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Messages by kusu

    

Re: Does this thing exist?/who is the author?/etc. thread.

 June 06, 2013, 02:14:43 am View in topic context
 Posted by kusu  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: HLoader victory screen

 January 17, 2013, 08:41:02 am View in topic context
 Posted by kusu  in HLoader victory screen (Started by kusu January 17, 2013, 04:26:06 am
 Board: M.U.G.E.N Configuration Help

I saw kim kaphwan's winner screen at the fightfx.sff
i saw some updates in this forum where there are additional victory screens like kusanagi and chizuru&maki
i want to know how can my chars show their victory screens in the game i already edited their sff's i don't know what to put in thier constant's thanks in advance
    

HLoader victory screen

 January 17, 2013, 04:26:06 am View in topic context
 Posted by kusu  in HLoader victory screen (Started by kusu January 17, 2013, 04:26:06 am
 Board: M.U.G.E.N Configuration Help

can you help me out on editing the victory screen it doesn't appear here's the code
Code:
[Victory Screen]
enabled = 1
time = 650
fadein.time = 20
fadeout.time = 10
p1.offset = 0,-480
p1.spr = 9000,1
p1.scale = 0.5,0.5
p1.facing = 1
p1.name.offset = 315,379
p1.name.font = 7,0,1
winquote.text = ""
winquote.offset = 5,425
winquote.font = 8,0,1
winquote.textwrap = pt

; -------------------------------------------------------------------

;[VictoryBGdef]
;spr = winner.sff

;[VictoryBG background]
;type  = normal
;spriteno = 0,0
;start = 0,0

;[VictoryBG winner]
;type  = normal
;spriteno = 3,0
;start = 0,0
;mask = 1

;[VictoryBG stage]
;type  = anim
;actionno = 20
;start = 0,0
;layerno = 1

;[Begin Action 20]
;1,13,0,0,8
;1,12,0,0,2
;1,11,0,0,2
;1,10,0,0,2
;1,9,0,0,2
;1,8,0,0,2
;1,7,0,0,2
;1,6,0,0,2
;1,5,0,0,2
;1,4,0,0,2
;1,3,0,0,2
;1,2,0,0,2
;1,1,0,0,2
;1,0,0,0,20
;1,14,0,0,2
;1,15,0,0,2
;1,16,0,0,2
;1,17,0,0,2
;1,18,0,0,2
;1,19,0,0,2
;1,20,0,0,2
;1,21,0,0,2
;1,22,0,0,2
;1,23,0,0,2
;1,24,0,0,2
;1,25,0,0,2
;1,13,0,0,8
;1,26,0,0,2
;1,27,0,0,2
;1,28,0,0,2
;1,29,0,0,2
;1,30,0,0,2
;1,31,0,0,2
;1,32,0,0,2
;1,33,0,0,2
;1,34,0,0,2
;1,35,0,0,15
;2,2,0,0,1
;2,3,0,0,1
;2,4,0,0,1
;2,5,0,0,1
;2,6,0,0,1
;2,7,0,0,1
;2,8,0,0,1
;2,9,0,0,1
;2,10,0,0,1
;2,11,0,0,1
;2,12,0,0,1
;2,13,0,0,1
;2,14,0,0,1
;2,15,0,0,1
;2,16,0,0,1
;2,17,0,0,1
;2,18,0,0,1
;2,19,0,0,1
;2,20,0,0,1
;2,21,0,0,1
;2,22,0,0,1
;2,23,0,0,1
;2,24,0,0,1
;2,25,0,0,1
;2,26,0,0,1
;2,27,0,0,1
;2,28,0,0,1
;2,29,0,0,1
;2,30,0,0,1
;2,31,0,0,1
;2,32,0,0,1
;2,33,0,0,1
;2,34,0,0,1
;2,35,0,0,1
;2,36,0,0,1
;2,37,0,0,1
;2,38,0,0,1
;2,39,0,0,1
;2,40,0,0,1
;2,41,0,0,1
;2,42,0,0,1
;2,43,0,0,1
;2,44,0,0,1
;2,45,0,0,1
;2,46,0,0,1
;2,47,0,0,1
;2,48,0,0,1
;2,49,0,0,1
;2,50,0,0,1
;2,51,0,0,1
;2,52,0,0,1
;2,53,0,0,1
;2,54,0,0,1
;2,55,0,0,1
;2,56,0,0,1
;2,57,0,0,1
;2,58,0,0,1
;2,59,0,0,1
;2,60,0,0,1
;1,13,0,0,1,, a
;1,13,0,0,1,, AS256D128
;1,13,0,0,1,, AS246D136
;1,13,0,0,1,, AS236D144
;1,13,0,0,1,, AS226D152
;1,13,0,0,1,, AS216D160
;1,13,0,0,1,, AS206D168
;1,13,0,0,1,, AS196D176
;1,13,0,0,1,, AS186D184
;1,13,0,0,1,, AS176D192
;1,13,0,0,1,, AS166D200
;1,13,0,0,1,, AS156D208
;1,13,0,0,1,, AS146D216
;1,13,0,0,1,, AS136D224
;1,13,0,0,1,, AS126D232
;1,13,0,0,1,, AS116D240
;1,13,0,0,1,, AS96D248
;1,13,0,0,1,, AS76D256
;1,13,0,0,1,, AS56D256
;1,13,0,0,1,, AS16D256
;1,13,0,0,1,, AS0D256
;-1,-1,0,0,-1,, a
    

Re: KoopaKoot's WIP thread December Contest & the 5th Nightmare

 December 22, 2012, 12:48:40 am View in topic context
 Posted by kusu  in KoopaKoot's WIP thread of..huh? Vans!? (Started by Koop November 19, 2012, 01:44:42 pm
 Board: Projects

can i still vote???
btw i've been searching for sir koopakoot's work...
i have a question are you going to release chars that has 2002 UM effects??
    

KYO_WLS 2002 Palettes

 December 20, 2012, 06:20:03 am View in topic context
 Posted by kusu  in KYO_WLS 2002 Palettes (Started by kusu December 20, 2012, 06:20:03 am
 Board: Edits & Addons 1.0+

    

Re: Char problem

 December 20, 2012, 03:03:27 am View in topic context
 Posted by kusu  in Char problem (Started by kusu December 15, 2012, 12:14:54 pm
 Board: M.U.G.E.N Configuration Help

ok thanks for the help...
xD
    

Re: Char problem

 December 17, 2012, 04:27:39 am View in topic context
 Posted by kusu  in Char problem (Started by kusu December 15, 2012, 12:14:54 pm
 Board: M.U.G.E.N Configuration Help

yep oh  im using Mugen 1.0
it also happened in Jin's krauser and Angel
but the fix i've done was i save the SFF file as a new one
too bad i can't find any download link for Rugal he is the latest one with intro for krauser and has 2002 um effects
    

Char problem

 December 15, 2012, 12:14:54 pm View in topic context
 Posted by kusu  in Char problem (Started by kusu December 15, 2012, 12:14:54 pm
 Board: M.U.G.E.N Configuration Help

i have this Rugal bernstein by Jin i just changed his portrait and then i can't use normal attacks like LP,HP,LK,HK
but i can use his skills and HSDM how can i solve this problem???
thx in advance :D


