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 Code sometimes closes the game

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Mega_Man

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Posts : 145
Join date : 2016-01-23

PostSubject: Code sometimes closes the game   March 7th 2017, 8:58 pm

And sometimes it doesn't.


Basically, it's an unfinished supermove that creates a bunch of helpers down from the air. However sometimes the super move crashes the game. It typically happens when the AI uses it.



;---------------------------------------------------------------------------
; Super move
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2



[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

[State 3000, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 11

[State 3000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(14) < 0
value2 = C, NA
time = 1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 20
value = 0, 3
[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "Slipper"
ID = 3001
stateno = 3001
pos = -13,-43
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0


[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Slipper
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.
[Statedef 3001]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3001
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = [0,20]
x = 0
y = -5
;ignorehitpause =
;persistent =

[State 3000, 5]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 13
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 32
ground.velocity = -.5,-12
air.velocity = -.1,-13
[State 0, Helper]
type = Helper
trigger1 = time >= 30 && timemod = 5,0
helpertype = normal ;player
name = "Slipper"
ID = 3002
stateno = 3002
pos = 0+random%100,-200
postype = p2   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 0, Helper]
type = Helper
trigger1 = time >= 30 && timemod = 5,0
helpertype = normal ;player
name = "Slipper"
ID = 3002
stateno = 3002
pos = 0-random%110,-200
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
[State 3000, 7]
type = destroyself
trigger1 = time = 200
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Slipper
; CNS difficulty: medium
; Notes: Notice that the HitDefs in supers have "getpower = 0". This makes
;        sure KFM doesn't recharge his super guage as he hits.
;        Also, the attributes for the HitDefs is "HA" for "hyper attack",
;        ie. "attr = S, HA".
;        Notice how the first HitDef is reused twice by allowing it to
;        trigger on two animation elements.
[Statedef 3002]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3001
ctrl = 0
sprpriority = 2



[State 3000, 5]
type = HitDef
trigger1 =time = 0
attr = S, HA
animtype  = Hard
damage    = 5,2
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 30
ground.hittime  = 32
ground.velocity = -1
air.velocity = -.1,13
[State 0, VelSet]
type = VelSet
trigger1 = time = [0,100]
x = 0
y = 8
;ignorehitpause =
;persistent =

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30
;ignorehitpause =
;persistent =
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Mistah Jorge

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Posts : 2020
Join date : 2013-07-04
Age : 19
Location : Portugal

PostSubject: Re: Code sometimes closes the game   March 8th 2017, 12:34 am

so the character is supposed to summon a helper 3 times and thoses helpers summon some more helpers from what i understood

in 3001 state helper's calling code try adding this line of code just in case the mugen crashes out of too many helpers to handle:

trigger1 = !numhelper(3002)

this makes sure that theres only one 3002 helper at the time, because if an 3002 helper already exists then this line's false
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