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Messages by GoldingCircle

    

Re: Changing cell size?

 April 13, 2012, 04:03:08 am View in topic context
 Posted by GoldingCircle  in Changing cell size? (Started by GoldingCircle April 04, 2012, 01:16:08 pm
 Board: M.U.G.E.N Configuration Help

I see that nobody responds you >:(, I will try to explain
1 - In the file system.def, located [Select Info]
2 - Only change the number in cell.size =
3 - Maybe you need change the number also in cell.spacing =
4 - Locate, Big portraits and in p1.face.scale = 1, 1 changes the number 1 by 0.5 (half size)
What about the select cursor size?
    

Changing cell size?

 April 04, 2012, 01:16:08 pm View in topic context
 Posted by GoldingCircle  in Changing cell size? (Started by GoldingCircle April 04, 2012, 01:16:08 pm
 Board: M.U.G.E.N Configuration Help

How can I change the size of the cell in the select screen and also for the character portrait size?
    

Re: Nominating, Voting, and Suggestions

 March 20, 2012, 11:54:00 pm View in topic context
 Posted by GoldingCircle  in COTM: Nominating, Voting, and Suggestions (Started by Palette Jesus April 03, 2011, 06:26:45 pm
 Board: Contributions of the Month

How can I post any of my created characters here so at least the voters sees can vote the character? Such as viewing the characters moves and such... 
    

State not changing?!

 March 20, 2012, 11:50:26 pm View in topic context
 Posted by GoldingCircle  in State not changing?! (Started by GoldingCircle March 20, 2012, 11:50:26 pm
 Board: M.U.G.E.N Development Help

This state is not changing state numbers when the helper state number 914 existed or not.

Code:
[State 707, 8]
type = ChangeAnim
triggerall = NumHelper(914)>0
trigger1 = helper(914),Movehit = 0
trigger1 = (Anim = 900) && (AnimTime = 0)
value = 400

[State 707, end]
type = ChangeState
triggerall = NumHelper(914)>0
trigger1 = helper(914),Movehit
value = 708
ctrl = 1

[State 707, end]
type = ChangeState
trigger1 = (Anim=400) && (AnimTime = 0)
value = ifelse(var(0)=1,501,0)
ctrl = ifelse(var(0)=1,0,1)
Why isn't the character changing its state number or any faulty?
    

Configuring explode?

 March 04, 2012, 02:26:38 pm View in topic context
 Posted by GoldingCircle  in Configuring explode? (Started by GoldingCircle March 04, 2012, 02:26:38 pm
 Board: M.U.G.E.N Development Help

How can I draw an explode effect over a enemy's head depending on its height?
    

Re: Combo Ideas?

 January 09, 2012, 09:24:59 pm View in topic context
 Posted by GoldingCircle  in Combo Ideas? (Started by GoldingCircle December 31, 2011, 02:55:20 am
 Board: Development

Huh ? Are you expecting people to read a bunch of lines and tell you what kind of gameplay he should havewithout knowing anything about the attributes of each move ?
I guess. But particularly, I just wants some information of how I can create great combo through the CMD. I am not asking you to read it but to skim through it to see what I can do to create great and chaining combos. Any ideas?
    

Re: Combo Ideas?

 December 31, 2011, 10:19:48 pm View in topic context
 Posted by GoldingCircle  in Combo Ideas? (Started by GoldingCircle December 31, 2011, 02:55:20 am
 Board: Development

