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RemoveExplod isn't working

Started by Noctis, May 21, 2011, 09:48:02 PM

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Noctis

Okay, I figured out the problem. My var(28) is set to increase when I'm not attacking or being hit. It stops at var(28) = 15. For some reason, any explod triggered to remove when the var(28) = 15 doesn't exist anymore, it won't remove. If I have it set to stop at var(28) = 4, any explod triggered to remove when var(28) = 4 doesn't exist anymore, it won't remove. How can I fix this?

My RemoveExplods aren't working for some reason...

These are the codes below. It's a lazy coded CC thing ranged from 1 too 15. When I get to 10, I tried making it so the 1 would stay as long as my var was above 9, but for some reason, it would not remove the 1 when my var went below 10. Why won't it remove the explod? I don't have any other explod with the same id.
The problem is with the ID's 7011.
I also found something rather weird, in my opinion. When I make the 7011 explod trigger by a multiplied var, like triggerall = 5*2, it removes when the var goes below 10.

;---------------------------------------------------------------------------
;---| CC (Counter) |----------------------------------------
;---------------------------------------------------------------------------

[State -2, Explod]
type = Explod
trigger1 = !NumExplod(7020)
anim = 7020
ID = 7020
postype = left
pos = 15,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) < 10
trigger1 = !NumExplod(6999)
anim = 7000
ID = 6999
postype = left
pos = 15,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 0
trigger1 = !NumExplod(7000)
anim = 7000
ID = 7000
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 1
trigger1 = !NumExplod(7001)
anim = 7001
ID = 7001
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 2
trigger1 = !NumExplod(7002)
anim = 7002
ID = 7002
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 3
trigger1 = !NumExplod(7003)
anim = 7003
ID = 7003
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 4
trigger1 = !NumExplod(7004)
anim = 7004
ID = 7004
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 5
trigger1 = !NumExplod(7005)
anim = 7005
ID = 7005
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 6
trigger1 = !NumExplod(7006)
anim = 7006
ID = 7006
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 7
trigger1 = !NumExplod(7007)
anim = 7007
ID = 7007
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 8
trigger1 = !NumExplod(7008)
anim = 7008
ID = 7008
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State -2, Explod]
type = Explod
triggerall = var(28) = 9
trigger1 = !NumExplod(7009)
anim = 7009
ID = 7009
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[b][State -2, Explod]
type = Explod
triggerall = var(28) >= 10
trigger1 = !NumExplod(7011)
anim = 7001
ID = 7011
postype = left
pos = 15,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5[/b]

[State -2, Explod]
type = Explod
triggerall = var(28) = 10
trigger1 = !NumExplod(70110)
anim = 7000
ID = 70110
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) >= 10
id = 6999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 0
id = 7000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 1
trigger2 = var(28) = 0
id = 7001

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 2
trigger2 = var(28) < 2
id = 7002

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 3
trigger2 = var(28) < 3
id = 7003

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 4
trigger2 = var(28) < 4
id = 7004

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 5
trigger2 = var(28) < 5
id = 7005

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 6
trigger2 = var(28) < 6
id = 7006

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 7
trigger2 = var(28) < 7
id = 7007

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 8
trigger2 = var(28) < 8
id = 7008

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) > 9
trigger2 = var(28) < 9
id = 7009

[b][State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) < 10
id = 7011[/b]

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) < 10
trigger2 = var(28) > 10
id = 70110

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Edit: Forgot the bit at the top.

Try for your removals something slightly different

var(28) != value in question

rather than </>

I also think there is something wrong with your variable assignment and it either does not decrease when you expect, or is not increasing the way you believe it should be.


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.

Noctis

I'm displaying the vars on the clipboard and the var is decreasing and increasing without any glitches. It's just for some reason, the explod won't remove when the var it's stopped at doesn't exist anymore.
I tried using different signs, but I get the same problem. If I try to remove an explod when I decrease the var it's stopped on, the explod just stays. I even tried making it remove itself if my movetype is A, it still won't remove the explod.
So the problem should be because of this, right? The code below is what increases the var.

[State -3, VarAdd]
type = VarAdd
trigger1 = var(28) != 12
trigger1 = ((GameTime%8) = 0) && (MoveType != H) && (MoveType != A)
trigger1 = (Var(29) > 20)
var(28) = 1
ignorehitpause = 1

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"There is nothing either good or bad, but thinking makes it so."

Cyanide

What is var(29) for?

Make it really simple for troubleshooting. Null all the explods except one. Null all the removeexplods except 1.

Utilise the variable thing as you have now and see if you can get the one explod to remove.

If necessary, remove it manually yourself with something like command = "a" just to see if it'll go. If it doesn't vanish with a manual removal, you have something else somewhere that's overriding what you've got.


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.

Noctis

#4
Var(29) is to prevent the var from immediately increasing. It's set to 0 when I'm attacking, and it's set to increase by 1 when I'm not attacking.

Anyways, let me try that and get back to you.

Edit:
I added a time = 0 on the removeexplod. It removes itself at first, but I don't think it gets removed anymore after that for some reason. It's like it's ignoring the removeexplod.
I also looked everywhere for anything numbered the same as my ID and there was nothing... Also, when I have it set to remove on the same var I'm making it spawn on, it removes it. That's about the only way that'll work for some reason.

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"There is nothing either good or bad, but thinking makes it so."

Cyanide

I am going to take explod 7001 as an example. Null ALL OTHER explods and removeexplods apart from this one.

[State -2, Explod]
type = Explod
triggerall = var(28) = 1
trigger1 = !NumExplod(7001)
anim = 7001
ID = 7001
postype = left
pos = 25,240
bindtime = -1
removetime = -1
ownpal = 0
ontop = 1
scale = .5,.5

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(28) != 1
trigger2 = command = "x"
id = 7001

[State -2, Varadd]
type = varadd
trigger1 = command = "y"
v = 28
value = 1

[State -2, Varadd]
type = varadd
trigger1 = command = "z"
v = 28
value = -1


That is all you should have there. Nothing else. This will show that you can increase the variable correctly on the fly, and decrease it, and the explod should appear when told and remove either automatically or when you press X.

This is just testing stuff really. Oh, and PLEASE tell me we are in fact looking at state -2? Not the state of an attack or anything?



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.

Noctis

#6
Edit 1: Where can I get that faq explaining every little detail of fighter factory? I just realized I don't even remember half of it (Like the Null code) and that I've been using the exact same coding for months.
Of course it's state -2. I'm not a complete fool. And I did null (by null you mean erase?) every single explod and removeexplod except for the one. Anyways, I'll make sure I did it right in a bit and get back to you. Right now I'm in the middle of transferring all of my stuff to this computer.

Edit 2:
Okay, the var is raising and lowering correctly and removing the explod exactly like it's supposed to.

Edit 3:
This is just confusing me.
I changed the postype = left to postype = front and everything works perfectly, except for the fact that when I'm on the opposite side of p2, the explods go way over the right side of the screen.

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"There is nothing either good or bad, but thinking makes it so."