    

Re: The King Of Fighters Anthology

 November 16, 2012, 07:53:31 am View in topic context
 Posted by kusu  in The King Of Fighters Anthology (Started by duracelleur July 04, 2011, 06:35:30 am
 Board: Your Releases, Mugen 1.0 +

do you have a portrait for Kyo 98 and XI???
also Kyo 1 and 2 and Another Kyo(maximum impact)
and you also forgot smart chang sorry for the request xD
im not good in photoshop
i really like your SP is it ok if im going to use it for my own roster xD
all KOF originals from 94-XIII
thx in advance :D
    

char BG effect

 March 28, 2011, 02:37:46 am View in topic context
 Posted by kusu  in char BG effect (Started by kusu March 28, 2011, 02:37:46 am
 Board: M.U.G.E.N Configuration Help

can you teach me how to remove this effect??
Spoiler, click to toggle visibilty
    

2002 UM helper winner

 March 25, 2011, 08:10:00 am View in topic context
 Posted by kusu  in 2002 UM helper winner (Started by kusu March 25, 2011, 08:10:00 am
 Board: M.U.G.E.N Development Help

can you help me config jhun's winner helper it's not appearing after winning a match thx
[mcode];================================================================================
;               Codigos de Jhun XI - parte 1: Constantes principales
;================================================================================


[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 0
guard.sparkno = 0
KO.echo = 0
volume = 100
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,1    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3      ;Walk forward
walk.back = -3     ;Walk backward
run.fwd  = 6.25    ;Run forward (x, y)
run.back = -8,-6 ;Hop backward (x, y)
jump.neu = 0,-10    ;Neutral jumping velocity (x, y)
jump.back = -3.25    ;Jump back Speed (x, y)
jump.fwd = 3       ;Jump forward Speed (x, y)
runjump.back = -5,-10.5 ;Running jump speeds (opt)
runjump.fwd = 4.75,-10.5      ;.
airjump.neu = 0,-8.2      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .58         ;Vertical acceleration
stand.friction = .8  ;Friction coefficient when standing
crouch.friction = .8 ;Friction coefficient when crouching
;-------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 40, 3]
type = VarSet
trigger1 = command = "longjump" && command != "!longjump" && (command = "holdfwd" || command = "holdback")
trigger2 = prevstateno = 101 && command = "holdfwd"
var(5) = 1

[State 40, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 9]
type = ChangeState
trigger1 = AnimTime = 0 && command != "holdup"
value = 950
ctrl = 1

[State 40, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = VelSet
trigger1 = Time = 0 && Var(5)
x = IfElse(vel x = 0,0,IfElse(vel x < 0,-5,6))

[State 50, 3]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 4]
type = AfterImage
trigger1 = Time = 0 && Var(5) && Vel X != 0
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1

; Short jump
[Statedef 950]
type = A
movetype = I
physics = A
anim = 950

[State 950, 1]
type = VelSet
trigger1 = Time = 0
x = IfElse(vel x = 0,0,IfElse(vel x < 0,-3.1,3.4))
y = -6.5

[State 950, 2]
type = VelSet
trigger1 = Time = 0 && Var(5)
x = IfElse(vel x = 0,0,IfElse(vel x < 0,-5,5))

[State 950, 3]
type = AfterImage
trigger1 = Time = 0 && Var(5) && Vel X != 0
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 0,0,0
palcontrast = 128,128,128
palmul = 1,1,1

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 52

; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 1
anim = 47
velset = 0,0
facep2 = 1

[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----RUN
[Statedef 100]
type = S
movetype = I
physics = S
anim = 100
velset = 0
ctrl = 0

[State 100, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 101

[Statedef 101]
type = S
movetype = I
physics = S
anim = 101
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,3
loop = 1
channel = 1

[State 101, 3]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, 5.1]
type = ChangeState
triggerall = var(9) = 0
trigger1 = time >= 9
trigger1 = command != "holdfwd"
value = 102

[State 100, 5.2]
type = ChangeState
trigger1 = var(9) = 1
trigger1 = time >= 9
trigger1 = P2bodydist X <= 40
value = 102

[Statedef 102]
type = S
movetype = I
physics = S
anim = 102

[State 102, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1; RUN_BACK2 (land)

; RUN_BACK
[Statedef 105]
type    = A
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 1]
type = Veladd
trigger1 = Time > 0
x = .3
y = .75

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 190, varrandom]
type = VarRandom
trigger1 = time = 0
v = 8
range = 0,5

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(8) = [0,1]
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(8) = [2,3]
value = 182

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(8) = [4,5]
value = 183
;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, end]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 181, 0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, end]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 182,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 181, end]
type = AssertSpecial
trigger1 = time < 200
flag = RoundNotOver

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 182,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, turn]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = roundno > 1
trigger1 = RoundsExisted > 0
value = 199

[State 5900, turn]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = roundno > 1
trigger1 = RoundsExisted = 0
value = 187

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundno = 1
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundno = 1
fvalue = 0

[State 5900, 3] ;Intro
type = ChangeState
trigger1 = roundno = 1
value = 190

;-------------- Turn team taunt if won before
[Statedef 199]
type = S
movetype = I
physics = N
anim = 0
velset = 0,0
ctrl = 0

[State 187,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 180, 2]
type = ChangeState
triggerall = time = 45
trigger1 = p2name = "Kim Kaphwan" || p4name = "Kim Kaphwan"
trigger2 = p2name = "Kim Kaph Hwan" || p4name = "Kim Kaph Hwan"
trigger3 = p2name = "Kim" || p4name = "Kim"
value = 192

[State 180, 2]
type = ChangeState
triggerall = time = 45
trigger1 = p2name = "Choi Bounge" || p4name = "Choi Bounge"
trigger2 = p2name = "Choi" || p4name = "Choi"
value = 193

[State 5900, ] ;Intro
type = ChangeState
trigger1 = time = 45
value = 196

;--------------Turn team jump intro (inspired fom Sander's coding)
[Statedef 187]
type = S
movetype = I
physics = N
anim = 999
velset = 0,0
ctrl = 0

[State 187,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 5900, ] ;Intro
type = ChangeState
trigger1 = animtime = 0
value = 188

[Statedef 188]
type = A
movetype = I
physics = N
anim = 950
velset = 4.8,-1
ctrl = 0

[State 189,]
type = screenbound
trigger1 = 1
value = 0

[State 189,]
type = posadd
trigger1 = time = 0
y = -70
x = -100

[State 189,]
type = veladd
trigger1 = 1
y = .4

[State 189,]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 189,]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 189

[Statedef 189]
type = S
movetype = I
physics = N
anim = 47
velset = 0,0
ctrl = 0

[State 197, 1]
type = posset
trigger1 = time = 0
y = 0

[State 197, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,2

[State 197, AS]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, 3]
type = ChangeState
trigger1 = animtime = 0
value = 190


