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omega941

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Messages by omega941

    

Re: Super Smash Flash 2 Captain Falcon Sprites

 October 18, 2014, 06:11:08 pm View in topic context
 Posted by omega941  in Super Smash Flash 2 Captain Falcon Sprites (Started by omega941 October 18, 2014, 06:27:12 am
 Board: Development Resources

thanks a lot man ;)
    

Super Smash Flash 2 Captain Falcon Sprites

 October 18, 2014, 06:27:12 am View in topic context
 Posted by omega941  in Super Smash Flash 2 Captain Falcon Sprites (Started by omega941 October 18, 2014, 06:27:12 am
 Board: Development Resources

Does an album exist for these sprites. I've been trying to get a hold of them for a while now and i've had no luck.
    

Re: Ryuji Yamazaki by R@CE AKIR@ UPDATED! 6/12/14

 June 15, 2014, 11:30:30 pm View in topic context
 Posted by omega941  in Ryuji Yamazaki by R@CE AKIR@ UPDATED 7/15/14 (Started by ~Hale "R@CE" Caesar~ May 26, 2014, 02:43:41 am
 Board: Your Releases, Mugen 1.0 +

This is kinda of a small thing but why can't i cancel from drill into guillotine. there are a number of yamazaki's that can do this, like Fong's and Ahuron's, so why can't this one?
    

Ai patches

 January 22, 2014, 08:02:36 pm View in topic context
 Posted by omega941  in Ai patches  (Started by omega941 January 22, 2014, 08:02:36 pm
 Board: Requests

Does any on know where I can find an Ai patch for Warusaki3's Nakoruru and Hero's Iori and Orochi Iori.
my email is omegakai941@yahoo.com.
    

Velocities?

 November 03, 2013, 10:13:12 pm View in topic context
 Posted by omega941  in Velocities? (Started by omega941 November 03, 2013, 10:13:12 pm
 Board: M.U.G.E.N Development Help

i've been working on my Dudley, trying to make him play closer to source and I've been having issues with his machine gun blow. I've been trying to recreate the ex machine gun in to jab machine gun to forward ducking upper but I can't seem to get the velocities just right. after the jab MGB connects it just send the opponent to the to far side of the screen when it should just pop him/her up for the followup. Anyway can someone take a look at this for me. Any kind of help is appreciated

[State 1000, Hit]
type = HitDef
trigger1 = (Anim = 1000 && AnimElem = 14) || (Anim != 1000 && (AnimElem = 12 || AnimElem = 17 || AnimElem = 18 || AnimElem = 29))
attr = S, SA
guardflag = MA
animtype  = Hard
air.animtype = Back
priority = 5 + Ceil(Var(2)/3)
damage = Ifelse ((AnimElem = 12), 15, Ifelse ((AnimElem = 29), 30, 55)), 10
pausetime = Ifelse ((AnimElem = 12), 6, 12), Ifelse ((AnimElem = 12), 7, 12)
sparkno = S(8020 + Var(4))
guard.sparkno = S8031
sparkxy = 0,Ifelse ((AnimElem = 12), -68, Ifelse ((AnimElem = 29), -110, -94))
hitsound = S5,4
guardsound = S5, 19
ground.type = Low
ground.slidetime = Ifelse ((AnimElem = 12), 3, 10 - Var(2))
ground.hittime  = 20
guard.hittime = 12 - Var(2)
ground.velocity = Ifelse((AnimElem = 12), -8, Ifelse ((AnimElem = 29 || (Var(2) = 3 && AnimElem = 18)), -.55, -12)), Ifelse ((AnimElem = 29), -13.3, 0)
air.velocity = Ifelse((AnimElem = 18), -.55, -10), Ifelse ((AnimElem = 29), -.55, -13.3)
ground.cornerpush.veloff = -(5 - Var(2))
fall = Ifelse ((AnimElem = 29), 1, 0)
fall.recover = 0
yaccel = .6
    

Re: What's Goin' On?

