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Offline Beto

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Problem with variables
« on: May 05, 2010, 03:12:11 PM »
I edited a char that has transformation, then I installed many vars, it uses the conversion var (50) and in some part of the new moves also added that using var (50), then every time that this movement is executed it trensforma, wondered whether there is a method to make these two variants do not conflict, I thank anyone who can help me. [-O<



Offline Fallen_Angel

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Re: Problem with variables
« Reply #1 on: May 06, 2010, 04:27:55 PM »
You will have to use a different var.

variables stores values, so if the transformation trigger when var(50)=1 , and you use the same var in a different situation, you will also trigger the transformation


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Offline Beto

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Re: Problem with variables
« Reply #2 on: May 06, 2010, 08:03:19 PM »
The new movement is thus at least part of it

;-[ reality effects ]-
[state -2]
type = varset
trigger1 = var(42) > 0
trigger1 = var(50) = 0
trigger1 = var(51) = 0
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 200 || stateno = 400 || stateno = 600
var(50) = 67

and

[state -2]
type = varset
trigger1 = var(42) > 0
trigger1 = var(50) = 0
trigger1 = var(51) = 0
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 200 || stateno = 400 || stateno = 600
var(51) = 67

the same fear in 8500 that the anime is activated, it changes to second order

Post Merge: [time]Thu May  6 19:08:17 2010[/time]
transformation is (50) = 0, what changes do you recommend to stop this conflict?;-[ reality effects ]-
[state -2]
type = varset
trigger1 = var(42) > 0
trigger1 = var(50) = 0
trigger1 = var(51) = 0
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 200 || stateno = 400 || stateno = 600
var(50) = 67

[state -2]
type = varset
trigger1 = var(42) > 0
trigger1 = var(50) = 0
trigger1 = var(51) = 0
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 200 || stateno = 400 || stateno = 600
var(51) = 67

[state -2]
type = varset
trigger1 = var(42) > 0
trigger1 = var(50) = 0
trigger1 = var(51) = 0
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 230 || stateno = 430 || stateno = 630
var(50) = 67

[state -2]
type = varadd
trigger1 = var(50) > 1
var(50) = -1
[state -2]
type = varadd
trigger1 = var(51) > 1
var(51) = -1

[state -2]
type = helper
trigger1 = var(50) = 2
trigger2 = var(50) = 34
trigger3 = var(50) = 66
postype = p1
pos = 20,-((var(50) = 2) * 64 + (var(50) = 34) * 72 + (var(50) = 66) * 48)
stateno = 8500
bindtime = 1
ownpal = 1
name = "reality effect x"
id = 8500

[state -2]
type = helper
trigger1 = var(51) = 2
trigger2 = var(51) = 34
trigger3 = var(51) = 66
postype = p1
pos = 20,-((var(51) = 2) * 20 + (var(51) = 34) * 25 + (var(51) = 66) * 2)
stateno = 8500
bindtime = 1
ownpal = 1
name = "reality effect a"
id = 8501

[state -2]
type = helper
trigger1 = var(42) > 0
trigger1 = var(50) < 2
trigger1 = var(51) < 2
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 210 || stateno = 410 || stateno = 610
postype = p1
pos = 0,-100
stateno = 8600
bindtime = 1
ownpal = 1
name = "reality effect y"
id = 8600

[state -2]
type = helper
trigger1 = var(42) > 0
trigger1 = var(50) < 2
trigger1 = var(51) < 2
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 240 || stateno = 440 || stateno = 640
postype = p1
pos = 0,0
stateno = 8601
bindtime = 1
ownpal = 1
name = "reality effect b"
id = 8601

[state -2]
type = helper
trigger1 = var(42) > 0
trigger1 = var(50) < 2
trigger1 = var(51) < 2
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 220 || stateno = 420 || stateno = 620
postype = p1
pos = 0,-50
stateno = 8700
bindtime = 1
ownpal = 1
name = "reality effect z"
id = 8700

[state -2]
type = helper
trigger1 = var(42) > 0
trigger1 = var(50) < 2
trigger1 = var(51) < 2
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = stateno = 250 || stateno = 450 || stateno = 650
postype = p1
pos = 0,-50
stateno = 8704
bindtime = 1
ownpal = 1
name = "reality effect c"
id = 8704