It's pretty hard to tell what would make a good combo without any detailed info about your character's movements.
[Here is the definition info] in the .cmd file
Code:
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*8)
triggerall = command != "holddown" && command != "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger1 =
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*8)
triggerall = command != "holdback" && command != "holdfwd" && command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Air Kunai Throw
[State -1, Air Kunai Throw]
type = ChangeState
value = 706
triggerall = command = "z" |(var(0) && abs(p2bodydist x > 40) && random < var(0)*8)
triggerall = command = "holddown" || command = "holdfwd"
triggerall = var(14) > 0
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;--------------------------------------------------------------------------------
;Ground Kunai Throw
[State -1, Ground Kunai Throw]
type = ChangeState
value = 715
triggerall = command = "fwd_z" |(var(0) && abs(p2bodydist x > 40) && random < var(0)*8)
triggerall = command != "holddown" | command = "holdfwd"
triggerall = var(14) > 0
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;---------------------------------------------------------------------------
;Crouch Kunai Throw
[State -1, Ground Kunai Throw]
type = ChangeState
value = 716
triggerall = command = "fwd_z" |(var(0) && abs(p2bodydist x > 40) && random < var(0)*8)
triggerall = command = "holddown" | command = "holdfwd"
triggerall = var(14) > 0
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*8)
triggerall = command != "holddown"
triggerall = command != "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;---------------------------------------------------------------------------
;GoldingCircle's Replacement Techquie
[State -1, GoldingCircle's Replacement Techquie]
type = ChangeState
value = 704
triggerall = command = "a"
triggerall = command = "holdback"
triggerall = var(11)!= 1
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;-----------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*7)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b" || (command = "z") && (command = "holdfwd") |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*7)
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
;Teleport Fwd
[State -1, Teleport Fwd]
type = ChangeState
value = 702
triggerall = command = "fwd_c" |(Var(0) && p2bodydist x >= 60 && random < Var(0)*9)
triggerall = command != "holddown" | command != "holdback" | command = "holdfwd"
triggerall = power >= 100
trigger1 = ctrl
;----------------------------------------------------------------------------
;Teleport Back
[State -1, Teleport Back]
type = ChangeState
value = 703
triggerall = command = "back_c" |(Var(0) && abs(p2bodydist x <= 1) && enemy,movetype = A && random < Var(0)*9)
triggerall = command != "holddown" | command = "holdback" | command != "holdfwd"
triggerall = power >= 100
trigger1 = ctrl
;----------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*7)
triggerall = command != "holddown" | command != "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Punch
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
triggerall = command = "x" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*4)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
triggerall = command = "y"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
triggerall = command = "z"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"|(var(0) && abs(p2bodydist x <= 40) && random <  40)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"|(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command != "holddown" | command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Fly Knee Kick
[State -1, Fly Knee Kick]
type = ChangeState
value = 651
triggerall = command = "a"|(var(0) && abs(p2bodydist x <= 40) && Random < 10)
triggerall = command = "holdfwd"
trigger1 = (statetype = A) && ctrl
;-----------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
triggerall = command != "holdfwd"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c" |(var(0) && abs(p2bodydist x <= 40) && random < var(0)*5.2)
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
;Chakra Charge
[State -1,Chakra Charge]
type = ChangeState
value = 700
triggerall = !var(0)
triggerall = command = "holda" && command = "holdx"
trigger1 = power < (Const(data.power)) && (statetype = S) && (ctrl)
;-----------------------------------------------------------------------------
;Golding Frost Jutsu
[State -1, Golding Frost Jutsu]
type = ChangeState
value = 717
trigger1 = power >= 750
trigger1 = (var(16)<= 2) || life >= Const(data.life)/4
trigger2 = power >= 1500
trigger2 = var(16)>2 || life < Const(data.life)/4
trigger3 = hitdefattr = SC, NA, SA, HA
trigger3 = stateno != [5050,5100)
trigger3 = movecontact
triggerall = (life >= Const(data.life)/4 && command = "GoldingFrost") || (life < Const(data.life)/4 && command = "GoldingFrostSpecial") |(var(0) && enemy,movetype=H && enemy,GetHitVar(HitTime) && p2bodydist x >= 27 && random > Var(0)*12)
triggerall = command != "holddown" && command = "holdfwd" && command != "holdback"
triggerall = (statetype = s) && ctrl
;---------------------------------------------------------------------------------------------------------------
;GoldingFire Jutsu
[State -1, GoldingFire Jutsu]
type = ChangeState
value = 721
triggerall = command = "GoldingFire"|(var(0) && enemy,GetHitVar(HitTime) && abs((Enemynear,Pos X != [pos X -12,Pos X +12])) && random < Var(0)*6)
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;--------------------------------------------------------------------------------------------------------------------------
;Golding Frost Jutsu in Air
[State -1, Golding Frost Jutsu in Air]
type = ChangeState
value = 720
trigger1 = power >= 750
trigger1 = (var(16)<= 2 && power>= 750) || life >= Const(data.life)/4
trigger2 = power >= 1500
trigger2 = var(16)>2 || life < Const(data.life)/4
trigger3 = hitdefattr = SC, NA, SA, HA
trigger3 = stateno != [5050,5100)
trigger3 = movecontact
triggerall = EnemyNear, Alive
triggerall = (life >= Const(data.life)/4 && command = "GoldingFrost") || (life < Const(data.life)/4 && command = "GoldingFrostSpecial")|(var(0) && enemy,movetype = H && p2bodydist X > 24  && random > Var(0)*12)
triggerall = command != "holddown" && command = "holdfwd" && command != "holdback"
triggerall = (statetype = a) && ctrl
;---------------------------------------
;GoldingFire Jutsu Up
[State -1, GoldingFire Jutsu Up]
type = ChangeState
value = 723
triggerall = command = "GoldingFireUp"|(var(0) && enemy,GetHitVar(HitTime) && Enemynear, Pos Y > 15 && random < Var(0)*6)
triggerall = power >= 1000
trigger1 = ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
;GoldingFire Jutsu Down
[State -1, GoldingFire Jutsu Down]
type = ChangeState
value = 724
triggerall = command = "GoldingFireDown"|(var(0)& enemy,GetHitVar(HitTime) && ScreenPos Y > (ScreenPos Y)/3 && abs((Enemynear,Pos Y)) && random < Var(0)*8)
triggerall = power >= 1000
trigger1 = (Statetype = A) && ctrl
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [5050,5100)
trigger2 = movecontact
;---------------------------------------------------------------------------------
;GoldingFire BreakThrough Jutsu
[State -1, GoldingFire BreakThrough Jutsu]
type = ChangeState
value = 727
triggerall = life < (lifemax/4)
triggerall = command = "GoldingFire #2"
triggerall = power >= 1876
triggerall = hitdefattr = SC, NA, SA, HA
triggerall = stateno != [5050,5100)
triggerall = movecontact
trigger1 = (Statetype != C) && (ctrl)
trigger1 = Time > 27
;---------------------------------------------------------------------------------
Any Ideas?
    

