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Messages by MUGENforever

    

Re: mugen

 June 04, 2008, 06:30:50 am View in topic context
avatar  Posted by MUGENforever  in mugen (Started by Phantom-Ryu June 04, 2008, 12:02:29 am
 Board: M.U.G.E.N Configuration Help

.rar is just another form of zipping.  Download winrar and you can extract .rar file just like zip files.
    

Re: Select Screen Problem?

 June 03, 2008, 02:43:27 am View in topic context
avatar  Posted by MUGENforever  in Select Screen Problem? (Started by Furrydragon June 02, 2008, 09:29:26 pm
 Board: M.U.G.E.N Configuration Help

In your system.def there should be a line that looks like this

portrait.scale = #,#

Increase those numbers.  Also edit the cellsize line in the same file to make sure the potrait fits.

THIS COULD HOWEVER CAUSE LESS CHARACTERS TO FIT ON SCREEN AND YOU MIGHT HAVE TO CHANGE OTHER THINGS TO MAKE YOUR SELECT SCREEN LOOK NORMAL.  MAKE A BACK UP COPY AND EDIT AT YOUR OWN RISK.
    

Shin Gouki problem blocking

 June 01, 2008, 07:05:02 pm View in topic context
avatar  Posted by MUGENforever  in Shin Gouki problem blocking (Started by MUGENforever June 01, 2008, 07:05:02 pm
 Board: M.U.G.E.N Configuration Help

When I play as Shin Gouki by Pots in arcarde mode, if I am blocking LOW and the computer does an attack and I block it and then the AI does another consecutive attack after the first one, it doesn't block the second one . o_O
    

Re: Editing GM SF3 character, powerbar woes.

 May 29, 2008, 04:45:46 am View in topic context
avatar  Posted by MUGENforever  in Editing GM SF3 character, powerbar woes. (Started by WooshaQ May 25, 2008, 11:58:29 pm
 Board: M.U.G.E.N Development Help

I don't know how to fix it but open the CNS, hit ctrl+f and put in 2620 and hit find.  See if you find anything like any line of coding that might make it the maximum power.
    

Stage Glitch

 May 24, 2008, 10:43:31 pm View in topic context
avatar  Posted by MUGENforever  in Stage Glitch (Started by MUGENforever May 24, 2008, 10:43:31 pm
 Board: M.U.G.E.N Configuration Help

I am having aproblem with the stage Shack in the Forest by Kurai Naito.  When A player is on the left side of the stage and moves backwards, it drags the player on the rightside and the player on the left can keep moving backwards.  It does not happen on the right side though.  It's kind of hard to explain it any better so I put up a video for those who might not understand from my explanation. 

http://www.youtube.com/watch?v=znnspCf1MA8

Here is the stage file:

; ____________________________________
;|Shack in The Forest ::..            |
;|Stage Made by: Kurai Naito ::..     |
;|Version: Beta 1 - ??/??/?? ::..     |
;|Oficial WebSite:                    |
;|http://darktemple.paodemugen.com.br |
;|____________________________________|

[Info]
name = "Shack in the Forest"

[Camera]
startx = 0
starty = 0

boundleft = -335.75
boundright = 335.75

boundhigh = 0
boundlow = 0

verticalfollow = .2

tension = 50

[PlayerInfo]

p1startx = -70
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 70
p2starty = 0
p2startz = 0
p2facing = -1

leftbound = -1000
rightbound = 1000
topbound = 0
botbound = 0

[Scaling]

topz = 0
botz = 50
topscale = 1
botscale = 1.2

[Bound]

screenleft = 15
screenright = 27

[StageInfo]

zoffset = 220

autoturn = 1

resetBG = 1

[Shadow]

color = 128,128,128

yscale = -.1

reflect = 0

[Music]

bgmusic = sound/CS-TundraZone.mp3
bgvolume = 255

[BGdef]

spr = stages/TP-SF.sff
debugbg = 0

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

[BG Fundo]
type = normal
spriteno = 0,0
start = -500.5,0
delta = 0.9, 0.9
mask = 0
trans = none
layerno = 0
velocity = 0,0

[BG Frente]
type = normal
spriteno = 1,0
start = -531.5,0
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 0
velocity = 0,0

[BG Gato]
type  = anim
actionno = 2
start = -187,115
delta = 1.1, 1.1
trans = none
layerno = 0
mask  = 1

[Begin Action 2]
3,0,0,0,6,
3,1,0,0,6,
3,2,0,0,6,
3,1,0,0,6,

[BG Arbusto 1]
type = normal
spriteno = 4,0
start = -147,80
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 0
velocity = 0,0