 January 21, 2013, 08:16:52 am View in topic context
 Posted by omega941  in What's Goin' On? (Started by Алексей January 14, 2013, 02:35:11 am
 Board: Your Releases, Mugen 1.0 +

I can download it fine now but when i go to play on the stage I get a message saying the there's been a library error and that mugen can't read the SFF
    

Re: What's Goin' On?

 January 21, 2013, 01:57:05 am View in topic context
 Posted by omega941  in What's Goin' On? (Started by Алексей January 14, 2013, 02:35:11 am
 Board: Your Releases, Mugen 1.0 +

    

Re: hayato power issue

 September 30, 2012, 09:59:56 pm View in topic context
 Posted by omega941  in hayato power issue (Started by omega941 April 19, 2012, 04:26:20 am
 Board: M.U.G.E.N Development Help

I'm sorry I haven't responded to this in awhile but it kinda just flew over my head I add the display to clip board but I want to know if it's correct
[State 320, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(24)
text = "var(24) = %d  vel x = %f"
params = var(24),vel x
ignorehitpause = 0
persistent = 0
;ƒvƒ‰ƒYƒ}ƒRƒ“ƒ{1-2-5

[State 320, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(15)
text = "var(15) = %d  vel x = %f"
params = var(15),vel x
ignorehitpause = 0
persistent = 0
;ƒvƒ‰ƒYƒ}ƒRƒ“ƒ{1-2-5

[State 320, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(16)
text = "var(16) = %d  vel x = %f"
params = var(16),vel x
ignorehitpause = 0
persistent = 0
;ƒvƒ‰ƒYƒ}ƒRƒ“ƒ{1-2-5
also would i add it to statedef or to the state -2
    

Re: hayato power issue

 April 21, 2012, 05:29:42 am View in topic context
 Posted by omega941  in hayato power issue (Started by omega941 April 19, 2012, 04:26:20 am
 Board: M.U.G.E.N Development Help

I took a picture i hope this helps
    

hayato power issue

 April 19, 2012, 04:26:20 am View in topic context
 Posted by omega941  in hayato power issue (Started by omega941 April 19, 2012, 04:26:20 am
 Board: M.U.G.E.N Development Help

I started playing warusaki's hayato a couple day's ago and i discovered an interesting "glitch". when performing the longest plasma string my power suddenly shot up to max. Now when i redownloaded the char the issue was fixed. but after i applied jesuszilla's patch the issue returned. So i'd like to fix the issue without having to download the character again. I started by looking at the animation that caused it but i don't know

;ƒvƒ‰ƒYƒ}ƒRƒ“ƒ{1-2-5
[Statedef 320]
type    = S
movetype = A
physics = N
juggle = 8
velset = 7.5,0
ctrl = 0
anim = 320
poweradd = 17*(1000+var(24))/1000*!(var(15)||var(16))

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1100, Velocity]
type = VelMul
trigger1 = !var(2)
x = .85

[State 600, PosFreeze]
type = PosFreeze
trigger1 = var(2)
ignorehitpause = 1

[State -2, 1]
type = PalFX
trigger1 = (GameTime%4)=0
time = 2
color = 128
add = 96,96,192
ignorehitpause = 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 0
channel = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 0]
type = changeanim
triggerall = var(2)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 210, 1]
type = Hitdef
trigger1 = AnimElem = 3
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = up
fall.animtype = up
priority = 4,Hit
damage = ceil(ifelse((35*fvar(10))<7,7,(35*fvar(10))))
pausetime = 0,ceil(13*(2-(var(16)>0))/2)
sparkno = S8700+(random%64)
guard.sparkno = S8100
sparkxy = -20, -32
hitsound = S2, 12
guardsound = S1, 0
ground.type = Low
air.type = Low
ground.slidetime = 17+(((var(0)&2**12)/2**12)*3)
ground.hittime = 17+(((var(0)&2**12)/2**12)*3)
air.hittime = 17+(((var(0)&2**12)/2**12)*3)
guard.ctrltime = 17
ground.velocity = -2,-9.5
guard.velocity = -10*(2-(var(16)>0))/2
air.velocity = -2, -9.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = .00000001
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)**(1000+var(24))/1000*!(var(15)||var(16)),35*(1000+var(24))/1000*!(var(15)||var(16))
givepower = 35, 35
persistent = 0
fall = 1
air.fall = 1
fall.recover = 0
palfx.color = 60
palfx.time = 60
palfx.sinadd = 120,120,120,3
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -20