Combo Ideas?

 December 31, 2011, 02:55:20 am View in topic context
 Posted by GoldingCircle  in Combo Ideas? (Started by GoldingCircle December 31, 2011, 02:55:20 am
 Board: Development

I have a lot of techniques the character can perform. Do anyone have ideas of creating cool combos with specials,crouching, standing and aerial moves?
    

Re: Display picture of a stage?

 December 12, 2011, 09:13:30 pm View in topic context
 Posted by GoldingCircle  in Display picture of a stage? (Started by GoldingCircle December 03, 2011, 05:36:19 pm
 Board: M.U.G.E.N Development Help

f-naruto.def is obviously a ttf font, as those take def files. What you have needs to be converted to a .fnt.

Really, learn how to make a font.
--;
I see that is not the problem.
You didn't tell me about this:
Code:
stage.font = 4,0,0
It works now since I changed that and now I have another problem.
Random does not show on the select screen so how can I fix that? also how can I show the font word along with the picture?
    

Re: Display picture of a stage?

 December 09, 2011, 09:41:20 pm View in topic context
 Posted by GoldingCircle  in Display picture of a stage? (Started by GoldingCircle December 03, 2011, 05:36:19 pm
 Board: M.U.G.E.N Development Help

That's not a font. That's why. Fonts take letters, that's what makes them fonts.

 --;
Ok! I did this in system.DEF:
Code:
[en.Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =logo.def         ;Logo storyboard definition (optional)
intro.storyboard =intro.def        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-naruto.def
font2 = f-naruto.def
font2.height = 36
font3 = f-naruto.def
font3.height = 50
font4 = f-naruto.def
font4.height = 50
font5 = f-naruto.def
font5.height = 50
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = f-naruto.def
font7 = Stage.def
and here's an example of one of my random stages:
Code:
[Info]
 ;Name of the stage.
name = "Snowy"
displayname = "D"
Also here is the font of Stage.def:
Code:
[Map]
? 1 121
A 127 100
B 227 100
C 327 100
D 427 100
E 527 100
F 627 100
G 727 100
H 727 100
I 827 100
J 927 100
K 1027 100
L 1127 100
M 1227 100
N 1327 100
--;
It still doesn't show. What's wrong?
    

Re: Display picture of a stage?