[BG Arbusto 2]
type = normal
spriteno = 4,0
start = -249,80
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 0
velocity = 0,0

[BG Arbusto 3]
type = normal
spriteno = 4,0
start = -7,80
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 0
velocity = 0,0

[BG Arbusto 4]
type = normal
spriteno = 4,0
start = -389,80
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 0
velocity = 0,0

[BG Barril]
type = normal
spriteno = 5,0
start = 150,130
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 0
velocity = 0,0

[BG Matos]
type = normal
spriteno = 6,0
start = -530,2
delta = 1.2, 1.2
mask = 1
trans = none
layerno = 1
velocity = 0,0

[BG Árvore]
type  = anim
actionno = 1
start = -430,0
delta = 1.2, 1.2
trans = none
layerno = 1
mask  = 1

[Begin Action 1]
2,0,0,0,-1, H,

[BG Barril 2]
type = normal
spriteno = 5,0
start = 350,163
delta = 1.1, 1.1
mask = 1
trans = none
layerno = 1
velocity = 0,0
    

MVC2_Omega_Red won't do damge

 May 24, 2008, 10:00:19 pm View in topic context
avatar  Posted by MUGENforever  in MVC2_Omega_Red won't do damge (Started by MUGENforever May 24, 2008, 10:00:19 pm
 Board: M.U.G.E.N Configuration Help

I have MVC2_Omega_Red by Red Omega.  When I do team turns, if he is not the first one out (say he comes out second, third, or fourth), he does not deal any damage with his attacks.

Does anyone know how to fix this or what I should be looking for to fix it?
    

Re: Need help with warping directly in front of P2 on movehit and spam reduction

 May 19, 2008, 05:47:22 am View in topic context

For the second question in your post, you can either:

a) Increase the time(number of ticks in your .air file) on the frame where he catches the boomerang.

b) Increase your characters pausetime after he throws the boomerang.


Ther eare probably other ways, but these are the two I can think of off the top of my head.
    

Re: Help, unknown Mugen Error

 May 17, 2008, 08:09:40 pm View in topic context
avatar  Posted by MUGENforever  in Help, unknown Mugen Error (Started by strictlystyles May 15, 2008, 05:03:35 pm
 Board: M.U.G.E.N Configuration Help

I believe you get "Error Message: 1" or another number if you use Q on your keyboard to select arcade, team vs, or whatever it is you want to play.  o just don't use Q.
    

Re: character select help plz...

 May 17, 2008, 08:05:07 pm View in topic context
avatar  Posted by MUGENforever  in character select help plz... (Started by acoron May 16, 2008, 09:50:33 pm
 Board: M.U.G.E.N Configuration Help

In your data folder you have a file called system.def

In that file you have a section that looks sort of like this (make a back up of this file before you edit it).

;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 9
columns = 19
wrapping = 1              ;1 to let cursor wrap around
pos = 0,0              ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 1    ;1 to allow cursor to move over empty boxes
cell.size = 15,15         ;x,y size of each cell (in pixels)
cell.spacing = 2          ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 160,0
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,18
p2.cursor.active.spr = 170,0
p2.cursor.done.spr = 171,0
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = .5,.5
title.offset = 159,160     ;Position of title (Arcade Mode, etc)
title.font = 3,0,0        ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 0,170    ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.offset = 320,170
p2.face.scale = .5,.5
p2.face.facing = -1
;Name
p1.name.offset = 10,162   ;Position to put name
p1.name.font = 3,4,1      ;Set to -1 for no display
p2.name.offset = 309,162
p2.name.font = 3,1,-1
;Stage select
stage.pos = 160,237
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 170
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1
p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 15,0
;p2 team
p2.teammenu.pos = 300, 170
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1
p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -15,0


Change whatever it is you want to change there.
    

Re: Converting to snd files?

 May 17, 2008, 07:40:04 pm View in topic context
avatar  Posted by MUGENforever  in Converting to snd files? (Started by MUGENforever May 17, 2008, 07:18:58 pm
 Board: M.U.G.E.N Development Help

I tryed to do that, but everytime I add one of the .wav sounds to FF it crashes so I need to find another way to do it.
    

Converting to snd files?

 May 17, 2008, 07:18:58 pm View in topic context
avatar  Posted by MUGENforever  in Converting to snd files? (Started by MUGENforever May 17, 2008, 07:18:58 pm
 Board: M.U.G.E.N Development Help

Anyone know a a program that I can use to convert .wav or .mp3 to .snd files?

EDIT: Second Question.
How can I make a .fnt file for mugen?
    

