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Author Topic: Remove explod is refusing to work  (Read 1633 times)

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Offline -Whiplash-

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Remove explod is refusing to work
« on: February 10, 2014, 09:22:11 PM »
Yeah, I'm VERY much a novie at coding but I figured I could give a character a hyper background (in this case jedah by BBH and deuce) So I figured I could use captain commando by splode's code as a template to help me with this.

It sort of worked. I know this is probably really dumb and stuff by coding standerds but I just wanted to gived jedah a hyperbackground [and a launcher and superjump(both of which worked btw)]

anyway...

So it works fine for his other hyper, but his Final rosso hyper won't let me use the removeexplod command to remove the hyper background when it misses.

Here's what I did:

Code: [Select]
;Finale Rosso
[Statedef 3100]
type = S
movetype = I
physics = S
anim = 3100
velset = 0,0
ctrl = 0
sprpriority = 3

[State 3100, PowerDrain]
type = PowerAdd
trigger1 = time = 0
value = -1000

[State 3100, SFX]
type = PlaySnd
trigger1 = animelem = 5
value = S9,12
channel = 0

[State 3100, Invincibility]
type = NotHitBy
trigger1 = time = 44
value = SCA
time = 6

[State 3100, Explod]
type = Explod
scale = const(size.xscale)
trigger1 = animelem = 5
anim = 3101
bindtime = 999
ownpal = 1
removeongethit = 1
postype = p1
pos = floor(54 * const(size.xscale)),6
sprpriority = 4

[State 3100, BloodPool]
type = Helper
trigger1 = time = 24
name = "Finale Rosso"
id = 3110
postype = p2
pos = 0, floor(p2dist y * -1)
stateno = 3110
facing = ifelse(enemynear, facing = facing,1,-1)
ownpal = 1

[State 3110, Overlay]
type = Explod
scale = const(size.xscale)
trigger1 = numhelper(3110)
trigger1 = helper(3110), animelem = 7
anim = 3111
id = 3111
postype = p1
removeongethit = 1
pos = floor(helper(3110), rootdist x)*-1,0
ownpal = 1
sprpriority = 2
bindtime = 1

[State 3110, Hands]
type = Explod
scale = const(size.xscale)
trigger1 = numhelper(3110)
trigger1 = helper(3110), animelem = 7
anim = 3115
id = 3111
postype = p1
removeongethit = 1
pos = floor(helper(3110), rootdist x)*-1,0
ownpal = 1
sprpriority = 3
bindtime = 1

[State 3000, Hit]
type = ChangeState
trigger1 = NumHelper(3110)
trigger1 = helper(3110), stateno = 3120
value = 3140
ctrl = 0

[State 3100, State]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 1610, 2a]
type = SuperPause
trigger1 = time = [8,40]
time = 2
anim = -1
sound = -1
movetime = 2
p2defmul = 1

[State 1610, 3]
type = PlaySnd
trigger1 = time = 20
value = 2, 8

[State 1610, 4]
type = Explod
trigger1 = time = 7
ID = 483
anim = 6130
postype = back
pos = -180, 15
bindtime = -1
removetime = 50
supermovetime = 90
sprpriority = -1
ownpal = 1
removeongethit = 1

[State 1610, 4a]
type = Explod
trigger1 = AnimElem = 2
ID = 490
anim = 1565
postype = p1
pos = 0, 0
bindtime = -1
removetime = 45
sprpriority = 2
ownpal = 1
removeongethit = 1
supermovetime = 999

[State 1610, 5]
type = AssertSpecial
trigger1 = time > 7
flag = NoBG
flag2 = NoFG
ignorehitpause = 1

[State 1610, 6]
type = Explod
trigger1 = time = 7
ID = 484
anim = 6090
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = 90
sprpriority = -4
ownpal = 1

[State 1500, 11]
type = Explod
trigger1 = time = 44
ID = 640
anim = 6100
postype = left
pos = -80, -40
bindtime = -1
removetime =-1
sprpriority = -4
removeongethit = 1
ownpal = 1