 December 09, 2011, 04:45:53 am View in topic context
 Posted by GoldingCircle  in Display picture of a stage? (Started by GoldingCircle December 03, 2011, 05:36:19 pm
 Board: M.U.G.E.N Development Help

You add it in the same place you do for every screenpack ever. And you define it in the ONLY place the screenpack will let you. If you read system.def (and please tell me you're looking at that already prior to what you're asking for) you'll figure it out.
--;
Ok! I did this in system.DEF:
Code:
[en.Files]
spr = system.sff          ;Filename of sprite data
snd = system.snd          ;Filename of sound data
logo.storyboard =logo.def         ;Logo storyboard definition (optional)
intro.storyboard =intro.def        ;Intro storyboard definition (optional)
select = select.def       ;Character and stage selection list
fight = fight.def         ;Fight definition filename
;System fonts
font1 = f-naruto.def
font2 = f-naruto.def
font2.height = 36
font3 = f-naruto.def
font3.height = 50
font4 = f-naruto.def
font4.height = 50
font5 = f-naruto.def
font5.height = 50
;font5.height = 36         ;Uncomment to override the size of the font (Truetype fonts only)
font6 = f-naruto.def
font7 = Stage.def
and this in the stage.def:
Code:
[Info]
 ;Name of the stage.
name = "Snowy"
displayname = "Ice"
Also here is the font:
Code:
[Map]
? 1 121
Ninja 127 100
Uchiha 227 100
Train 327 100
Lee 427 100
Ramen 527 100
Konoha 627 100
Stage 727 100
Kakashi 727 100
Kon 827 100
Upper 927 100
Zabuza 1027 100
Konoha 1127 100
Ice 1227 100
Garden 1327 100
--;
It still doesn't show. What's wrong?
    

Re: Icons in Title Screen

 December 08, 2011, 11:43:13 pm View in topic context
 Posted by GoldingCircle  in Icons in Title Screen (Started by Kreuzer March 12, 2011, 11:17:02 pm
 Board: Tips, Tricks, Tutorials

What section do you add the font in the system.DEF?
    

Re: Display picture of a stage?

 December 08, 2011, 04:09:17 am View in topic context
 Posted by GoldingCircle  in Display picture of a stage? (Started by GoldingCircle December 03, 2011, 05:36:19 pm
 Board: M.U.G.E.N Development Help

The picture of the stage IS the font. You make a font out of stage pictures. Then rather than having "Ryu's Dojo" you rename the stage "A", and it displays the letter/stagepic for A.
I know that! But where do I add my font in the system.def? And to display at the screen?
    

Re: Display picture of a stage?

 December 07, 2011, 05:04:29 am View in topic context
 Posted by GoldingCircle  in Display picture of a stage? (Started by GoldingCircle December 03, 2011, 05:36:19 pm
 Board: M.U.G.E.N Development Help

It's possible but extremely tedious and unpractical. You basically have to take a picture of every single one of your stages and make a font with them. Each stage fits and specific character. Then you rename every stage to its fitting character.

The problem is that you have to update the font each time you add a new stage, and because of the 256 color limit the stages are going to look bad.   

Where do I show the picture of the stage in place of adding the font?
    

Display picture of a stage?

 December 03, 2011, 05:36:19 pm View in topic context
 Posted by GoldingCircle  in Display picture of a stage? (Started by GoldingCircle December 03, 2011, 05:36:19 pm
 Board: M.U.G.E.N Development Help

Is it possible display pictures instead of words in the stage selection in the select screen?
    

Started Project

 November 27, 2011, 03:50:37 pm View in topic context
 Posted by GoldingCircle  in Started Project (Started by GoldingCircle November 27, 2011, 03:50:37 pm
 Board: M.U.G.E.N Configuration Help

 ;D I am making a Naruto versus another character engine and I am trying to display the stages in the select screen instead of words in the select screen. Is that possible and how can I do that?  ;P

Rating Level:  :)
    

Partner follow mess

 November 16, 2011, 01:13:23 pm View in topic context
 Posted by GoldingCircle  in Partner follow mess (Started by GoldingCircle November 16, 2011, 01:13:23 pm
 Board: M.U.G.E.N Configuration Help

 >:( It's messed up! >:( I put in this code:
Code:
[Statedef -2]

[State PartnerDist X]
type=varset
trigger1=numpartner
var(17)=ceil(pos x-partner,pos x)*-facing
ignorehitpause=1
persistent=1


;Win Pose 4
[Statedef 184]
type = S
ctrl = 0
sprpriority = 3

[State 184,1]
type=changeanim
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=1
value=100+((var(17)=[-12,12]))*81
ignorehitpause=1
persistent=0

[State 184,2]
type=changeanim
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=var(17)<-5
value=5+(stateno=11)*1
ignorehitpause=1
persistent = 0

[State 184,3]
type=turn
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=var(17)<-5
trigger2=numpartner
trigger2=(var(17)=[-12,12])&&facing!=partner,facing
ignorehitpause=1
persistent = 0

