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KamiyaKasshinRyu

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Messages by KamiyaKasshinRyu

    

Re: First Attack

 January 25, 2009, 03:22:00 am View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

Yep...Im pretty sure I have only two explods for First Attack.
One is for P1 and 1 for P2.
Its true that when player 2 do a first attack,explod for P1 and P2 appear.

well first off var(99) is not a variable number that can be used, 0-59 are the ONLY var numbers you can use.

Oh...im using Var 59...
    

Re: First Attack

 January 24, 2009, 09:10:39 pm View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

Hey! It Really Works.
I haven't try the other two.
Thank you very much.  :)

Im a little bit wrong.
I change it to:
[mcode][State -2, VarSet]
type = VarSet
triggerall = var(59) = 0
trigger1 = movetype = A && movehit
v = 59
value = 1[/mcode]
Now it works but have some problem:
When I play as the P1...it works perfect.The First attack explod for P1 is just right.
But when I play as the P2...it doesnt work just right because the first attack explod for P1 and P2 both appears when P2 do a first attack.
Help... ???
What do I have to do with this:
[mcode][State -2, First Attack ]
type = Explod
triggerall = var(59) = 1
triggerall = life = lifemax
trigger1 = teamside = 1
trigger1 = numexplod(88) = 0
id = 88
anim = 50
pos = 0,60
postype = left
facing = 1
removetime = -2
bindtime = -1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State -2, First Attack ]
type = Explod
triggerall = var(59) = 1
triggerall = life = lifemax
trigger1 = numexplod(88) = 0
trigger1 = teamside = 2
id = 88
anim = 55
pos = 0,60
postype = right
facing = 1
removetime = -2
bindtime = -1
sprpriority = -1
ownpal = 1
scale = .5,.5[/mcode]
How do I make "First Attack Explod" appear just right.
Thanks. :)
    

Not FullLife

 January 24, 2009, 07:34:44 pm View in topic context
 Posted by KamiyaKasshinRyu  in Not FullLife (Started by KamiyaKasshinRyu January 24, 2009, 07:34:44 pm
 Board: M.U.G.E.N Development Help

How do you state that your life is not max?
    

Re: Synthasite

 January 23, 2009, 01:33:46 am View in topic context
 Posted by KamiyaKasshinRyu  in Synthasite (Started by KamiyaKasshinRyu January 04, 2009, 04:47:59 am
 Board: Off-Topic Help

I already like synthasite.
Anyway, What about the "different host"?
Thanks.
    

Re: First Attack

 January 22, 2009, 04:13:10 pm View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

Hey! It Really Works.
I haven't try the other two.
Thank you very much.  :)
    

Re: First Attack

 January 22, 2009, 04:04:53 am View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

In statedef -2, add a varset with the following triggers
triggerall = var(XXX) = 0
trigger1 = movehit
trigger2 = movetype = H
(where var(XXX) is the variable you want to use)
sets the variable you want to use to 1.
Then, add the creation of an explod that triggers when the variable is 1.
Then, when the explod is displayed and the variable is 1, set the variable to 2.


Okay I'll go try this one first befor the other two.  :)
Thanks bro.


    

First Attack

 January 21, 2009, 12:24:59 pm View in topic context
 Posted by KamiyaKasshinRyu  in First Attack (Started by KamiyaKasshinRyu January 21, 2009, 12:24:59 pm
 Board: M.U.G.E.N Development Help

I like this feature 'cause its from Capcom.(I guess)
How do you make a First Attack and then display a explod that indicates First Attack?
    

Re: Many KO sound

 January 14, 2009, 05:29:09 am View in topic context
 Posted by KamiyaKasshinRyu  in Many KO sound (Started by KamiyaKasshinRyu January 14, 2009, 03:49:56 am
 Board: M.U.G.E.N Development Help

u better combine that with !alive and other triggers because maybe the char is with 0 if life but still not dead (like getting hit during a ranbu kind of move where the last hit is the killer one)
Oh! Why dont that thing come in my mind. !alive is much better. Thank you.

Just remember not to use 11,0. 11,0 will be played unless you specify it to be off. Easier to leave it out and not make use of it anyway.
Oh! Why dont that thing come in my mind.I should use 99,0 rather than 11,0.Thank you.

Everyone everything is Okay.  :o
Thanks for those help.

 :)
    

Re: Many KO sound

 January 14, 2009, 04:36:46 am View in topic context
 Posted by KamiyaKasshinRyu  in Many KO sound (Started by KamiyaKasshinRyu January 14, 2009, 03:49:56 am
 Board: M.U.G.E.N Development Help

Oh Ok.
Wait have some few questions.
*The helper should be invisible right?
*the right trigger is Lifemax = 0 or Life = 0?
*I should use AssertSpecial with the flag of  - nokosnd?
Thanks.
    