[State 1500, 12]
type = RemoveExplod
trigger1=time=25
ID = 640

;Blood Pool (helper)
[Statedef 3110]
type = S
movetype = A
physics = N
anim = 3110
velset = 0,0
sprpriority = -2

[State 3110, Overlay]
type = null;Explod
scale = const(size.xscale)
trigger1 = animelem = 7
anim = 3111
id = 3110
postype = p1
pos = 0,0
sprpriority = 2
bindtime = 9999

[State 3110, Hands]
type = null;Explod
scale = const(size.xscale)
trigger1 = animelem = 7
anim = 3115
id = 3110
postype = p1
pos = 0,0
sprpriority = 3
bindtime = 9999

[State 3110, HitDef]
type = HitDef
triggerall = root, PalNo != 7
trigger1 = animelem = 7
attr = S, HT
hitonce = 1
hitflag = MAFD
numhits = 0
priority = 5, miss
hitsound = S3,3
sparkno = -1
p2facing = 1
p1stateno = 3120
p2stateno = 3130
fall = 1
fall.recover = 0
sprpriority = -2
p1sprpriority = -2

[State 3110, Gold]
type = HitDef
triggerall = root, PalNo = 7
trigger1 = animelem = 7
attr = S, HT
hitonce = 1
hitflag = MAFD
numhits = 0
priority = 5, miss
hitsound = S3,3
sparkno = -1
p2facing = 1
p1stateno = 3120
p2stateno = 3130
fall = 1
fall.recover = 0
sprpriority = -2
p1sprpriority = -2

[State 3110, Override]
type = HitOverride
trigger1 = IsHelper
attr = SCA, AA, AT, AP
slot = 0
stateno = 9999
ignorehitpause = 1

[State 3110, SFX]
type = PlaySnd
trigger1 = animelem = 7
value = S9,14
channel = 3

[State 3110, StopSound]
type = StopSnd
trigger1 = root, movetype = H
channel = 3

[State 3110, destroy]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root, movetype = H

Thanks very much if you can help me.
« Last Edit: February 10, 2014, 09:30:46 PM by -Whiplash- »



Offline ~Hale "R@CE" Caesar~

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Re: Remove explod is refusing to work
« Reply #1 on: February 10, 2014, 09:37:09 PM »
You need to put the Hyper background coding in his custom state if you have one

Also, or you could  code the move so that he only does whatever move you have  if the first hit connects

Then after that hit connects he goes into another state where there you could put the hyper background

Or yo could set the hyper background to remove its self on the actual hyper back ground explod coding

This way you could set the how long you want it to last when he swings at you or whatever and then if it misses it should go away because you have it on the actual explod

Then do as I said before, code it so that if the first hit connects then he goes into another state and that state is where to want to put another hyper background explod at.

Offline -Whiplash-

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Re: Remove explod is refusing to work
« Reply #2 on: February 10, 2014, 09:48:10 PM »
Thanks r@ce! I did what you said and place the hyper into a different state where the hyper connects and it works perfectly!

Now I just gotta figure out how to add the hyper combo finish background

Offline Cyanide

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Re: Remove explod is refusing to work
« Reply #3 on: February 12, 2014, 01:27:42 AM »
Glad you fixed it but...

I am assuming your explod was ID 640 yes? It's the only one there with what i would consider to be wrong code

Quote
[State 1500, 11]
type = Explod
trigger1 = time = 44
ID = 640
anim = 6100
postype = left
pos = -80, -40
bindtime = -1
removetime =-1
sprpriority = -4
removeongethit = 1
ownpal = 1

[State 1500, 12]
type = RemoveExplod
trigger1=time=25
ID = 640
Note the time you create the explod. And the time you attempt to remove it. 44 comes after 25.

Offline -Whiplash-

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Re: Remove explod is refusing to work
« Reply #4 on: February 12, 2014, 08:13:49 AM »
LOL. Somehow I missed that. thanks cyanide. when I see all this text things tend to make me confused. took me like an hours to just find and remove a BGpalfx that was activating because of a move that I wanted to go away.

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