[state -2]
type = varrandom
trigger1 = 1
v = 47
range = 0,1
ignorehitpause = 1

[state -2]
type = helper
trigger1 = var(42) > 0
trigger1 = var(50) < 2
trigger1 = var(51) < 2
trigger1 = numhelper(8500) = 0
trigger1 = numhelper(8501) = 0
trigger1 = numhelper(8600) = 0
trigger1 = numhelper(8601) = 0
trigger1 = numhelper(8700) = 0
trigger1 = numhelper(8704) = 0
trigger1 = numhelper(8800) = 0
trigger1 = numhelper(8900) = 0
trigger1 = command = "s"
postype = p1
pos = 0,-100
stateno = 8800 + (var(47) * 100)
bindtime = 1
ownpal = 1
name = "reality effect start"
id = 8800 + (var(47) * 100)


« Last Edit: May 07, 2010, 02:19:18 PM by betossj4 »

Offline Fallen_Angel

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Re: Problem with variables
« Reply #3 on: May 07, 2010, 10:10:04 AM »
the codes you posted are the same, so you can use just the var 51, so you dont alter the value of var 50.

If that doesnt work, could you post the code that returns var 50 to 0 ??


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Offline Beto

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Re: Problem with variables
« Reply #4 on: May 07, 2010, 01:45:41 PM »
Forgot to mention that the error occurs only hot anime 8500 is activated by pressing the punch light.

Post Merge: May 07, 2010, 01:48:04 PM
Transformation

;---------------------------------------------------------------------------
; Transform to Mech Zangief
; CNS difficulty: easy
[Statedef 3200]
type    = S            
movetype= A            
physics = S            
juggle  = 1            
velset = 0,0
ctrl = 0                           
sprpriority = 2

[State 3200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 && Anim != 3200
value = 3200

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 15
volume = 200

[State 3200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2999, 0
volume = 200

[State 3200, SuperPause]
type = SuperPause
trigger1 = AnimElem = 15
time = 40
movetime = 39
poweradd = -1000
unhittable = 1
anim = -1

[State 3200, Explod]
type = Explod
trigger1 = AnimElem = 1, = 1
anim = 6115
pos = 115, 2
removetime = -2
ontop = 1

[State 3200, Explod]
type = Explod
trigger1 = AnimElem = 15
ID = 2999
anim = 2999
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 3200, Explod]
type = Explod
trigger1 = AnimElem = 15
ID = 7580
anim = 7580
postype = Back
pos = 0,0
ownpal = 1
sprpriority = -5
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 3200, Explod]
type = Explod
triggerall = PrevStateNo != 9000
trigger1 = AnimElem = 15, = 18
anim = 6126
postype = p1
pos = 68,-80
ownpal = 1
ontop = 1
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 3200, VarSet]
type = VarSet
trigger1 = AnimElem = 15
var(50) = 1

[State 3200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Transform to Regular Zangief
; CNS difficulty: easy
[Statedef 13200]
type    = S            
movetype= A            
physics = S            
juggle  = 1            
velset = 0,0
ctrl = 0                              
sprpriority = 2

[State 13200, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0 & Anim != 13200
value = 13200

[State 13200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 15

[State 13200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2999, 0
volume = 200

[State 13200, SuperPause]
type = SuperPause
trigger1 = AnimElem = 15
time = 40
movetime = 39
Poweradd = -1000
anim = -1

[State 13200, Explod]
type = Explod
trigger1 = AnimElem = 1, = 1
anim = 6115
pos = 115, 2
removetime = -2
ontop = 1

[State 13200, Explod]
type = Explod
trigger1 = AnimElem = 15
ID = 2998
anim = 2998
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 13200, Explod]
type = Explod
trigger1 = AnimElem = 15
ID = 7580
anim = 7580
postype = Back
pos = 0,0
ownpal = 1
sprpriority = -5
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 13200, Explod]
type = Explod
triggerall = PrevStateNo != 9000
trigger1 = AnimElem = 15, = 18
anim = 6126
postype = p1
pos = 68,-80
ownpal = 1
ontop = 1
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 13200, VarSet]
type = VarSet
trigger1 = AnimElem = 15
var(50) = 0

[State 13200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


Post Merge: May 07, 2010, 01:50:34 PM
This part is where the error happens I believe, is the new movement that I try to install.