; Introduction

[Statedef 190]
type = S

[State 180, 2]
type = ChangeState
triggerall = Time = 0
trigger1 = p2name = "Kim Kaphwan" || p4name = "Kim Kaphwan"
trigger2 = p2name = "Kim Kaph Hwan" || p4name = "Kim Kaph Hwan"
trigger3 = p2name = "Kim" || p4name = "Kim"
value = 192

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
value = 191

[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,1

[State 190, varrandom]
type = VarRandom
trigger1 = time = 0
v = 8
range = 0,1

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 191,0

[State 1100, dm spark]
type = Explod
trigger1 = AnimElem = 16
anim = 194
ID = 194
postype = p1
pos = -30,-97
bindtime = 1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 14
value = 4,1

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 17
value = 192,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------TAUNT
[Statedef 195]
type = S
physics = S
anim = 195
ctrl = 0

[State 195, ctrl]
type = Ctrlset
trigger1 = time = 35
value = 1

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 196]
type = S
ctrl = 0
anim = 195
velset = 0,0

[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 195

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 195,0

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;------------------------------------------------------------------------
;----------------------------------DODGES--------------------------------
;------------------------------------------------------------------------
;--------KOF98 forward
[Statedef 361]
type = S
physics = S
anim = 361
sprpriority = -1
poweradd = 0
velset = 0,0
ctrl = 0

[State 360, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 350, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 350,0

[State 350, hit]
type = HitBy
trigger1 = 1
value =  , AT

[State 350, hit]
type = NotHitBy
trigger1 = 1
value = , AA, AP

[State 350, snd]
type = Poweradd
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = AnimElem = 1
value = -1000

[State 9520, 51]
type = EnvColor
trigger1 = animelem = 1
trigger1 = prevstateno = 150 || prevstateno = 151
value = 200,200,200
time = 3

[State 705, 1]
type = velset
trigger1 = Time = [9,25]
x = 5

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------KOF98 backward
[Statedef 360]
type = S
physics = S
anim = 360
poweradd = 0
sprpriority = -1
velset = 0,0
ctrl = 0

[State 360, push]
type = PlayerPush
trigger1 = 1
value = 0

[State 350, hit]
type = HitBy
trigger1 = 1
value =  , AT

[State 350, hit]
type = NotHitBy
trigger1 = 1
value = , AA, AP

[State 350, snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 350,0

[State 350, snd]
type = Poweradd
trigger1 = prevstateno = 150 || prevstateno = 151
trigger1 = AnimElem = 1
value = -1000

[State 9520, 51]
type = EnvColor
trigger1 = animelem = 1
trigger1 = prevstateno = 150 || prevstateno = 151
value = 200,200,200
time = 3

[State 705, 1]
type = velset
trigger1 = Time = [9,25]
x = -5

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, DEBUG]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "Followup = %d\nCCI Jhun by David Demianoff"
params = var(6)

;-----------------------------------------
; Thanks to Sander for letting me use his Counter code!
;==================================================================================
; ------- COUNTER HIT --------
;===============================================
[State -2, COUNTER HIT1]
type = VarSet
trigger1 = enemy, movetype = A
ignorehitpause = 1
var(15) = 1

[State -2, COUNTER HIT2]
type = VarSet
trigger1 = enemy, movetype = I || var(16) >= 1
ignorehitpause = 1
var(15) = 0

[State -2, COUNTER HIT3]
type = VarSet
trigger1 = var(16) > 10 && enemy, movetype = H
ignorehitpause = 1
var(15) = 0

[State -2, COUNTER HIT4]
type = VarSet
trigger1 = (stateno != [1600,1655]) && (stateno != [1901,1910]) && (stateno != 460) && var(15) = 1 && movehit
ignorehitpause = 1
var(16) = 1

[State -2, COUNTER HIT5]
type = Varadd
trigger1 = var(16) >= 1
ignorehitpause = 1
var(16) = 1

[State -2, COUNTER HIT6]
type = VarSet
trigger1 = var(16) >= 22 && movehit && stateno != 1001
trigger2 = p2movetype != H
trigger3 = movetype = H
trigger4 = var(16) >= 22 && stateno = 1002
trigger5 = var(35) > 0
ignorehitpause = 1
var(16) = 0

[State -2, COUNTER HIT7]
type = Assertspecial
trigger1 = var(16) > 0
trigger2 = var(13) > 0
trigger3 = var(24) = 1
trigger4 = var(32) > 0
trigger5 = var(35) > 0
flag = Nojugglecheck
;--------------------------

[State -2, run sound]
type = stopsnd
trigger1 = stateno != 101 && stateno != 1106
channel = 1

[State 100, 0]
type = StopSnd
trigger1 = stateno != 2301
channel = 2

[State 100, 0]
type = StopSnd
trigger1 = stateno != 310 && stateno != 311
channel = 3

[State 100, 0]
type = StopSnd
trigger1 = stateno != 310 && stateno != 311
channel = 4

[State -2,]
type = Varset
trigger1 = projhit1000 = 1
var(12) = 18

[State -2,]
type = VarAdd
trigger1 = var(12) != 0
trigger1 = (gametime%3) = 0
var(12) = -1

[State -2,]
type = Pause
triggerall = (gametime%3) = 0
trigger1 = var(12) = [1,13]
time = 1
movetime = 0

[State -2, sdm slow 1]
type = Varset
trigger1 = projhit3000 = 1
var(11) = 18

[State -2, sdm slow 2]
type = VarAdd
trigger1 = var(11) != 0
trigger1 = (gametime%3) = 0
var(11) = -1

[State -2, sdm slow 3]
type = Pause
triggerall = (gametime%3) = 0
trigger1 = var(11) != 0
time = 1
movetime = 0

[State -2, cheese!!!]
type = ChangeState
triggerall = prevstateno = [120,152]
;trigger1 = statetype != A
triggerall = !alive
trigger1 = enemy,hitdefattr = SCA, SA, SP, HA, HP
trigger2 = enemy,ProjHit = 1, < 20
value = 6010
ignorehitpause = 1

;--------------------------------------------------------------
[Statedef 10000]
type     = A
movetype = I
physics  = N
ctrl     = 0
anim     = 9999
sprpriority = -50

[State 181, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = noshadow

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10000
ID = 10000
pos = 0,0
postype = back
ownpal = 1
bindtime = -1
removetime = -1
supermove = 1
sprpriority = -100

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10000
ID = 10000
pos = -320,0
postype = back
ownpal = 1
bindtime = -1
removetime = -1
supermove = 1
sprpriority = -100

[State 1000,]
type = RemoveExplod
trigger1 = root,stateno != [2401,2403]
trigger2 = root,stateno = 2403
trigger2 = root,AnimElem = 14
ID = 10000

[State 800, ƒXƒe[ƒg•ύX]
type = DestroySelf
trigger1 = root,stateno != [2401,2403]
trigger2 = root,stateno = 2403
trigger2 = root,AnimElem = 14

;---------------------------------------------------------------------------------
; MAX3‰‰o—pƒwƒ‹ƒp[
; ƒpƒŠ[ƒ“

[Statedef 10001]
type     = A
movetype = I
physics  = N
juggle   = 0
ctrl     = 0
anim     = 9999
sprpriority = -50