Re: Size Reference?

 May 17, 2008, 07:06:29 pm View in topic context
avatar  Posted by MUGENforever  in Size Reference? (Started by MUGENforever May 16, 2008, 06:10:01 pm
 Board: M.U.G.E.N Development Help

Well, I changed all my images, I was doing a gears of war screenpack and mos tthe images were huge, luckly I was able to find just enough small images.
    

Size Reference?

 May 16, 2008, 06:10:01 pm View in topic context
avatar  Posted by MUGENforever  in Size Reference? (Started by MUGENforever May 16, 2008, 06:10:01 pm
 Board: M.U.G.E.N Development Help

I'm working on a screenpack, and I was wondering if there is a general size reference as to how big the background and the other stuff like cursors should be or if there is a reference to how big they are in the original screenpack? 

Throwing in a second question:  Is there a way to reduce the size of an image without completely distorting it?  I'm usin gphotoshop, and when I resize my image, the picture gets all ugly and pixlated lookin.  Is there a way to have mugen display the entire thing of a larger image?

Background is 320x240, I hsould have knowon that, but now I can't get my image to look right because I need to make it much smaller.
    

Re: MB-02 (Attack Infinite loops) How to fix?

 May 15, 2008, 10:33:37 pm View in topic context
avatar  Posted by MUGENforever  in MB-02 (Attack Infinite loops) How to fix? (Started by MUGENforever May 14, 2008, 05:12:01 am
 Board: M.U.G.E.N Configuration Help

Thanks you, I got it working.
    

Re: MB-02 (Attack Infinite loops) How to fix?

 May 15, 2008, 07:21:48 pm View in topic context
avatar  Posted by MUGENforever  in MB-02 (Attack Infinite loops) How to fix? (Started by MUGENforever May 14, 2008, 05:12:01 am
 Board: M.U.G.E.N Configuration Help

Maybe this will help, here is his CNS and CMD for attack, I've been trying to figure it out for a while but I can't.
At the end of the first part of the attack, if he hits, he keeps repeating the first part over and over and won't continue to the next part.




CNS
;---------------------------------------------------------------------------
;--------------------------- Cruiser Tiger Raid ----------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - Ground Attack

[Statedef 4500]
type = S
movetype = A
physics = S
anim = 4500
velset = 0,0
ctrl = 0
juggle = 3

[State 4500, 1.1]
type = SuperPause
trigger1 = AnimElem = 1
time = 75
pos = 12,-70
anim = S8100
sound = S8100, 0
poweradd = -1000

[State 4500, 1.2]
type = AfterImage
trigger1 = AnimElem = 2
time = 70
length = 20
palinvertall = 1
color = 0
palbright = 200,0,0
palcontrast = 200,0,0
palpostbright = 0,0,0

[State 4500, 2.1]
type = Explod
trigger1 = AnimElem = 1 && (NumExplod(8460) < 1)
ID = 8460
anim = 8460
postype = Back
pos = 0,0
scale = 1.0526,1.0714
sprpriority = -105
ownpal = 1
ignorehitpause = 1
supermove = 1

[State 4500, 2.2]
type = EnvColor
trigger1 = AnimElem = 1
value = 0,0,0
time = 75
under = 1
supermove = 1

[State 4500, 3.1]
type = Explod
trigger1 = AnimElem = 1
anim = 4550
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 2,2

[State 4500, 3.2]
type = Explod
trigger1 = AnimElem = 1
anim = 4551
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.9,1.9

[State 4500, 3.3]
type = Explod
trigger1 = AnimElem = 1
anim = 4552
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.8,1.8

[State 4500, 3.4]
type = Explod
trigger1 = AnimElem = 1
anim = 4553
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.7,1.7

[State 4500, 3.5]
type = Explod
trigger1 = AnimElem = 1
anim = 4554
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.6,1.6

[State 4500, 3.6]
type = Explod
trigger1 = AnimElem = 1
anim = 4555
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.5,1.5

[State 4500, 3.7]
type = Explod
trigger1 = AnimElem = 1
anim = 4556
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.4,1.4

[State 4500, 3.8]
type = Explod
trigger1 = AnimElem = 1
anim = 4556
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.3,1.3

[State 4500, 3.9]
type = Explod
trigger1 = AnimElem = 1
anim = 4557
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.2,1.2

[State 4500, 3.10]
type = Explod
trigger1 = AnimElem = 1
anim = 4558
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1.1,1.1

[State 4500, 3.11]
type = Explod
trigger1 = AnimElem = 1
anim = 4559
postype = p1
pos = 0,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1
scale = 1,1