;---------------------------------------------------------------------------
; reality effect x/a
[statedef 8500]
movetype = a
physics = n
anim = 8500
velset = 0,0
sprpriority = 2
ctrl = 0


[state 8500, playsnd]
type = playsnd
trigger1 = time = 1
value = 8500,0
volume = 50

[state 8500, assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[state 8500, changeanim]
type = changeanim
trigger1 = anim = 8500
trigger1 = !animtime
value = 8510

[state 8500, veladd]
type = veladd
trigger1 = anim = 8510
x = .5

[state 8500, velset]
type = velset
trigger1 = anim != 8510
x = 0

[state 8500, hitdef]
type = hitdef
trigger1 = anim = 8510
trigger1 = ishelper(8500) = 1
trigger1 = !movecontact
attr = s, sp
animtype = medium
damage = 76
hitflag = mafdp
guarDFlag = ma
pausetime = 0,0
sparkno = -1
hitsound = s8500,1
guardsound = s202,0
ground.type = high
ground.slidetime = 9
ground.hittime = 11
ground.velocity = -4
guard.velocity = -2
air.velocity = -4,-2
airguard.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 11
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,22
palfx.color = 0
palfx.invertall = 1
[state 8500, hitdef]
type = hitdef
trigger1 = anim = 8510
trigger1 = ishelper(8501) = 1
trigger1 = !movecontact
attr = a, sp
animtype = medium
damage = 76,14
hitflag = mafdp
guarDFlag = ma
pausetime = 0,0
sparkno = -1
hitsound = s8500,1
guardsound = s202,0
ground.type = low
ground.slidetime = 9
ground.hittime = 11
ground.velocity = -4
guard.velocity = -2
air.velocity = -4,-2
airguard.velocity = -2,-1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
palfx.time = 11
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,22
palfx.color = 0
palfx.invertall = 1

[state 8500, changeanim]
type = changeanim
trigger1 = movehit
value = 8520
persistent = 0

[state 8500, changeanim]
type = changeanim
trigger1 = moveguarded
value = 8530
persistent = 0

[state 8500, explod]
type = explod
trigger1 = movehit
anim = 19001
ontop = 1
ownpal = 1
facing = ifelse((facing = -1),-1,1)
postype = p2
pos = 0,Floor(pos y + 20)
random = 60,0
bindtime = -1
removetime = -2
id = 19001
pausemovetime = 100000000
supermovetime = 100000000
name = "baby Fire"
ignorehitpause = 1
persistent = 0
[state 8500, explod]
type = explod
trigger1 = movehit
anim = 19001
ontop = 1
ownpal = 1
facing = ifelse((facing = -1),1,-1)
postype = p2
pos = 0,Floor(pos y - 5)
random = 60,0
bindtime = -1
removetime = -2
id = 19001
pausemovetime = 100000000
supermovetime = 100000000
name = "baby Fire"
ignorehitpause = 1
persistent = 0

[state 8500, nothitby]
type = nothitby
trigger1 = 1
time = 1
value = sca, na, sa, ha, nt, st, ht

[state 8500, hitoverride]
type = hitoverride
trigger1 = time >= 0
slot = 1
time = 1
attr = sca, np, sp, hp

[state 8500, Destroyself]
type = Destroyself
trigger1 = anim = 8520 || anim = 8530
trigger1 = !animtime
trigger2 = Frontedgebodydist < -30

Offline Fallen_Angel

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Re: Problem with variables
« Reply #5 on: May 07, 2010, 02:21:31 PM »
I think your problem is the hitoverride.

The hitoverride, makes your own char to chage to a specific state, instead of the usual get hit state.


Could you explain a little bit better, what are you doing, what do you want to do, and what exactly is the error??


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Offline Beto

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Re: Problem with variables
« Reply #6 on: May 07, 2010, 02:54:03 PM »
Well, it all begins when a scam is activated, as this enabled, the char can throw projectiles by pressing any of the six buttons, so when I press "x" so it goes to the "mechzangief," until it is permanently turn it into normal zangief




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Offline Fallen_Angel

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Re: Problem with variables
« Reply #7 on: May 07, 2010, 04:53:07 PM »
I didnt noticed you added more code.

the only solution is to remove the var (50) =67   (you are already using var 51 to store the same values, and you are using it on the same way, so just remove it (not all, keep the transformation stuff)


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Offline Beto

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Re: Problem with variables
« Reply #8 on: May 07, 2010, 07:53:48 PM »
Ok, I'll try it, thanks for the tips.

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