[State 200,]
type = Posset
trigger1 = time = 0
x = 0
y = 0

[State 181, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = time = [0,6]
flag = noBG

[State 181, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = noFG
flag2 = noshadow

[State 2000]
type = Explod
trigger1 = time = 0
anim = 10001
ID = 10001
pos = 0,0
postype = back
ownpal = 1
bindtime = -1
supermove = 1
sprpriority = -100

[State 1000, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = time = 7
value = s20,4

[State 1000,]
type = RemoveExplod
trigger1 = time = 0
ID = 10000

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 8

;--------------------------[2002 UM MAX2 PORTRAIT]------------------------------
[Statedef 40003]
anim = 9999

[State 40001, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 10005
ID = 15050
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 10010
ID = 15651
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1

[State 40001, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 10015
ID = 15660
pos = 0,abs((240*var(0))-81)
postype = left  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40001, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 10015
ID = 15661
pos = 0,abs((240*var(0))-81)
postype = right  ;p2,front,back,left,right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;----------------------------------------------------------------------------
;Helper Winner
[Statedef 14000]
type = A
ctrl = 0
anim = 99999
velset = 0,0
movetype = I
physics = N
sprpriority = 7


[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible
flag3 = Nobardisplay

;Musica de fondo
[State a];
type = PlaySnd
trigger1 = time = 84
value = 14000, 0

;Voz "Winner"
[State a];
type = PlaySnd
trigger1 = time = 325
value = 14000, 1

;Que el round no termine hasta llegar a los 10 segundos
[State 181, 4]
type = AssertSpecial
trigger1 = time = [0,600]
flag = roundnotover

;Detiene la musica del stage
[state a]
type = AssertSpecial
trigger1 = time >= 32
flag = nomusic

;Con esto hace el Brillo blanco del winner
[state a]
type = varadd
trigger1 = time <= 32
trigger2 = time >= 172
trigger2 = time < 204
v = 1
value = 8

[state a]
type = varset
trigger1 = time = 32
v = 1
value = 256

[state a]
type = varset
trigger1 = time = 172
v = 1
value = -256

[state a]
type = varadd
trigger1 = time >= 108
trigger1 = time < 172
v = 1
value = -8

[State a]
type = AllPalfx
trigger1 = time <= 32
trigger2 = time >= 140
trigger2 = time < 204
time = 1
add = var(1),var(1),var(1)
invertall = 0
color = 256

;Cartel Pequeño winner
[State a]
type = Explod
trigger1 = time = 32
anim = 14000
id = 14000
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1
scale = 9999,9999

;Frase "player won the match"
[State a]
type = Explod
trigger1 = time = 64
anim = 14001
id = 14000
sprpriority = 3
postype = left
pos = 56,118
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

;Con esto desapárece los carteles de info anteriores
[state a]
type = removeexplod
trigger1 = time = 172
id = 14000

;pixel negro XD!
[State a]
type = Explod
trigger1 = time = 172
anim = 14004
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1

;1° Fondo del Winner
[State a]
type = Explod
trigger1 = time = 172
anim = 14008
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

;pixel negro XD!
[State a]
type = Explod
trigger1 = time = 172
anim = 14004
id = 14004
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1

;Quita el fondo negro
[state a]
type = removeexplod
trigger1 = time = 238
id = 14004

;Borde superior
[State a]
type = Explod
trigger1 = time = 172
anim = 14002
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

;Borde superior 2
[State a]
type = Explod
trigger1 = time = 172
anim = 14003
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

;pixel negro XD!
[State a]
type = Explod
trigger1 = time = 238
anim = 14004
sprpriority = 3
postype = left
pos = 0,42
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,192

;pixel negro XD!
[State a]
type = Explod
trigger1 = time = 238
anim = 14004
sprpriority = 3
postype = left
pos = 0,46
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,192

;pixel negro XD!
[State a]
type = Explod
trigger1 = time = 238
anim = 14004
sprpriority = 3
postype = left
pos = 0,50
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,192

;pixel negro XD!
[State a]
type = Explod
trigger1 = time = 238
anim = 14004
sprpriority = 3
postype = left
pos = 0,54
vel = 0,12
bindtime = 1
under = 0
ownpal = 1
removetime = 30
pausemovetime = 99999
supermovetime = 99999
scale = 999999,999999
ontop = 1
trans = addalpha
alpha = 255,0

;Borde inferior-1 (Superior Frase)
[State a]
type = Explod
trigger1 = time = 250
anim = 14007
id = 14007
sprpriority = 3
postype = left
pos = 0,208
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999
supermovetime = 99999
ontop = 1

;Con esta variable va a ajustar el Explod para que tenga el efecto de Apertura
[state a]
type = varadd
trigger1 = time >= 252
trigger1 = time < 259
v = 2
value = 14

[state a]
type = ModifyExplod
trigger1 = 1
ID = 14007
scale = 999999,var(2)*0.01

;Borde inferior (inferior Frase)
[State a]
type = Explod
trigger1 = time = 250
anim = 14005
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Borde inferior (inferior Frase)
[State a]
type = Explod
trigger1 = time = 250
anim = 14006
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Carte Arriba a la izquierda "Winner"
[State a]
type = Explod
trigger1 = time = 270
anim = 14009
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

; Face
[State a]
type = Explod
trigger1 = time = 270
anim = 14030
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Nombre
[State a]
type = Explod
trigger1 = time = 250
anim = 14040
sprpriority = 3
postype = left
pos = 0,0
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Otra vez usa las variables para el brillo "Blanco"
[state a]
type = varset
trigger1 = time = 269
v = 1
value = 256

[state a]
type = varadd
trigger1 = time >= 271
trigger1 = time < 335
v = 1
value = -4

[State a]
type = AllPalfx
trigger1 = time >= 269
trigger1 = time < 335
time = 1
add = var(1),var(1),var(1)
invertall = 0
color = 256

;Cursor parpadeante para el inicio de la frase...
[State a]
type = Explod
trigger1 = time = 250
anim = 14015
sprpriority = 4
postype = left
pos = 11,192
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Frase
[State a]
type = Explod
trigger1 = time = 250
trigger1 = var(5) = 0
anim = 14020
sprpriority = 3
postype = left
pos = 11,192
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Cursor
[State a]
type = Explod
trigger1 = time = 250
trigger1 = var(5) = 0
anim = 14025
sprpriority = 7
postype = left
pos = 0,-2
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;Frase
[State a]
type = Explod
trigger1 = time = 250
trigger1 = var(5) = 0
anim = 14021
sprpriority = 3
postype = left
pos = 0,188
bindtime = -1
under = -1
ownpal = 1
pausemovetime = 99999999
supermovetime = 99999999
ontop = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[state -3, stance]
type = Varset
trigger1 = movetype = H
var(7) = 0

[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 5201
value = 350,0

[State 52, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = stateno = 106
value = 0,2

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105
value = 0,4

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1 && var(5) = 0
trigger1 = stateno = 50
value = S0,0

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1 && var(5) = 0
trigger1 = stateno = 950
value = S0,5

[State -3, Jumping Sound]
type = PlaySnd
triggerall = Time = 1 && var(5) = 1
trigger1 = stateno = 50
trigger2 = stateno = 950
value = S0,1

