ikemen-engine / Ikemen-GO

An open-source fighting game engine that supports MUGEN resources.
https://ikemen-engine.github.io
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Infinite jump after and aerial special move that sends to stateno 50 with ctrl=1 #514

Open mixychan opened 2 years ago

mixychan commented 2 years ago

The ikemen ignores airjump.num inside of all of my characters when I use an aerial special move that leads into stateno 50 with ctrl=1. Am I just being dumb or is this an actual problem?

K4thos commented 2 years ago

when reporting bugs please always upload character that showcases the problem. Even better if you can create simple test case that can reproduce the problem for kfm

mixychan commented 2 years ago

https://user-images.githubusercontent.com/105258395/173263602-3f441e75-2356-49ac-9391-eb48d5f3d53c.mp4

As you can see, after I use a move that leaves Gotenks airborne, (in this case his mouth beam), I can still jump and can even jump until I reach the top of the stage. I would send the character but I can only send it privately because I do not want it used right now by the public. If you think you can fix this issue I will send you the character.

K4thos commented 1 year ago

you can make test case using kfm, if you don't want to share chars. Sending problematic content privately is not an option since it's unknown when or who will try to solve the problem.

mixychan commented 1 year ago

Here's a Kung Fu Man with an edited Stand Punch (X button). The stateno is 200 if you would like to see what I changed in the code. I also removed his jumping light punch so that the stand punch could be used on the air and the ground to properly recreate the issue. This KFM has 2 air jumps, but as you can see when you test this character, you can get as many as you want.

RECREATION INSTRUCTIONS: 1.) Press X on the ground 2.) Jump and Press X again

kfm720.zip