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -56

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Omega941 request thread

 January 05, 2012, 06:48:15 am View in topic context
 Posted by omega941  in Omega941 request thread (Started by omega941 January 05, 2012, 06:48:15 am
 Board: Requests

Looking for Protoman by Chaotic. I know there is one at IMT but I'm looking for the one that was on HIS site before it was taken down. anyone have it?
    

Re: Specifiy Quotes

 January 04, 2012, 06:40:52 am View in topic context
 Posted by omega941  in Specifiy Quotes (Started by omega941 January 03, 2012, 09:23:06 am
 Board: M.U.G.E.N Development Help

alright i got down now thanks for all your help guys. Here's some cake

BTW nice Einhander Avatar. I didn't think anyone else even remembered that game
    

Re: Specifiy Quotes

 January 03, 2012, 06:36:32 pm View in topic context
 Posted by omega941  in Specifiy Quotes (Started by omega941 January 03, 2012, 09:23:06 am
 Board: M.U.G.E.N Development Help

I think I get it i just can seem to find the win state decider
I thought it was this

;Ÿ—˜ƒ|[ƒY•ªŠò
[Statedef 180]
type = S
ctrl = 0
velset = 0,0

[State 200, 7]
type = screenbound
trigger1 = prevstateno = 3103
value = 1
movecamera = 30,0

[State 180, 1]
type = ChangeState
trigger1 = prevstateno = 3103
value = 186

[State 180, 1]
type = ChangeState
trigger1 = var(49)
trigger1 = fvar(15)
value = 12100

[State 180, 1]
type = ChangeState
trigger1 = fvar(15)
value = 187

[State 180, 1]
type = ChangeState
trigger1 = var(49)
trigger1 = time = 1
value = ifelse(random<250,185,12100)

[State 180, 1]
type = ChangeState
trigger1 = time = 1
trigger1 = !IsHelper
value = ifelse(random<250,188,181+(random%3))

[State 180, 1]
type = ChangeState
trigger1 = time = 1
trigger1 = IsHelper && root,stateno = 185
value = 183

[State 180, 1]
type = ChangeState
trigger1 = time = 1
trigger1 = IsHelper
value = ifelse(random<333,188,181+(random%2))

But when i tried it i got this error

Error message: Controller not valid for mugenversion of character: victoryquote
Error parsing [State 180, Quote]
Error in [Statedef 180]
Error in m-ism/dio.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/dio/dio.def
Error loading p1
    

Specifiy Quotes

 January 03, 2012, 09:23:06 am View in topic context
 Posted by omega941  in Specifiy Quotes (Started by omega941 January 03, 2012, 09:23:06 am
 Board: M.U.G.E.N Development Help

Just learned how do quotes only issue i'm having is specifying them for specific characters, Eg: Guy A say specific thing to Guy B when he beats him. I looked at PotS' characters for clarification but i got nothing. :???:
    

Montana's Midler

 December 27, 2011, 01:29:56 am View in topic context
 Posted by omega941  in Montana's Midler (Started by omega941 December 27, 2011, 01:29:56 am
 Board: M.U.G.E.N Configuration Help