[State 4500, 4]
type = Explod
trigger1 = time = 0
anim = 8115
postype = p1
pos = 20,-80
ownpal = 1
ignorehitpause = 1
sprpriority = 4
supermovetime = 40
removeongethit = 1

[state 4500, 5.1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = Medium
damage = 40,4
getpower = 0,0
givepower = 24,0
guardflag = M
hitflag = MAF
pausetime = 12,16
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-10
hitsound   = s1, 2
guardsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0, -0.5
fall.recover = 0
kill = 0
envshake.time = 15
envshake.ampl = 7

[state 4500, 5.2]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
animtype = Medium
damage = 45,5
getpower = 0,0
givepower = 27,0
guardflag = M
hitflag = MAF
pausetime = 12,16
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-75
hitsound   = s1, 2
guardsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0, -0.5
fall.recover = 0
kill = 0
envshake.time = 15
envshake.ampl = 7

[state 4500, 5.3]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
animtype = Medium
damage = 55,6
getpower = 0,0
givepower = 33,0
guardflag = M
hitflag = MAF
pausetime = 12,16
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-110
hitsound   = s1, 2
guardsound = s0,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
guard.velocity = 0
air.velocity = 0, -0.5
fall.recover = 0
kill = 0
envshake.time = 15
envshake.ampl = 7

[State 4500, 6.1]
type = PlaySnd
trigger1 = Animelem = 4
value = 3000, 0
channel = 0

[State 4500, 6.2]
type = PlaySnd
trigger1 = Animelem = 4
value = 2, 0
channel = 1

[State 4500, 6.4]
type = PlaySnd
trigger1 = Animelem = 11
value = 2, 1
channel = 1

[State 4500, 6.6]
type = PlaySnd
trigger1 = Animelem = 18
value = 2, 2
channel = 1

[State 4500, 7]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
trigger4 = Animtime = 0
anim = 8510
postype = p1
pos = 20,4
ownpal = 1
ignorehitpause = 1
sprpriority = 8

[State 4500, 8.1]
type = ChangeState
triggerall = MoveContact = 0
trigger1 = AnimElem = 20, = 2
value = 4501
ctrl = 0

[State 4500, 8.2]
type = ChangeState
triggerall = MoveContact = 1
trigger1 = AnimTime = 0
value = 4520
ctrl = 0

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - Sucess Attack - Air Attack

[Statedef 4501]
type    = A
movetype= A
physics = N
anim = 4501
velset = 0,0
ctrl = 0

[State 4501, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - Sucess Attack - Air Attack

[Statedef 4520]
type    = A
movetype= A
physics = N
anim = 4520
velset = 8,0
ctrl = 0

[State 4520, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time >= 0

[State 4520, 2.1]
type = PlaySnd
trigger1 = Time = 0
value = 4500, 0
channel = 0

[State 4520, 2.2]
type = PlaySnd
trigger1 = Animelem = 2
value = 6000, 2
channel = 1

[State 4520, 3]
type = Explod
triggerall = NumExplod(1925) = 0
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
anim = 4505
id = 4505
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1

[state 4520, 4]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
trigger8 = AnimElem = 9
attr = A, HA
animtype = Medium
damage = 20,2
getpower = 0,0
givepower = 12,0
guardflag = MA
hitflag = MAF
pausetime = 8,8
sparkno = s8004
guard.sparkno = s8007
sparkxy = -10,-90
hitsound   = s1, 2
guardsound = s0,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -5,-5
guard.velocity = -8
air.velocity = -4.5, -4.5
air.juggle = 5
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 7
fall.envshake.time = 10
fall.envshake.ampl = -5
palfx.time = 60
palfx.add = 200,200,0
palfx.mul = 300,192,192
palfx.sinadd = 40,30,0,10
palfx.color = 0

[State 4520, 5.1]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8600) < 1)
id = 8600
anim = 8600
postype = p2
pos = 10,-30
supermove = 1
ownpal = 1
sprpriority = 100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 4520, 5.2]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8601) < 1)
id = 8601
anim = 8600
postype = p2
pos = 30,-60
supermove = 1
ownpal = 1
sprpriority = -100
bindtime = -1
ignorehitpause = 1
persistent = 0

[State 4520, 6]
type = AfterImage
trigger1 = AnimElem = 2
time = 24
length = 15
trans = add1
palbright = 200,150,0
palcontrast = 200,150,0
palpostbright = 0,0,0