[State -2, 4]
type = VarRandom
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
v = 4
range = 0,15

[State -2, 5]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [0,3]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,0

[State -2, 6]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [4,7]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,1

[State -2, 6]
type = PlaySnd
triggerall = Time = 1
triggerall = Var(4) = [8,11]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
value = 5000,2

[State -3, ai1]
type = Varset
triggerall = var(9) != 1
triggerall = RoundState != 3
trigger1 = command = "AI_1"
trigger2 = command = "AI_2"
trigger3 = command = "AI_3"
trigger4 = command = "AI_4"
trigger5 = command = "AI_5"
trigger6 = command = "AI_6"
trigger7 = command = "AI_7"
trigger8 = command = "AI_8"
trigger9 = command = "AI_9"
trigger10 = command = "AI_10"
var(9) = 1

[State -3, ai2]
type = Varset
trigger1 = RoundState = 3
var(9) = 0

;-----------------------------------------------------------------
[Statedef 7300]
type = A
movetype = I
physics = N
anim = 7300+root,var(25)
velset = 0, 17
ctrl = 0

[State 3020, 1]
type = AssertSpecial
trigger1 = 1
;flag = NoBG
;flag2 = NoFG
flag = noshadow
ignorehitpause = 1

[State 2000, 6];”wŒi
type = helper
trigger1 = pos y >= 0;time = 15
trigger2 = prevstateno != 2000
id = 7300
persistent = 0
name = "MAX2"
pos = 0,-508-254
postype = p1
stateno = 7300
helpertype = normal
keyctrl = 0
persistent = 0

[state a]
type = posset
trigger1 = 1
x = -160

[state a];“§‰ß
type = Trans
trigger1 = 1
trans = addalpha
alpha = 306-40, 40

[State 3020, 1]
type = RemoveExplod
triggerall = Time > 0
trigger1 = root,StateNo != [2200,2203]
trigger2 = time = 60
ID = 6022

[State 3020, 1]
type = DestroySelf
triggerall = Time > 0
trigger1 = root,StateNo != [2200,2203]
trigger2 = time = 60[/mcode]
    

Re: favor xD

 March 23, 2011, 12:21:50 am View in topic context
 Posted by kusu  in favor xD (Started by kusu March 19, 2011, 04:18:30 am
 Board: Requests

sorry bout that it's just firefox i guess coz i know i posted it in a new topic but now i am using google chrome so everything is ok now
    

Re: Goenitz by YongMing

 March 22, 2011, 12:51:54 am View in topic context
 Posted by kusu  in favor xD (Started by kusu March 19, 2011, 04:18:30 am
 Board: Requests

ok ;D
    

Re: favor xD

 March 21, 2011, 11:40:28 pm View in topic context
 Posted by kusu  in favor xD (Started by kusu March 19, 2011, 04:18:30 am
 Board: Requests

sorry i know i put this in a new topic thats wierd :???:
sorry again xD im going to repost it in a new topic again
    

Re: favor xD

 March 21, 2011, 12:23:27 am View in topic context
 Posted by kusu  in favor xD (Started by kusu March 19, 2011, 04:18:30 am
 Board: Requests

how about winmugen??
    

Re: favor xD

 March 20, 2011, 03:30:50 am View in topic context
 Posted by kusu  in favor xD (Started by kusu March 19, 2011, 04:18:30 am
 Board: Requests

thx but i need a KOF char link that has 2003 win quotes like Juke's yuri and JFCT555's shingo and kensou
    

favor xD

 March 19, 2011, 04:18:30 am View in topic context
 Posted by kusu  in favor xD (Started by kusu March 19, 2011, 04:18:30 am
 Board: Requests

I need KOF CHARS with english win quotes thx in advance
    

voice coding

 February 22, 2011, 09:58:18 am View in topic context
 Posted by kusu  in voice coding (Started by kusu February 22, 2011, 09:58:18 am
 Board: M.U.G.E.N Development Help

my ash crimson has no K.O. voice please tell me which state it is heres the code thx
[mcode][Data]
life = 1000
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 100
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 14
ground.front = 15
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3.2
walk.back = -3
run.fwd  = 7.1, 0
run.back = -9.9,-7.1
jump.neu = 0,-10.1
jump.back = -3.85
jump.fwd = 4
runjump.back = -4.55,-8.1
runjump.fwd = 5,-8.1

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .61
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
velset = 0,0
facep2 = IfElse((command = "longjump+"||command != "holdup"||command = "holddown++"||prevstateno = [10,12]),0,1)
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 7]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)>0, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, VarSet]
type = VarSet
trigger1 = command = "holdfwd+" && command != "longjump" && prevstateno != 100 && sysvar(1) != 2
sysvar(1) = 1

[State 40, VarSet]
type = VarSet
trigger1 = command = "holdback+" && command != "longjump" && prevstateno != 105 && sysvar(1) != -2
sysvar(1) = -1

[State 40, VarSet]
type = VarSet
triggerall = Time = 0 && sysvar(1) != -2
triggerall = command = "holdfwd+"
trigger1 = command = "longjump+" || prevstateno = 100
sysvar(1) = 2

[State 40, VarSet]
type = VarSet
triggerall = Time = 0 && sysvar(1) != 2
triggerall = command = "holdback+"
trigger1 = command = "longjump+" || prevstateno = 105
sysvar(1) = -2

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 47
ctrl = 1

;-----------------------
[Statedef 47]
type    = A
physics = A
velset = 0,-11.8
;ctrl = 1
;facep2 = IfElse((command = "longjump"||command != "holdup"),0,1)

[State 47, 2] ; Play sound when jumping (long)
type = PlaySnd
triggerall = Time = 0
trigger1 = sysvar(1) != -2
trigger1 = sysvar(1) != 2
value = 40,0

[State 47, 2] ; Play sound when jumping (long)
type = PlaySnd
triggerall = Time = 0
trigger1 = sysvar(1) = -2
trigger2 = sysvar(1) = 2
value = 40,1

[State 47, 2]
type = Afterimage
triggerall = Time = 0
trigger1 = sysvar(1) = -2
trigger2 = sysvar(1) = 2
time = 2
length = 7
PalBright   =   0,  0,  0
PalContrast =  250,250,250
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = command = "holdup"
y = const(velocity.jump.y)

[State 47, VelSet]
type = VelSet
triggerall = Time = 0
trigger1 = command != "holdup"
x = 0
y = const(velocity.jump.y)/1.3

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command = "holdup" && sysvar(1) = 1
x = const(velocity.jump.fwd.x)
[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command = "holdup" && sysvar(1) = -1
x = const(velocity.jump.back.x)

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command != "holdup" && sysvar(1) = 1
x = const(velocity.jump.fwd.x)*1.2
[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command != "holdup" && sysvar(1) = -1
x = const(velocity.jump.back.x)*1.2

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command = "holdup" && sysvar(1) = 2
x = const(velocity.runjump.fwd.x)

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command = "holdup" && sysvar(1) = -2
x = const(velocity.runjump.back.x)