Error message: Invalid format specifier in "hit = %d |p2 = %d | |7 = %d | stand10 = %D| stand11 = %d"
Error parsing [state debug]
Error in [Statedef -3]
Error in -2.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/midler/midler.def
Error loading p1

I already went and fixed the mugenversion but this appeared when i went to try her again in 1.0
    

Re: Looking for Help

 December 23, 2011, 02:11:39 am View in topic context
 Posted by omega941  in Looking for Help (Started by omega941 December 20, 2011, 10:53:49 pm
 Board: M.U.G.E.N Development Help

Ok I actually did it I found a way to reverse engineer the var and create what i like to call Perfect Dio. first I changed the PalNo to [1,12]. This made every pallet regular dio and because this dio has what i needed every other command had to follow suit. So after that it was a simple task of just editing var 12 in a couple of the special and siper prompts to get the desired results.
Thank You So Much Cyanide I would have never figured it out without your help you really did me a solid dude. ;)
    

Re: Looking for Help

 December 23, 2011, 01:15:19 am View in topic context
 Posted by omega941  in Looking for Help (Started by omega941 December 20, 2011, 10:53:49 pm
 Board: M.U.G.E.N Development Help

Here's the var set for regular dio
[State -2, 3]
type = VarSet
trigger1 = PalNo = [7,12]
var(12) = 10
so does that mean that var 12 is the controlling var
    

Re: Looking for Help

 December 22, 2011, 05:13:52 am View in topic context
 Posted by omega941  in Looking for Help (Started by omega941 December 20, 2011, 10:53:49 pm
 Board: M.U.G.E.N Development Help

no change but i just discovered something interesting. When i removed vars 49 and 12 it allowed me to trigger the knife throw during the tandum however his stand doesn't actual do it he does. and when he does he also becomes his stand so i think the problem may be with the vars themselves. On a side note i've pulled the attack from the constant to see if there is something in there that might be the problem
;---------------------------------------------------------------------------
;ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒbiƒXƒ^ƒ“ƒhƒ‚[ƒhji’nãj
[Statedef 3050]
type = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 3050
velset = 0,0
sprpriority = 2

[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
trigger1 = root,stateno != 3200 && root,stateno != 3201 && root,stateno != 3250
var(0) = root,var(0)

[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
var(28) = root,var(28)

[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
var(42) = root,var(42)

[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
fvar(0) = root,fvar(0)

[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
fvar(1) = root,fvar(1)

[State 1100, VarSet]
type = VarSet
trigger1 = IsHelper
trigger1 = time = 0
var(2) = var(3)

[State 1100, VarSet]
type = VarAdd
trigger1 = IsHelper
trigger1 = time = 0
var(4) = 1

[State 1100, VarSet]
type = VarAdd
trigger1 = IsHelper
trigger1 = time = 0
var(13) = 1

[State 1100, VarSet]
type = VarSet
trigger1 = 1
fvar(13) = 0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1100, VarSet]
type = VarSet
trigger1 = Time = 0
var(5) = 1

[State 10000, VarSet]
type = VarAdd
triggerall = !IsHelper
triggerall = AnimElem = 4
trigger1 = var(2) >= 52
var(2) = -52
persistent = 0

[State 10000, VarSet]
type = ParentVarAdd
triggerall = IsHelper
triggerall = AnimElem = 4
trigger1 = parent,var(2) >= 52
var(2) = -52
persistent = 0

[State 2500, NotHitBy]
type = NotHitBy
triggerall = var(0) != -1
triggerall = var(0) != 2
triggerall = !IsHelper
trigger1 = AnimElemTime(5) < 0
value = SCA
ignorehitpause = 1

[State 2500, NotHitBy]
type = NotHitBy
triggerall = var(0) != -1
triggerall = var(0) != 2
triggerall = !IsHelper
trigger1 = AnimElem = 5
value = SCA
time = 11

[State 3000, Superpause]
type = SuperPause
trigger1 = AnimElem = 4
time = 30
movetime = 30
anim = -1
sound = S8000,10
pos = 0,0
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 0
persistent = 0