Re: Many KO sound

 January 14, 2009, 04:20:38 am View in topic context
 Posted by KamiyaKasshinRyu  in Many KO sound (Started by KamiyaKasshinRyu January 14, 2009, 03:49:56 am
 Board: M.U.G.E.N Development Help

Where do I change it? In common1.cns?
Because maybe I can't find any Playsnd that have the value of 11,0...?
Ony this:
[mcode][State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)[/mcode]
and this:
[mcode][State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)[/mcode]
    

Re: Many KO sound

 January 14, 2009, 04:10:05 am View in topic context
 Posted by KamiyaKasshinRyu  in Many KO sound (Started by KamiyaKasshinRyu January 14, 2009, 03:49:56 am
 Board: M.U.G.E.N Development Help

Oops sorry.
What I mean is to have different KO sounds.
It will be like this.
[mcode][State -3, ****]
type = PlaySnd
triggerall = time = 0
trigger1 = stateno = (KO?)
value = 11, Random%9
channel = 0[/mcode]

Thanks.
    

Many KO sound

 January 14, 2009, 03:49:56 am View in topic context
 Posted by KamiyaKasshinRyu  in Many KO sound (Started by KamiyaKasshinRyu January 14, 2009, 03:49:56 am
 Board: M.U.G.E.N Development Help

The KO sound is 11, 0 right?
How you make it many?
Like (11,1) or (11,2) ...?
Because I can't find where is the Playsnd with the value of 11, 0.
    

Re: HELPER and ROOT

 January 11, 2009, 10:32:53 am View in topic context
 Posted by KamiyaKasshinRyu  in HELPER and ROOT (Started by KamiyaKasshinRyu January 11, 2009, 10:05:24 am
 Board: M.U.G.E.N Development Help

Oh! Okay.
The "root" is the Player himself and we can say in other words,its like the "Parent of all the helpers".
Okay thanks.
My mind now in peace.
Thank you.
    

HELPER and ROOT

 January 11, 2009, 10:05:24 am View in topic context
 Posted by KamiyaKasshinRyu  in HELPER and ROOT (Started by KamiyaKasshinRyu January 11, 2009, 10:05:24 am
 Board: M.U.G.E.N Development Help

What is the difference of HELPER and ROOT?
Does the root is the helper of a HELPER?
Thanks.
    

Fullscreen Or Not

 January 09, 2009, 05:33:15 pm View in topic context
 Posted by KamiyaKasshinRyu  in Fullscreen Or Not (Started by KamiyaKasshinRyu January 09, 2009, 05:33:15 pm
 Board: Off-Topic Help

Heyo
In playing MUGEN,what do you most prefer, to use fullscreen or not? and Why?
 :D
    

Synthasite

 January 04, 2009, 04:47:59 am View in topic context
 Posted by KamiyaKasshinRyu  in Synthasite (Started by KamiyaKasshinRyu January 04, 2009, 04:47:59 am
 Board: Off-Topic Help

Hiyo.
Is there a way to use your own layouts for your synthasite website?
Thanks.
    

Re: Long WinPose

 January 01, 2009, 09:11:04 am View in topic context
 Posted by KamiyaKasshinRyu  in Long WinPose (Started by KamiyaKasshinRyu January 01, 2009, 05:57:02 am
 Board: M.U.G.E.N Development Help

[mcode][State ***, Pose]
type = AssertSpecial
trigger1 = 1
flag = roundnotover[/mcode]

 [mcode]- roundnotover

      Tells MUGEN that the character is currently performing his win

      pose. Must be asserted on every tick while the win pose is being

      performed.[/mcode]

Yey.Found it.
Seems that it can also use to other things like intros.
Thanks a lot for help.
    

Long WinPose

 January 01, 2009, 05:57:02 am View in topic context
 Posted by KamiyaKasshinRyu  in Long WinPose (Started by KamiyaKasshinRyu January 01, 2009, 05:57:02 am
 Board: M.U.G.E.N Development Help

How do you make your winpose have enough time to finish the animation?
Because when my character going to a winpose,even he isnt finish, the game automatically goes to next Level even I dont press any button?
Thanks.
    

Re: Helper's Explod or Helper

 December 30, 2008, 06:19:39 am View in topic context
 Posted by KamiyaKasshinRyu  in Helper's Explod or Helper (Started by KamiyaKasshinRyu December 30, 2008, 06:03:58 am
 Board: M.U.G.E.N Development Help

try using ignorehitpause=1

Oops...Yey!!! that [mcode]ignorehitpause=1[/mcode] works.
It works.
I just dont seem to undertand that much.
I just understand about it is that it ignores hit pauses.
Thank you very much for help.
    

Re: Another Photo-sharing website?

 December 30, 2008, 06:08:56 am View in topic context
 Posted by KamiyaKasshinRyu  in Another Photo-sharing website? (Started by fer619 December 13, 2008, 12:07:16 am
 Board: Off-Topic Help

www.Mediafire.com
Mediafire use to host and store your files including images.
You can store your images here and also you can display them.