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command != "holdup" && sysvar(1) = 2
x = const(velocity.runjump.fwd.x)*1.2

[State 47, VelSet]
type = VelSet
trigger1 = Time = 0 && command != "holdup" && sysvar(1) = -2
x = const(velocity.runjump.back.x)*1.2

[State 47, 10]
type = ChangeAnim
trigger1 = Time = 0 && command = "holdup"
value = IfElse(sysvar(1) != 0,IfElse(sysvar(1) <= -1,45,43),41)

[State 47, 11]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = command != "holdup"
value = IfElse(sysvar(1) != 0,IfElse(sysvar(1) <= -1,55,53),51)

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > 1
persistent = 0
value = Anim + 1

;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type    = A
physics = A

[State 51, 1]
type = Null
trigger1 = 1

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
velset = 0,0
;anim = 47
facep2 = IfElse(command="holddown++",0,1)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 47,1
freqmul = IfElse(sysvar(1)=2||sysvar(1)=-2,1.1,0.9)

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 47

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = MakeDust
trigger1 = Time = 0
pos = -30,-2
spacing = 1
[State 106, 4]
type = MakeDust
trigger1 = Time = 0
pos = 22,-2
spacing = 1

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1 && PrevStateNo<= 900
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = animelem = 3,>= 0
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 2]
type = ChangeState
trigger1 = Command = "holdup"
value = 40
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3,=-1 || animelem = 6 || animelem = 10
value = S100,0
volume = -100
channel = 1
freqmul = 1.4

[State 106, 4]
type = MakeDust
trigger1 = animelem = 5 || animelem = 9
pos = 12,-2
spacing = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 10
persistent = 0

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd" && time >= 7
value = 101
ctrl = 0

; RUN_Stop
[Statedef 101]
type    = S
physics = N
ctrl = 0
anim = anim+1
sprpriority = 1

[State 47, 2]
type = StopSnd
trigger1 = animelem = 1,=2
channel = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = vel x > 0
x = -1.9

[State 105, 2]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 105, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = AnimElem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 120, 4]
type = StateTypeSet
trigger1 = AnimElem = 2
physics = N
Statetype = A

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 2,>0
x = 0.4
y = 0.8

[State 47, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 105,0
persistent = 0

[State 105, 2]
type = ChangeState
trigger1 =Vel Y > 0 && Pos Y >= 0
value = 106
ctrl = 0

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = anim+1

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 47,0

[State 106, 4]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
[Statedef 180]
type = S
ctrl = 0

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

;---------------------------------------------------------------------------
[Statedef 181]
type = S
ctrl = 0
anim = IfElse(Random <= 700,IfElse(Random <= 350,182,182),182)
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = (animelem = 2 || (anim=180&&animelem = 8))&&anim=[180,183]
value = S180,IfElse((animelem=2),6,7)+anim-180
volume = 70
channel = 2

[State 2300, 10]
type = Helper
trigger1 = Animelem = 6 && anim = 182
ID = 184
pos = 20,-5
postype = p1
stateno = 184
name = "»ðÑæ"
facing = 1
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 2300, 10]
type = Helper
trigger1 = Animelem = 6&& anim = 182
ID = 184
pos = 20,15
postype = p1
stateno = 184
name = "»ðÑæ"
facing = -1
helpertype = normal
size.xscale = 0.5
size.yscale = 0.7
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;---------------------------------------------------------------------------
[Statedef 184]
type = S
movetype = A
physics = N
velset = 0
SprPriority = 7
ctrl = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 7

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 184
value = 184
persistent = 0

[State 1502, NotHitBy]
type = HitBy
trigger1 = 1
value = SCA,Ap
time = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[state 4000,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 135,170

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4000,Afterimage]
type = Afterimage
trigger1 = Time = 0
time = 2
length = 7
PalBright = 0,0,0
PalContrast =175, 175, 175
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
sprpriority = 5
Trans = Add1
ownpal = 1
ontop = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S420,6
volume = -70
freqmul = 1.5

[State 1520, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;--------------------------------
[Statedef 190]
type = S
ctrl = 0
anim = IfElse(Random <= 900,IfElse(Random <= 600,IfElse(Random <= 300,IfElse(Random <= 150,194,193),192),191),190)
velset = 0,0

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0 && anim != [190,194]
value = IfElse(Random <= 900,IfElse(Random <= 600,IfElse(Random <= 300,IfElse(Random <= 150,194,193),192),191),190)

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2&&anim=[190,191]
value = S180,11+(anim-190)
volume = 70
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = (animelem = 2&&anim=[192,194])||(animelem = 7&&anim=[192,193])
value = S180,IfElse((animelem=2),13,14)+(anim-192)

volume = 70
channel = 2

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = IfElse((Random <= 100),IfElse((Random <= 40),197,196),IfElse((Random <= 300),198,195))
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4&&(anim=195||anim=198)
value = S180,IfElse((anim=195),2,1)
volume = 70
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2&&anim=196
value = S180,3
volume = 70
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = (animelem = 2 || AnimElem = 7)&&anim=197
value = S180,IfElse((animelem = 2),4,5)
volume = 70
channel = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 55
value = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = (animelem = 2&&anim=196)||(animelem = 3&&anim=197)
x = 20
[State 0, PosAdd]
type = PosAdd
trigger1 = (animelem = 3||animelem = 4)&&anim=196
x = 10
[State 0, PosAdd]
type = PosAdd
trigger1 = (animelem = 14||animelem = 15)&&anim=196
x = -10
[State 0, PosAdd]
type = PosAdd
trigger1 = (animelem = 16&&anim=196)||(animelem = 15&&anim=197)
x = -20

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
[Statedef 5040]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
;-------------------------------
[Statedef 5200]
type = S
movetype = H
physics = N
velset = -4,0
anim = 5210
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S300,4
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S400,1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 0, VelAdd]
type = VelAdd
trigger1 = 1 && vel x < -1
x = 0.3

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5,=3
x = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2 || animelem = 3 || animelem = 5
x = -5
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4 || animelem = 6
x = -15
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5,>=3
movetype = I

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------
[Statedef 5210]
type = A
movetype = I
physics = N
anim = 5200
ctrl = 0

[State 5210, 1]
type = PalFX
trigger1 = GameTime%2 = 0 && time <= 5
time = 1
add = 128,128,128

[State 5210, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 5210, 1]
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 5210, 1]
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 5210, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 5210, 2]
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 5210, 2]
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 5210, 2]
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 5210, 2]
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 5210, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 5

[State 5210, 4]
type = CtrlSet
trigger1 = animelem = 6
value = 1

[State 0, Gravity]
type = Gravity
trigger1 = Time >= 2

[State 5210, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 5111]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5111) || SelfAnimExist(5171)
value = 5111
;value = 5171

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = !SelfAnimExist(5111) && !SelfAnimExist(5171)
value = 5110

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
;value = F7, 0 ;Hit ground
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 10

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 11] ;If just died
type = SelfState
;triggerall = !alive
trigger1 = Time = 30
;trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
;trigger3 = Anim = [5110,5119]
value = 5110

