super problem

Started by warioman, February 23, 2010, 11:35:15 PM

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warioman

i am having trouble. when i press the buttons used to do the super during the super attack, my character will do the super again. i also have another error. when my super hits p2, my character's power goes up. i put poweradd= 0 but nothing happened.

Xinos

Quote from: warioman on February 23, 2010, 11:35:15 PM
i am having trouble. when i press the buttons used to do the super during the super attack, my character will do the super again. i also have another error. when my super hits p2, my character's power goes up. i put poweradd= 0 but nothing happened.

The hitdef holds the poweradd.

warioman

so where is the poweradd on the hitdef?

Xinos

Quote from: warioman on February 23, 2010, 11:38:17 PM
so where is the poweradd on the hitdef?

Givepower and Getpower. Now let's see if you can figure out the first problem on your own.

warioman

i cant fix the first problem

leandro1412

Maybe some trigger on changestate for supermove in CMD file left

for example maybe you miss put "Ctrl" with that you can make a command only if you have control on your player. maybe that

another problem could be the buffer.time to command assign for this supermove... check that and tell us.
[

Nice userbars no? :P Make click & Download something nice for your Mugen!!!
________________________________

Cyanide

Post code for first issue please. We can see what you've done. Requires .cmd info and .cns. Not worried about the air stuff.


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.

warioman

[StateDef 3100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3100
poweradd = -2000
sprpriority = 2

[State 3100, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 20
anim = 101
sound = 20, 0
pos = 1, -17
move = 0
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 3100, VelSet]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
trigger18 = animelem = 18
trigger19 = animelem = 19
trigger20 = animelem = 20
trigger21 = animelem = 21
trigger22 = animelem = 22
trigger23 = animelem = 23
trigger24 = animelem = 24
trigger25 = animelem = 25
trigger26 = animelem = 26
trigger27 = animelem = 27
trigger28 = animelem = 28
trigger29 = animelem = 29
trigger30 = animelem = 30
x = 2


[State 3100, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
trigger18 = animelem = 18
trigger19 = animelem = 19
trigger20 = animelem = 20
trigger21 = animelem = 21
trigger22 = animelem = 22
trigger23 = animelem = 23
trigger24 = animelem = 24
trigger25 = animelem = 25
trigger26 = animelem = 26
trigger27 = animelem = 27
trigger28 = animelem = 28
trigger29 = animelem = 29
attr = S, NA
damage = 13
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -48
hitsound = 5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
givepower = 20
getpower = 0
kill = 0

[State 3100, 1]
type = HitDef
trigger1 = animelem = 30
attr = S, NA
damage = 60
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -48
hitsound = 5, 4
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -9 , -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
fall.animtype = hard
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0

[State 3100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Dash Basher Super
[State -1, Dash Bash Super]
type = ChangeState
value = 3100
triggerall = command = "Dash_Basher"
triggerall = power >2000
trigger1 = ctrl
trigger1 = statetype = S
trigger2 = (stateno = 200) && movecontact
trigger3 = (stateno = 210) && movecontact
trigger4 = (stateno = 230) && movecontact
trigger5 = (stateno = 240) && movecontact

GT

#8
Quote from: warioman on February 24, 2010, 01:42:38 AM
[StateDef 3100]

[State 3100, VelSet]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
trigger18 = animelem = 18
trigger19 = animelem = 19
trigger20 = animelem = 20
trigger21 = animelem = 21
trigger22 = animelem = 22
trigger23 = animelem = 23
trigger24 = animelem = 24
trigger25 = animelem = 25
trigger26 = animelem = 26
trigger27 = animelem = 27
trigger28 = animelem = 28
trigger29 = animelem = 29
trigger30 = animelem = 30
x = 2


[State 3100, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
trigger18 = animelem = 18
trigger19 = animelem = 19
trigger20 = animelem = 20
trigger21 = animelem = 21
trigger22 = animelem = 22
trigger23 = animelem = 23
trigger24 = animelem = 24
trigger25 = animelem = 25
trigger26 = animelem = 26
trigger27 = animelem = 27
trigger28 = animelem = 28
trigger29 = animelem = 29


I can't help with the super repetition thing but I'll tell you this. Instead of using all those Animelems you could use "Time = 0" or "!time".

Cyanide

Ok, the changestate out is correct. I see nothing wrong with that command activation. Have you supplied too long a buffer.time for the command itself?

The other possibility is you have a second changestate somewhere in the cmd that also activates that state and has crappy triggers.

Something you can do for cleanup. In the velset, trigger1 = animelemtime(31) < 0 will trigger for all those frames and just be 1 line long.

Unsure of how long each frame lasts or i'd provide something similar for the hitdef.

Edit: Above is incorrect, if he wants 30 hits out of his state a single !time trigger will not work.


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.

GT

Quote from: Cyanide on February 24, 2010, 01:51:11 AM
Edit: Above is incorrect, if he wants 30 hits out of his state a single !time trigger will not work.

:(

warioman

never mind i found out how to fix it.