Weird problem

Started by DevilDemon, June 26, 2010, 02:04:29 AM

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DevilDemon

ok for my character's lvl 3 super he dose the V.ken combo that gose into the Tatzumaki
but when he starts the tatzumaki he gose into the  another character like there are no clsn boxes even tho they are
;--------------------------------------------------------------------
[Statedef 3200]
type = S
movetype = A
physics = S
juggle = 0
ctrl = 0
velset = 0,0
anim = 3200
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 63
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,14
channel = 0

[State 1100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 13 || AnimElem = 25 || AnimElem = 36 || AnimElem = 49 || AnimElem = 52 || AnimElem = 55 || AnimElem = 58 || AnimElem = 61
value = 0,2
channel = 2

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 45
value = 100, 1
channel = 20

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 45
StateType = A
physics = N

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0
player = 20,0

[State 40, Position]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 11 || AnimElem = 21 || AnimElem = 31
x = 16

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 45
x = 11.5
y = -4.2

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(45) > 0
x = .9

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(64) > 0
y = .47

[State 4100,4]
type = PlayerPush
;triggerall = var(36) = 1
trigger1 = AnimElemTime(49) > 0
value = 0

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=22
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
guard.sparkno = S8105
sparkno = S8220+(random%8)
sparkxy = -10, -76
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = 0
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 1
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=22
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
guard.sparkno = S8105
sparkno = S8220+(random%8)
sparkxy = -10, -76
hitsound = S1,6
guardsound = S2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = 0
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 1
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 26
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=22
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
guard.sparkno = S8105
sparkno = S8220+(random%8)
sparkxy = -10, -76
hitsound = S1,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 0,0
guard.velocity = 0
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 1
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 39
attr = S, HA
animtype = Heavy
air.animtype = Back
damage=22
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
guard.sparkno = S8105
sparkno = S8220+(random%8)
sparkxy = -10, -76
hitsound = S1,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 4,0
guard.velocity = 4
air.velocity = -4,-7
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 1
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 45
attr = A, HA
animtype = Heavy
air.animtype = Up
damage=22
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 3,4
guard.sparkno = S8105
sparkno = S8220+(random%8)
sparkxy = -10, -76
hitsound = S1,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-10
guard.velocity = 0
air.velocity = -4,-10
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = 0,0
givepower = 35, 35
forcestand = 1

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 50
trigger2 = AnimElem = 53
trigger3 = AnimElem = 56
trigger4 = AnimElem = 59
trigger5 = AnimElem = 62
attr = A, HA
animtype = Heavy
air.animtype = Up
damage=23
priority  = 5, Hit
hitflag = MAF
guardflag = M
pausetime = 4,5
guard.sparkno = S8105
sparkno = S8220+(random%8)
sparkxy = -10, -76
hitsound = S1,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 1.5,-10
guard.velocity = 2
air.velocity = 1.5,-10
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 35, 35
forcestand = 1

[State 0, Original Combo End]
type=varset
trigger1 = Pos Y >= 0 && Vel Y > 0
var(20)=0
ignorehitpause=1

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3205

then gose to land state
so can anyone help>


Cyanide

You're going to have to back track a bit.

Create a new state. Copy paste a single hitdef into it and see if you can hit P2. If you cannot, you either don't have the clsn's where you think you do, or you have 2 animations with the same value.

Press ctrl+C to confirm.


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.

DevilDemon

everything hits and the anim is right but when the Tatzumaki happens in the anim he dose all the hits but gose into the another character


Cyanide

You copy pasted this didn't you?

If you hadn't
Quote[State 4100,4]
type = PlayerPush
;triggerall = var(36) = 1
trigger1 = AnimElemTime(49) > 0
value = 0
wouldn't be there. That means pass through player 2.


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.

DevilDemon

thanks
but only parts where but everything is edited and fixed up for my char