLL)
[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F450
ID = 998
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans =
persistent = 0
;supermove = 0
;pausemove = 0


(PARRY)
[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F960
ID = 998
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 2,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans =
persistent = 0
;supermove = 0
;pausemove = 0


(Counter)
[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F1200
ID = 7401
facing = ifelse(facing=-1, -1, 1)
pos = 0,0
postype = p1  ;p2,front,back,left,right
removetime=32
pausemovetime=-1
supermovetime=-1
ownpal=1
scale = .50,.50
sprpriority = 50


[State 6080, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 6080, CtrlSet]
type = CtrlSet
trigger1 = Time > 1
value = 1

[State 6080, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
;--------------------------------------------------------------
;Aerial Parry
[Statedef 6082]
type = A
movetype = I
physics = A
anim = 122
ctrl = 0
sprpriority = 2
poweradd = 150

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 10
add = 100,100,180
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0



[State 0, Explod]
type = Explod
trigger1 = Time = 1
anim = F450
ID = 998
pos = 0,-30
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0

[State 1300, 4]
type = PlaySnd
trigger1 = Time = 0
value = F10020, 5
ignorehitpause = 1
lowpriority = -2

[State 7700, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 6080, HitBy]
type = HitBy
trigger1 = Time <=10
time = 1
value = SCA,AT

[State 6080, StateTypeSet]
type = StateTypeSet
trigger1 = Time <= 10
physics = N

[State 6080, sts]
type = StateTypeSet
trigger1 = time > 10
physics = A

[State 6011, PosFreeze]
type = PosFreeze
trigger1 = Time <= 10
value = 1


[State 6011, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State 6011, CtrlSet]
type = CtrlSet
trigger1 = time > 1
value = 1


[/spoiler]