[State 8000, Super]
type = Helper
trigger1 = AnimElem = 4
id = 8000
name = "Super"
pos = ceil(4*const(size.xscale)),ceil(-85*const(size.yscale))
postype = P1
stateno = 8000
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
persistent = 0

[State 220, Voice]
type = PlaySnd
triggerall = var(0) != -1
triggerall = var(0) != 2
trigger1 = AnimElem = 4
value = 3000, 0
channel = 0

[State 220, Voice]
type = PlaySnd
triggerall = var(0) != -1
triggerall = var(0) != 2
trigger1 = AnimElem = 4
value = 3000, 1

[State 220, Voice]
type = PlaySnd
triggerall = var(0) != -1
triggerall = var(0) != 2
trigger1 = AnimElem = 7
value = 3000, 2

[State 810, 1]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(110*const(size.xscale)),ceil(-17*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 2]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(109*const(size.xscale)),ceil(-34*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 3]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(96*const(size.xscale)),ceil(-56*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 4]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(77*const(size.xscale)),ceil(-132*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 5]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(67*const(size.xscale)),ceil(-61*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 6]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
triggerall = !IsHelper
pos = ceil(65*const(size.xscale)),ceil(-58*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 7]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(59*const(size.xscale)),ceil(-78*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 8]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(52*const(size.xscale)),ceil(-99*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 9]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(41*const(size.xscale)),ceil(-67*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 10]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(40*const(size.xscale)),ceil(-29*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 11]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(26*const(size.xscale)),ceil(-103*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 12]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(15*const(size.xscale)),ceil(-55*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 13]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(14*const(size.xscale)),ceil(-155*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 14]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(-15*const(size.xscale)),ceil(-15*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 810, 15]
type = helper
triggerall = !IsHelper
triggerall = NumHelper(7500) < (32-var(17))
trigger1 = animelem = 7
ID = 7500
stateno = 7500
pos = ceil(-62*const(size.xscale)),ceil(-85*const(size.yscale))
ownpal = 1
pausemovetime = 99999999
persistent = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = !IsHelper
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;ƒXƒ^ƒ“ƒh—pˆ—
[State 10000, Assert]
type = AssertSpecial
trigger1 = IsHelper
flag = noshadow
ignorehitpause = 1

[State 1100, VarSet]
type = VarAdd
triggerall = IsHelper
trigger1 = var(6)
var(6) = -1

[State 10000, HitBy]
type = HitBy
triggerall = IsHelper
trigger1 = !var(6)
trigger1 = root,var(0) != 1
trigger1 = time > 48
value = SCA, NA, SA, HA, NP, SP, HP

[State 5201, 4]
type = NotHitBy
triggerall = IsHelper
triggerall = var(0) != -1
triggerall = var(0) != 2
trigger1 = root,var(0) = 1
trigger2 = var(6)
trigger3 = time <= 48
value = SCA

[State 10000, ScreenBound]
type = ScreenBound
trigger1 = IsHelper
value = 1

[State 10000, PlayerPush]
type = PlayerPush
trigger1 = IsHelper
value = 1

[State 10000, ParentVarSet]
type = ParentVarSet
triggerall = IsHelper
triggerall = !root,var(58)
trigger1 = movehit && p2movetype = H
trigger2 = projHit = 1 && p2movetype = H
var(58) = 1
ignorehitpause = 1

[State 10000, ParentVarAdd]
type = ParentVarAdd
triggerall = IsHelper
trigger1 = movehit
var(42) = 1
ignorehitpause = 1

[State 10000, ParentVarAdd]
type = ParentVarAdd
triggerall = IsHelper
triggerall = parent,var(28) >= 1
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 10000, ParentVarAdd]
type = ParentVarSet
triggerall = IsHelper
triggerall = random = [0,800]
triggerall = !parent,var(28)
trigger1 = movehit
var(28) = 1
ignorehitpause = 1

