Hi, I have start coding my character, but I am stuck at one simple (for mugen creator) problem, I was making Ryo and use Warusaki3's Ryo as reference (Don't worry, I won't released the character since I am using reference) to code the light punch, Ryo has two type of light punch, close and far. Far range I am using is 200 and close range I am suing is 201. I have no ideal why the close range punch does not appear when I perform close range punch near opponent. Here are the coding:
[Statedef 200]
type = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 200
poweradd = 150
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0
;[State 200, 1]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 3, 0
;channel = 1
;[State 200, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 1 && Random <= 500
;value = 0, random%2
;channel = 0
[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((21*fvar(10))<7,7,(21*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = -1
guard.sparkno = s9112
sparkxy = -10, -80
hitsound = S44,2
guardsound = S43,0
ground.type = High
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)
[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 80
anim = 9100
scale = 0.48,0.48
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -80
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 201]
type = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 201
poweradd = 150
[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0
;[State 200, 1]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 3, 0
;channel = 1
;[State 200, Voice]
;type = PlaySnd
;trigger1 = AnimElem = 1 && Random <= 500
;value = 0, random%2
;channel = 0
[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I
[State 200, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Light
air.animtype = back
fall.animtype = back
priority = 3,Hit
damage = ceil(ifelse((28*fvar(10))<7,7,(28*fvar(10))))
pausetime = ceil(9*(2-(var(16)>0))/2),ceil(9*(2-(var(16)>0))/2)
guard.pausetime = ceil(9*(2-(var(16)>0))/2),ceil(8*(2-(var(16)>0))/2)
sparkno = -1
guard.sparkno = s9112
sparkxy = -10, -85
hitsound = S44,2
guardsound = S43,0
ground.type = High
air.type = High
ground.slidetime = 10+(var(41)*2)
ground.hittime = 10+(var(41)*2)
air.hittime = 10+(var(41)*2)
guard.ctrltime = 11
ground.velocity = -6*(2-(var(16)>0))/2
guard.velocity = -5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -4,-1
ground.cornerpush.veloff = -8.4*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)
[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 80
anim = 9100
scale = 0.48,0.48
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -85
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1