Posted by Mugen_Overlord
in Movement during the "ROUND _" animation. (Started by Mugen_Overlord September 08, 2013, 10:09:34 pm
Board: M.U.G.E.N Development Help
Board: M.U.G.E.N Development Help
Code:
[State 191]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0
thanks for all of the help!
edit edit - I spent a fair amount of time digging into the workings of characters and worked something out. Instead of initializing the movement state through the introduction, I put a changestate in the standing state (State 0) instead:
Code:
[state 0]
type=changestate
trigger1=enemy(0),anim=0
trigger1=ctrl=0
trigger1=life=lifemax
trigger2=RoundNo!=1
trigger2=RoundState!=2
trigger2=RoundState!=3
trigger2=RoundState!=4
tigger2=ctrl=0
value=237845
[Statedef 237845]
type = S
physics = S
sprpriority = 2
anim = 0
velset = 0,0
[State 237845]
type=changestate
trigger1=AnimTime=-55
value=237846
(I changed it from 199 to 237846 to avoid possible conflicting state numbers when I paste this across my roster.)
I also came to a realization that MUGEN really likes to snap your characters back to the starting positions in the middle of the Round __ animation, so I set it to wait a certain amount of time before allowing the movement so as not to cause any confusing snapping. It seems to be around 76 ticks.
In addition, I also copied the character's forward run and backdash states and reworked them to be used in the prebattle movement as well. This largely varies on character to character obviously so I won't get too into that. I may try to optimize that down by simply adding bits of code to the original states themselves but this works for now.
It's not quite as efficient as I would like in terms of pasting this across multiple characters as I need to manually edit the speed values to match the character's actual movement speed values and possibly have to copy every character's dashing states.
Deed is done though, marking as solved!