[State 10000, VarAdd]
type = VarSet
triggerall = IsHelper
trigger1 = movehit
var(41) = 1
ignorehitpause = 1

[State 10000, VarAdd]
type = VarSet
triggerall = IsHelper
trigger1 = moveguarded
var(41) = 2
ignorehitpause = 1

[State 10000, VarAdd]
type = VarSet
triggerall = IsHelper
trigger1 = time = 1
var(41) = 0
ignorehitpause = 1

[State 10000, VarSet]
type = ParentVarSet
triggerall = IsHelper
trigger1 = movehit
var(29) = 0
ignorehitpause = 1

[State -2, MoveContact]
type = MoveHitReset
triggerall = IsHelper
trigger1 = MoveContact
ignorehitpause = 1

[State 10000, HitOverRide]
type = HitOverRide
trigger1 = IsHelper
slot = 0
stateno = 12200
attr = SCA, NA, SA, HA, NP, SP, HP
time = -1

[State 2600, ChangeState]
type = changeanim
triggerall = IsHelper
triggerall = !NumHelper(8000)
trigger1 = parent,var(36) = 1
trigger2 = parent,var(0) = -1
trigger3 = parent,var(0) = 2
value = anim
elem = AnimElemNo(0)-!AnimElemTime(AnimElemNo(0))
persistent = 1

[State 2600, posfreeze]
type = posfreeze
triggerall = IsHelper
triggerall = !NumHelper(8000)
trigger1 = parent,var(36) = 1
trigger2 = parent,var(0) = -1
trigger3 = parent,var(0) = 2

[State 2600, ChangeState]
type = ParentVarSet
triggerall = !NumHelper(8000)
trigger1 = IsHelper
trigger1 = parent,fvar(12) > 0 || parent,movetype != I
var(36) = 1

[State 10000, StateTypeSet]
type = StateTypeSet
triggerall = IsHelper
trigger1 = root,statetype = S
statetype = S
ignorehitpause = 1

[State 10000, StateTypeSet]
type = StateTypeSet
triggerall = IsHelper
trigger1 = root,statetype = C
statetype = C
ignorehitpause = 1

[State 10000, StateTypeSet]
type = StateTypeSet
triggerall = IsHelper
trigger1 = root,statetype = A
statetype = A
ignorehitpause = 1

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
trigger1 = root,movetype = H
value = 12300

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 300 || var(10) = 500
trigger1 = var(3) = 5100 || var(3) = 5900
value = 511
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 300 || var(10) = 500
trigger1 = var(3) = 5200
trigger2 = var(10) = 311 || var(10) = 511
trigger2 = var(3) = 5200 || var(3) = 5900
trigger3 = var(10) = 311
trigger3 = var(11) = 300
trigger3 = var(3) = 3201 || var(3) = 3901
value = 521
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 311
trigger1 = var(11) = 300
trigger1 = var(3) = 3202 || var(3) = 3902
value = 501
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 300 || var(10) = 500 || var(10) = 511
trigger1 = var(3) = 3200 || var(3) = 3201 || var(3) = 3202 || var(3) = 3900 || var(3) = 3901 || var(3) = 3902
trigger2 = var(10) = 311
trigger2 = var(11) = 300
trigger2 = var(3) = 3200 || var(3) = 3900
trigger3 = var(10) = 311
trigger3 = var(11) = 301
trigger3 = var(3) = 3200 || var(3) = 3201 || var(3) = 3202 || var(3) = 3900 || var(3) = 3901 || var(3) = 3902
trigger4 = var(10) = 311
trigger4 = var(11) = 500
trigger4 = var(3) = 3201 || var(3) = 3202 || var(3) = 3901 || var(3) = 3902
trigger5 = var(10) = 301
trigger5 = var(3) = 3000 || var(3) = 5000
value = 321
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 300
trigger1 = var(3) = 3000 || var(3) = 5000
value = 301
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 311
trigger1 = var(11) = 301
trigger1 = var(3) = 3100 || var(3) = 3300 || var(3) = 3900 || var(3) = 3901 || var(3) = 3902 || var(3) = 5100 || var(3) = 5900
value = 312
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = var(10) = 300 || var(10) = 500
trigger1 = var(3) = 3100 || var(3) = 3300 || var(3) = 3900 || var(3) = 3901 || var(3) = 3902
trigger2 = var(10) = 301
trigger2 = var(3) = 3100 || var(3) = 3300 || var(3) = 3900 || var(3) = 3901 || var(3) = 3902 || var(3) = 5100 || var(3) = 5900
value = 311
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = floor(var(3)*.1) = 1050
trigger2 = floor(var(3)*.1) = 1150
value = floor(var(3)*.1)
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = roundstate = 2
triggerall = animtime = 0
trigger1 = floor(var(3)*.1) = 3050
value = ifelse((power>=1000||root,var(2)>=52)&&root,var(12),3050,1050)
ignorehitpause = 0