[State 4520, 7]
type = Explod
triggerall = (RoundState = 3) && (NumExplod(8400) < 1) && (P2Life <= 0) && (Alive = 1)
trigger1 = MoveHit = 1
ID = 8400
anim = 8400
postype = Back
pos = 0,0
scale = 0.8333,1.0714
sprpriority = -105
ownpal = 1
ignorehitpause = 1
bindtime = -1
removetime = -1

[State 4520, 8]
type = PlaySnd
trigger1 = (NumExplod(8400) != 0) && (RoundState = 3)
value = 8400,0
persistent = 0
ignorehitpause = 1

[State 4520, 9]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4505

[State 4520, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 4525
ctrl = 0

;---------------------------------------------------------------------------
; Cruiser Tiger Raid - End

[Statedef 4525]
type    = A
movetype= A
physics = N
anim = 2306
ctrl = 0

[state 4525, 1]
type = VelAdd
trigger1 = Time >= 0
x = -0.2

[state 4525, 2]
type = Velset
trigger1 = Vel X <= 0
trigger2 = AnimTime = 0
x = 0

[State 4525, 3]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = 0.4

[State 4525, 4]
type = ChangeState
trigger1 = AnimElem = 7, >= 0 && Pos Y >= 0
value = 1121
ctrl = 0




CMD
;---------------------------------------------------------------------------
; Cruiser Tiger Raid ( Sagat - SFA/CVS Style )

[State -1]
type = ChangeState
value = 4500
triggerall = Var(59) != 2
triggerall = command = "tiger_raid"
triggerall = power >= 1000
triggerall = Var(54) != 1
triggerall = (RoundState = 2)
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA
trigger2 = movecontact
trigger3 = statetype != A
trigger3 = Var(56) = 1




Maybe someone can help after all this.
    

Re: Simultaneous Tag Team

 May 15, 2008, 12:14:24 am View in topic context
avatar  Posted by MUGENforever  in Simultaneous Tag Team (Started by MUGENforever May 14, 2008, 02:39:17 am
 Board: M.U.G.E.N Configuration Help

Thanks for your help.

I figured out how to fix gouken, I just had to remove this code from the common.cns

;---------------------------------------------------------------------------
; States that are always checked (use -3) :
;---------------------------------------------------------------------------

[Statedef -3]

;******** TAG-TEAM (START):

[State -3, 25] ; restaura power no final do cross
type = PowerSet
triggerall = numpartner != 0
trigger1 = var(36)<=10 && var(38)=5
trigger1 = stateno != [4490,4499]
trigger2 = partner, life=0
trigger2 = var(38)=5
value = var(34)

[State -3, 1] ; desabilita se não há round
type = VarSet
trigger1 = roundstate =1
v=35
value = -1

[State -3, 3]; sou o P1 ou P3?
type = Varset
triggerall = numpartner != 0
trigger1 = var(35)=-1 && var(39)=0
v = 39
value=1+((partner, id) < id)

[State -3, 4] ; acertar variáveis no primeiro momento do Round
type = selfState
triggerall = roundstate = 2 && numpartner = 1
trigger1 = var(35)=-1 && ctrl && (partner,var(39)!=1)
value = 4400
ctrl=ctrl
    

MB-02 (Attack Infinite loops) How to fix?

 May 14, 2008, 05:12:01 am View in topic context
avatar  Posted by MUGENforever  in MB-02 (Attack Infinite loops) How to fix? (Started by MUGENforever May 14, 2008, 05:12:01 am
 Board: M.U.G.E.N Configuration Help

I have the newer version of MB-02 and his Cruiser Tiger Raid  States [4500-4520] repeats the first three attacks over and over again nonstop and never continues to the second part of the attack.  Anyone know how to fix this?
    

Simultaneous Tag Team

 May 14, 2008, 02:39:17 am View in topic context
avatar  Posted by MUGENforever  in Simultaneous Tag Team (Started by MUGENforever May 14, 2008, 02:39:17 am
 Board: M.U.G.E.N Configuration Help

Some characters like the Thor and Gouken I have make there parters jump out in simultaneous battles, does anyone know how I can stop this from happening?

Which file do I need to open?

What line of code am I looking for?

Can I just delete the code or is there more to it?
    

Re: Brawl Site Relaunched

 March 17, 2008, 05:58:45 am View in topic context
avatar  Posted by MUGENforever  in Brawl Site Relaunched (Started by Kairi May 15, 2007, 08:39:32 am
 Board: Gaming

    

Re: Brawl Site Relaunched

 March 17, 2008, 05:50:15 am View in topic context
avatar  Posted by MUGENforever  in Brawl Site Relaunched (Started by Kairi May 15, 2007, 08:39:32 am
 Board: Gaming