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;-------------------------------------------------------
[Statedef 4700]
type = A
movetype = I
physics = N
anim = 4700
velset = 0
ctrl = 0
SprPriority = 5

[State 820, 1]
type = Statetypeset
trigger1 = enemy,stateno >= 900 && enemy,movetype != H && (enemy,stateno != [5000,5999]) && enemy,anim != [5000,5999]
movetype = A
ignorehitpause = 1

[State 820, 1]
type = Statetypeset
trigger1 =  enemy,movetype != H && (enemy,stateno < 900 || (enemy,stateno = [5000,5999]) || enemy,anim = [5000,5999]); || (enemy,PrevStateNo = 4701 && enemy,time = 0 && enemy,stateno = [0,11])
movetype = I
ignorehitpause = 1

[State 0, hitdef]
type = HitDef
trigger1 = 1
attr = SCA,HA,HP,HT
damage = 0,0
numhits = 0
hitflag = MAF
;pausetime = 0,0
sparkno = -1
;palfx.time = root,var(32)
;palfx.add = 20,20,150
;palfx.mul = 205,205,155
;palfx.sinadd = 50,50,50,25
;palfx.color = 0

[State 0, TargetState]
type = TargetState
trigger1 = 1
value = 4701
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,var(32) <= 0 || root,WinKO
;------------------------------------------
[Statedef 4701]
type = U
movetype = I
physics = U
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = statetype != A
value = IfElse(statetype = S,0,11)

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = SCA

[State 1000, ]
type = Posset
trigger1 = time = 0 && statetype != A
y = 0

[State 820, 1]
type = SelfState
trigger1 = 1
value = IfElse(statetype != A,IfElse(statetype != A,0,11),51)
ctrl = 1
;-------------------------------------------------------
[Statedef 4900]
type = A
movetype = I
physics = N
anim = 4912
velset = 0
ctrl = 0
SprPriority = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S453,IfElse(root,anim >= 2200,1,0)

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1 && anim = 4910
value = -(time*16)
scale = 0.6

[State 4900, 1]
type = PlayerPush
trigger1 = 1
value = 1
[State 4900, 3]
type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 5
under = 1

[state 4900,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 0,255

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (Root,anim = 2200||Root,anim = 2300||Root,anim = 2400||Root,anim = 2401||Root,anim = 2403||Root,anim = 2404||Root,anim = 2405)
time = 1
add = 205,30,70
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && Root,anim >= 2000 && Root,anim < 2200
time = 1
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,anim = 2200||Root,anim = 2300||Root,anim = 2400||Root,anim = 2401||Root,anim = 2403||Root,anim = 2404||Root,anim = 2405)
time = 3
TimeGap = 2
FrameGap = 2
length = 15
;palbright = 250,-50,50
;paladd = 137,15,35
paladd = 0,-70,-50
trans = add
persistent = 1
sprpriority = 15

[State 4900, 6]
type = AfterImage
trigger1 = !time && Root,anim >= 2000 && Root,anim < 2200
time = 10
TimeGap = 2
FrameGap = 2
length = 14
paladd = 0,0,10
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[State 4900, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;-----------------------
[Statedef 4901]
type = A
movetype = I
physics = N
anim = 4913
velset = 0
ctrl = 0
SprPriority = 5

[State 4900, 2]
type = PlayerPush
trigger1 = 1
value = 1

type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (Root,anim = 2200||Root,anim = 2300||Root,anim = 2400||Root,anim = 2401||Root,anim = 2403||Root,anim = 2404||Root,anim = 2405)
time = 1
add = 217,55,105
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && Root,anim >= 2000 && Root,anim < 2200
time = 40
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,anim = 2200||Root,anim = 2300||Root,anim = 2400||Root,anim = 2401||Root,anim = 2403||Root,anim = 2404||Root,anim = 2405)
time = 10
TimeGap = 1
FrameGap = 1
length = 9;15;19
;paladd = 227,35,-35
;paladd = 167,25,55
paladd = 0,-70,-50
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && Root,anim >= 2000 && Root,anim < 2200
time = 10
TimeGap = 1
FrameGap = 1
length = 8;14
paladd = 0,0,10
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[state 4900,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,170

[State 4900, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;-----------------------
[Statedef 4902]
type = A
movetype = I
physics = N
anim = 4910
velset = 0
ctrl = 0
SprPriority = 5

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
value = 270
scale = -.6,-.6

[State 4900, 2]
type = PlayerPush
trigger1 = 1
value = 1

type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && (Root,anim = 2200||Root,anim = 2300||Root,anim = 2400||Root,anim = 2403||Root,anim = 2404||Root,anim = 2405)
time = 1
add = 217,55,105
ignorehitpause = 1

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0 && Root,anim >= 2000 && Root,anim < 2200
time = 40
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time && (Root,anim = 2200||Root,anim = 2300||Root,anim = 2400||Root,anim = 2403||Root,anim = 2404||Root,anim = 2405)
time = 10
TimeGap = 1
FrameGap = 1
length = 14;15;19
;paladd = 227,35,-35
;paladd = 167,25,55
paladd = 0,-70,-50
trans = add
persistent = 1
sprpriority = 15
[State 4900, 6]
type = AfterImage
trigger1 = !time && Root,anim >= 2000 && Root,anim < 2200
time = 10
TimeGap = 1
FrameGap = 1
length = 12;14
paladd = 0,0,10
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[state 4900,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 235,170

[State 4900, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
;------------------------------
[Statedef 4952]
type = A
movetype = I
physics = N
anim = 4952
SprPriority = 91
ctrl = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = gametime%2 = 0
value = 92
[State 0, SprPriority]
type = SprPriority
trigger1 = gametime%2 = 1
value = -92

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = .01+(fvar(10)*0.0152),-5+(fvar(10)*0.1)
;scale = .2+(fvar(10)*0.013),-5+(fvar(10)*0.1)
[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fvar(10) = IfElse(time<=13,3.7,.5)

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = -80

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0
time = 10
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time
time = 10
TimeGap = 1
FrameGap = 1
length = 12
paladd = -10,-10,0
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[state 4900,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 5,250

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 32; || root,animelem = 1,=0
;------------------------------------------------------
[Statedef 4957]
type = A
movetype = I
physics = N
anim = 4957
SprPriority = 91
ctrl = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = gametime%2 = 0
value = 96
[State 0, SprPriority]
type = SprPriority
trigger1 = gametime%2 = 1
value = -96

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = -2.5+(fvar(10)*0.1),-2.5+(fvar(10)*0.1)

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fvar(10) = IfElse(time<=12,2,0.2)

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = -80

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0
time = 10
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time
time = 10
TimeGap = 1
FrameGap = 1
length = 12
paladd = -10,-10,0
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[state 4900,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 5,250

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 33
;--------------------
[Statedef 4960]
type = A
movetype = H
physics = N
anim = 4952
;velset = -10,0
SprPriority = -10
ctrl = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = -10+time

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = time*0.025,time*0.03

[State 0, PosSet]
type = PosSet
trigger1 = time=0
x = 0
y = -80

[State 4900, PalFX]
type = PalFX
trigger1 = Time >= 0
time = 10
add = 40,35,250
ignorehitpause = 1