[State 10000, VarSet]
type = VarSet
triggerall = IsHelper
triggerall = !var(9)
triggerall = animtime = 0
trigger1 = var(10) = 300
trigger2 = var(10) = 310
trigger3 = var(10) = 320
trigger4 = var(10) = 330
trigger5 = var(10) = 500
trigger6 = var(10) = 510
trigger7 = var(10) = 520
trigger8 = var(10) = 301
trigger9 = var(10) = 311
trigger10 = var(10) = 511
var(9) = 1
ignorehitpause = 1

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = var(3)
triggerall = roundstate = 2
triggerall = var(9) = 1
trigger1 = AnimTime = 0
value = var(10)
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
triggerall = var(3)
triggerall = roundstate = 2
trigger1 = animtime = 0
value = ifelse(var(3)=3900||var(3)=3901||var(3)=3902||var(3)=5900,floor((var(3)-900)*.1),floor(var(3)*.1))
ignorehitpause = 0

[State 10000, ChangeState]
type = ChangeState
triggerall = IsHelper
triggerall = time > 1
triggerall = !var(24)
trigger1 = AnimTime = 0
trigger2 = !root,var(59) && root,command = "a"
trigger2 = !NumHelper(8000) && !NumHelper(8001) && !root,NumHelper(8000) && !root,NumHelper(8001)
value = ifelse(root,command="ƒXƒ^ƒ“ƒhoŒ»UŒ‚",10840,10000)
    

Re: Looking for Help

 December 22, 2011, 01:55:18 am View in topic context
 Posted by omega941  in Looking for Help (Started by omega941 December 20, 2011, 10:53:49 pm
 Board: M.U.G.E.N Development Help

So does the exclamation mean that the var is active  I have an older version that can perform the tandum knife throw in shadow dio mode so maybe there is something in this that will give us a better explanation I messed around with that var but i got nothing, anyway here's the prompt from the older version i found...
;---------------------------------------------------------------------------
;ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒbiƒXƒ^ƒ“ƒhƒ‚[ƒhji’nãj
[State -1, Taunt]
type = ChangeState
value = 3050
triggerall = !var(59)
triggerall = var(49)
triggerall = !var(24)
triggerall = var(12) || (!var(12) && var(0))
triggerall = (power >= 1000 && var(0) != 1) || (var(0) = 1 && var(2) >= 52)
triggerall = roundstate = 2
triggerall = command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb1" || command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb2" || command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb3" || (var(26)&2**15) || (var(26)&2**16) || (var(26)&2**17)
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl || (stateno = 100 && time >= 4) || stateno = 101 || (stateno = 105 && time >= 4)
trigger2 = StateNo = 195
trigger3 = StateNo = 300
trigger4 = StateNo = 301
trigger5 = StateNo = 310 && prevstateno != [100,105]
trigger6 = StateNo = 311
trigger7 = StateNo = 320 && prevstateno != [100,105]
trigger8 = StateNo = 330
trigger9 = StateNo = 500
trigger10 = StateNo = 501
trigger11 = StateNo = 510
trigger12 = StateNo = 511
trigger13 = StateNo = 520 && prevstateno = [100,105]
trigger14 = StateNo = 521
trigger15 = StateNo = 5201
ignorehitpause = 0
    