[State 184,4]
type=velset
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=1
x=0+(!(var(17)=[-12,12]))*(4.11*facing)
ignorehitpause=1
persistent = 0

[State 184,5]
type = PlaySnd
trigger1 = Anim = 100
value = S2,0
volume = 7000
channel = 1
loop = Ifelse(Anim = 100,1,0)
persistent = 0
ignorehitpause = 0

[State 184,6]
type = ChangeAnim
trigger1 = Partner,Pos X = [pos X -12,Pos X +12]
value = 184
persistent = 0

[State 184,end]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;------------------------------------------------------------------------------
It kept turning to animation five and keeps run without stopping and turning at only when the partner,facing does not equal the same as the character. I want my character to go every position where the partner is no matter what and looks and turns correctly. Have any ideas?
    

Re: Pos Fix problem!

 November 16, 2011, 12:41:32 am View in topic context
 Posted by GoldingCircle  in Pos Fix problem! (Started by GoldingCircle November 08, 2011, 10:11:10 pm
 Board: M.U.G.E.N Configuration Help

 >:( It's messed up! >:( I put in this code:
Code:
[Statedef -2]

[State PartnerDist X]
type=varset
trigger1=numpartner
var(17)=ceil(pos x-partner,pos x)*-facing
ignorehitpause=1
persistent=1


;Win Pose 4
[Statedef 184]
type = S
ctrl = 0
sprpriority = 3

[State 184,1]
type=changeanim
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=1
value=100+((var(17)=[-12,12]))*81
ignorehitpause=1
persistent=0

[State 184,2]
type=changeanim
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=var(17)<-5
value=5+(stateno=11)*1
ignorehitpause=1
persistent = 0

[State 184,3]
type=turn
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=var(17)<-5
trigger2=numpartner
trigger2=(var(17)=[-12,12])&&facing!=partner,facing
ignorehitpause=1
persistent = 0

[State 184,4]
type=velset
triggerall = Partner,Pos X != [pos X -12,Pos X +12]
trigger1=1
x=0+(!(var(17)=[-12,12]))*(4.11*facing)
ignorehitpause=1
persistent = 0

[State 184,5]
type = PlaySnd
trigger1 = Anim = 100
value = S2,0
volume = 7000
channel = 1
loop = Ifelse(Anim = 100,1,0)
persistent = 0
ignorehitpause = 0

[State 184,6]
type = ChangeAnim
trigger1 = Partner,Pos X = [pos X -12,Pos X +12]
value = 184
persistent = 0

[State 184,end]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;------------------------------------------------------------------------------
It kept turning to animation five and keeps run without stopping and turning at only when the partner,facing does not equal the same as the character. I want my character to go every position where the partner is no matter what and looks and turns correctly. Have any ideas?
    

Re: Pos Fix problem!

 November 14, 2011, 03:51:55 am View in topic context
 Posted by GoldingCircle  in Pos Fix problem! (Started by GoldingCircle November 08, 2011, 10:11:10 pm
 Board: M.U.G.E.N Configuration Help

[Statedef -2]

[State PartnerDist X]
type=varset
trigger1=numpartner
var(1)=ceil(pos x-partner,pos x)*-facing
ignorehitpause=1
persistent=1


[Statedef 184]

[State ]
type=changeanim
trigger1=1
value=100+((var(1)=[-12,12]))*81
ignorehitpause=1
persistent=1

[State ]
type=changeanim
trigger1=var(1)<-5
value=5+(stateno=11)*1
ignorehitpause=1
persistent=1

[State ]
type=turn
trigger1=var(1)<-5
trigger2=numpartner
trigger2=(var(1)=[-12,12])&&facing!=partner,facing
ignorehitpause=1
persistent=1

[State ]
type=velset
trigger1=1
x=0+(!(var(1)=[-12,12]))*(4.11*facing)
ignorehitpause=1
persistent=1
Occuring to your code, my character will only turn if the partner's facing isn't the same as the character's right? I know and observed that. When my character was in front of the partner with the same facing, my character keep run at Animation 5 and kept running like that! What's wrong?
    

Re: Pos Fix problem!

 November 13, 2011, 05:45:57 am View in topic context
 Posted by GoldingCircle  in Pos Fix problem! (Started by GoldingCircle November 08, 2011, 10:11:10 pm
 Board: M.U.G.E.N Configuration Help

How can I make my character run everywhere at the partner's position, no matter what occurring to the code?