[State 4900, 6]
type = AfterImage
trigger1 = !time
time = 10
TimeGap = 1
FrameGap = 1
length = 12
paladd = 0,0,-100
trans = add
persistent = 1
sprpriority = 15

[State 4900, 7]
type = AfterImageTime
trigger1 = 1
time = 2

[state 4900,Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 5,260

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = 1
time = 20
waveform = sinesquare
ampl = 140

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time >= 32 || root,animelem = 1,=0
;------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;------------------------
[Statedef -2]

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "EDICION: Shin Yagami, www.shinyagami.webs.com - www.clanmugen.foroactivo.com"
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = Time = 1 && alive && Random <= 900 && UniqHitCount <= 1 && GetHitVar(hitcount) <= 2
trigger1 = Stateno=5000||Stateno=5010||Stateno=5020||Stateno=5030||Stateno=5100
value = S350,IfElse((Random <= 800),IfElse((Random <= 600),IfElse((Random <= 400),IfElse((Random <= 200),4,3),2),1),0)
channel = 2
ignorehitpause = 1
persistent = 0

[State 0, StopSnd]
type = StopSnd
trigger1 = movetype = H && Stateno < 5000 && Stateno > 6000
channel = 2

[State -2,200-699 PlaySnd]
type = PlaySnd
triggerall = animelem = 1,=1
trigger1 = Stateno=200||Stateno=210||Stateno=220||Stateno=230||Stateno=240||Stateno=250||Stateno=260||Stateno=270
trigger2 = Stateno=400||Stateno=410||Stateno=420||Stateno=430
trigger3 = Stateno=600||Stateno=610||Stateno=620||Stateno=630||Stateno=640||Stateno=650||Stateno=660||Stateno=670
value = S400,IfElse((Random <= 500),1,0)

[State -2, Stop RunSnd]
type = StopSnd
trigger1 = (stateno != 100 && stateno != 101 && stateno != 1200)||(anim=101||anim=1201)
channel = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = var(10) > 0&&stateno!=2200
var(10) = -1
[State 0, VarAdd]
type = VarAdd
trigger1 = var(32) > 0&&stateno!=2300
var(32) = -1

[State 0, Explod]
type = Explod
trigger1 = var(32) && NumExplod(2309) = 0
anim = 2309
ID = 2309
pos = 0,0
postype = p2
facing = 1
vfacing = 1
bindtime = var(32)
removetime = var(32)
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 10
ontop = 0
ownpal = 1
ignorehitpause = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = (anim=200||anim=420||anim=605||anim=615||(anim=[240,270]))&&animelem=5
trigger2 = (anim=210||(anim=[301,302])||anim=430||(anim=[310,311])||(anim=[610,625]))&&animelem=6
trigger3 = ((anim=[400,410])&&animelem=4)||(anim=630&&animelem=7)||(anim=300&&(animelem=9||animelem=23))
movetype = I

[State 0, Width]
type = Width
trigger1 = movetype != H && stateno != 2300 && stateno != 1300
edge = 8,0

[State 0, VarSet]
type = VarSet
trigger1 = var(10)<=0 && var(10)!=-1
var(10) = -1

[State 47 2]
type = Afterimagetime
trigger1 = time%2 = 0 && (sysvar(1) = -2 || sysvar(1) = 2)
time = 2

[State 0,palfx]
type = palfx
trigger1 = var(10) > 1 && gametime%2=0
time = 1;var(10)
add = 55,55,0
;invertall = 1
ignorehitpause = 1
[State 0,palfx]
type = palfx
trigger1 = var(10) > 1 && gametime%2=10
time = 1;var(10)
add = -55,55,55
invertall = 1
ignorehitpause = 1

[State 0,palfx]
type = palfx
trigger1 = var(10) < -1 || var(10) = [0,2]
time = -1
add = 0,0,0
persistent = 0
ignorehitpause = 1

[State -2, 1]
type = PalFX
triggerall = gametime%2 = 0 && time <= 31 && anim != 2301
triggerall = movetype = A && PrevStateNo=[950,2999]
trigger1 = StateNo = [2000,2999]
time = 1
add = 255-(time*5),255-(time*5),255-(time*5)
ignorehitpause = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = movetype = A && anim != 2301 && time = 0 && (StateNo = 2000 || StateNo = 2100 || StateNo = 2200 || StateNo = 2300 || StateNo = 2400 || StateNo = 2403)
value = 255,255,255
time = 5
under = 1
[State 0, EnvColor]
type = EnvColor
trigger1 = movetype = A && anim != 2301 && time = 3 && (StateNo = 2000 || StateNo = 2100 || StateNo = 2200 || StateNo = 2300 || StateNo = 2400 || StateNo = 2403)
value = 0,0,0
time = 31
under = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = time = -2 && movetype = A && anim != 2301 && (StateNo = [2000,2403]) && PrevStateNo=[900,2999]
helpertype = normal
ID = 4952
stateno = IfElse((PrevStateNo=[2000,2999]),4957,4952)
pos = IfElse((PrevStateNo=[2000,2999]),-4,0),-IfElse((PrevStateNo=[2000,2999]),80,80)
postype = left
facing = 1
keyctrl = 0
ownpal = 1
ontop = 1
supermovetime = 35
pausemovetime = 35
;size.xscale = IfElse((PrevStateNo=[2000,2999]),0.51,0.93)
;size.yscale = IfElse((PrevStateNo=[2000,2999]),0.5,0.95)
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = time = 2 && movetype = A && anim != 2301 && (StateNo = [2000,2403]) && PrevStateNo=[900,2999]
anim = IfElse((PrevStateNo=[2000,2999]),4921,4920)
ID = 4920
pos = 160,100
postype = left
facing = 1
bindtime = -1
removetime = 31
supermove = 1
pausemove = 1
scale = 0.5,0.5
sprpriority = 5
ontop = 0
;shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 2 && movetype = A && anim != 2301 && (StateNo = [2000,2403]) && PrevStateNo=[2000,2999]
anim = 4921
ID = 4920
pos = 160,100
postype = left
facing = 1
bindtime = -1
removetime = 31
supermove = 1
pausemove = 1
scale = 0.5,0.5
sprpriority = 7
ontop = 0
;shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0


 [/mcode]
    

Re: power bar tutorial

 February 18, 2011, 04:34:16 am View in topic context
 Posted by kusu  in power bar tutorial (Started by kusu February 18, 2011, 01:35:21 am
 Board: M.U.G.E.N Configuration Help

is it the one in the commands here is the configuration
[mcode][State -1, HSDM Power2-AI]
type = ChangeState
value = 2100
triggerall = Roundstate = 2 && Var(59) = 1
triggerall = power >= 2000
triggerall = Random <= 40
trigger1 = statetype != A && ctrl
trigger1 = P2BodyDist X > 70
trigger1 = p2life <= 1000[/mcode]
    

Re: power bar tutorial

 February 18, 2011, 04:29:53 am View in topic context
 Posted by kusu  in power bar tutorial (Started by kusu February 18, 2011, 01:35:21 am
 Board: M.U.G.E.N Configuration Help

thank you so much :D