Re: Looking for Help

 December 21, 2011, 06:45:34 pm View in topic context
 Posted by omega941  in Looking for Help (Started by omega941 December 20, 2011, 10:53:49 pm
 Board: M.U.G.E.N Development Help

Knife throw
;ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒbiƒXƒ^ƒ“ƒhƒ‚[ƒhji’nãj
[State -1, Taunt]
type = ChangeState
value = 3050
triggerall = !var(59)
triggerall = var(49)
triggerall = !var(24)
triggerall = var(12) || (!var(12) && var(0))
triggerall = (power >= 1000 && !var(0)) || (var(0) = 1 && var(2) >= 52) || (var(0) = 3 && var(2) >= 52)
triggerall = roundstate = 2
triggerall = command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb1" || command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb2" || command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb3" || (var(26)&2**15) || (var(26)&2**16) || (var(26)&2**17)
triggerall = statetype != A
triggerall = NumHelper(10000)
triggerall = Helper(10000),stateno != 10840
trigger1 = ctrl || stateno = 40 || (stateno = 100 && time >= 4) || stateno = 101 || (stateno = 105 && time >= 4)
trigger2 = StateNo = 195
trigger3 = StateNo = 300
trigger4 = StateNo = 301
trigger5 = StateNo = 310 && prevstateno != [100,105]
trigger6 = StateNo = 311
trigger7 = StateNo = 320 && prevstateno != [100,105]
trigger8 = StateNo = 330
trigger9 = StateNo = 500
trigger10 = StateNo = 501
trigger11 = StateNo = 510
trigger12 = StateNo = 511
trigger13 = StateNo = 520 && prevstateno = [100,105]
trigger14 = StateNo = 521
trigger15 = StateNo = 5201
ignorehitpause = 0

Punishment
[State -1, Taunt]
type = ChangeState
value = 3500
triggerall = !var(59)
triggerall = !var(49)
triggerall = var(08) = [0,1]
triggerall = !var(24)
triggerall = !var(12)
triggerall = !var(0)
triggerall = roundstate = 2
triggerall = command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb1" || command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb2" || command = "ƒ`ƒFƒbƒNƒƒCƒg‚¾ƒb3" || (var(26)&2**15) || (var(26)&2**16) || (var(26)&2**17)
triggerall = statetype != A
triggerall = power >= 1000
trigger1 = ctrl || stateno = 40 || (stateno = 100 && time >= 4) || stateno = 101 || (stateno = 105 && time >= 4)
trigger2 = StateNo = 195
trigger3 = StateNo = 200
trigger4 = StateNo = 210
trigger5 = StateNo = 220
trigger6 = StateNo = 400
trigger7 = StateNo = 410
trigger8 = StateNo = 420
trigger9 = StateNo = 5201
ignorehitpause = 0

[State -1, Taunt]
type = ChangeState
value = 3500
triggerall = !var(59)
triggerall = !var(49)
triggerall = !var(9)
triggerall = !var(24)
triggerall = !var(0)
triggerall = roundstate = 2
triggerall = NumHelper(10000)
triggerall = helper(10000),stateno = 13500
triggerall = statetype != A
trigger1 = StateNo = 195
trigger2 = StateNo = 200
trigger3 = StateNo = 210
trigger4 = StateNo = 220
trigger5 = StateNo = 400
trigger6 = StateNo = 410
trigger7 = StateNo = 420
ignorehitpause = 0


There they are.