A place to have fun with Mugen
 
PortalHomeFAQMemberlistSearchRegisterComic WIP TrackerDownloadsLog inChat
Website Navigation Help
Translate the Website
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Latest topics
» Family Guy Vinny sprites (help needed)
by borewood2013 Today at 4:14 am

» DC'S Precrisis DEADSHOT ( AKA Floyd Lawton)- released
by odin123 Today at 4:12 am

» Marvel vs Capcom Infinite: Marvel side characters only
by skhsato123 Today at 3:10 am

» Blade works
by malevka1 Today at 2:50 am

» CvS Ultron! soon CvS Gamora
by chuchoryu Today at 2:18 am

» Yo what is your computer specs if you don't mind telling? (for MUGEN engine's wholly molly sake)
by kimczi Today at 1:33 am

Special Features at MMV





Chat on MMV w/ Discord


Share | 
 

 Code sometimes closes the game

View previous topic View next topic Go down 
AuthorMessage
Mega_Man

avatar

Posts : 145
Join date : 2016-01-24

PostSubject: Code sometimes closes the game   March 8th 2017, 10:58 am

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 =
Back to top Go down
View user profile
Mistah Jorge

avatar

Posts : 2008
Join date : 2013-07-05
Age : 19
Location : Portugal

PostSubject: Re: Code sometimes closes the game   March 8th 2017, 2:34 pm

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
Back to top Go down
View user profile
 
Code sometimes closes the game
View previous topic View next topic Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
The Mugen Multiverse :: Mugen :: Mugen Help-
Jump to: