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PandaHaze

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Messages by PandaHaze

    

Can't find MugenAX2 Exhibit edition STAGE_FONT MAP.sff

 September 18, 2021, 04:49:46 pm View in topic context
 Posted by PandaHaze  in Can't find MugenAX2 Exhibit edition STAGE_FONT MAP.sff (Started by PandaHaze September 18, 2021, 04:49:46 pm
 Board: M.U.G.E.N Configuration Help

i would like to change the stage portraits in this screenpack. i know how the process works but i literally cannot find the file anywhere.
if anyone could help me find it, i would really appreciate it!

    

Re: Character flies up without falling after getting hit

 October 08, 2020, 01:06:59 pm View in topic context
 Posted by PandaHaze  in Character flies up without falling after getting hit (Started by PandaHaze October 08, 2020, 10:37:27 am
 Board: M.U.G.E.N Configuration Help

Absolutely do not do that; this is an air hitstate and it is identical to the default in WinMUGEN's common1.cns, so it's not what's causing the issue. Perhaps consider that it's the character(s) you're fighting, especially since you've said other characters are also doing it.

Ahh, i see i'll change it back then
I have every character patched with add004 so the problem might be somewhere in there because they all work fine until i patch them
Here's a screenshot of the debug coding

    

Re: MugenHook - upgrade your M.U.G.E.N!

 October 08, 2020, 12:42:18 pm View in topic context
 Posted by PandaHaze  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

    

Character flies up without falling after getting hit

 October 08, 2020, 10:37:27 am View in topic context
 Posted by PandaHaze  in Character flies up without falling after getting hit (Started by PandaHaze October 08, 2020, 10:37:27 am
 Board: M.U.G.E.N Configuration Help

I am using "SOA's" Jubei while running through matches, he'll often fly up and not come down without fail.
I observed this problem using debug mode and found that his state [5030] is causing the problem
I then attempted to fix this by changing the types of all the states causing errors to "s" type
However, his [5030] state is still causing problems...

Here's the code I'm working with

[Statedef 5030]
type    = S
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

I have many other characters doing this and would like to learn a fix for it
    

Does Uno Tag Not work with this Screenpack?

 February 08, 2020, 11:58:33 pm View in topic context
 Posted by PandaHaze  in Does Uno Tag Not work with this Screenpack? (Started by PandaHaze February 08, 2020, 11:58:33 pm
 Board: M.U.G.E.N Configuration Help

I've recently switched to Ryutaro's Legacy 2 screenpack
but The Uno Tag Patcher doesn't work...
It worked previously with my older screenpack...
None of my characters are switching out
Both are 1.1 screenpacks (apologies for the unfinished portraits...)

Does UnoTag Patcher work for anyone with this screenpack
or am I missing something in the coding...?



(In This screenpack, it works)

    

Re: Blazblue Central Fiction Update (14/01/20)

 January 25, 2020, 10:55:03 am View in topic context
 Posted by PandaHaze  in Blazblue Central Fiction Update (14/01/20) (Started by GaziraAgain March 24, 2018, 10:03:04 am
 Board: Your Releases, 1.0+

These lifebars are amazing!
But I'm having trouble getting the portraits to appear
I patched my chars with add004pie but the image still doesn't show
Does it require a specific assigned axis or localcoord?
    

Re: How do I change or add the sounds for add004

 January 02, 2019, 11:46:26 pm View in topic context
 Posted by PandaHaze  in How do I change or add the sounds for add004 (Started by STANLEY69 June 03, 2018, 01:46:21 am
 Board: M.U.G.E.N Configuration Help

Hello everyone. So I been wondering if I could change the sounds of the lifebars cause I want to add some announcer voice sounds from Skullgirls, Under Night In-Birth, etc. So isn't there's a way to change the announcer voice for the lifebars?

If i'm not mistaken,  in Fighter Factory select sounds,
i believe you go to your lifebar folder or just data/fight snd file
select it, and you should be able to replace any sound you desire :)

If anyone has any questions ask me
    

I Need Help With Image Layers In Fighter Factory!

 January 02, 2019, 11:41:17 pm View in topic context
 Posted by PandaHaze  in I Need Help With Image Layers In Fighter Factory! (Started by PandaHaze January 02, 2019, 11:41:17 pm
 Board: M.U.G.E.N Configuration Help

So I've always adored the credits scene from Marvel Vs Capcom 2 so i wanted to try my hand at making my own.
The only problem so far is that i can't figure out how to put images over the background
i tried copying the already given coding but then the credits are skipped over and don't load

.

i would like images to appear like in the source material, but i can't figure it out

[Info]
author = "ArmorGon"
versiondate =
mugenversion = 1.0
localcoord = 1280,720

[sceneInfo]
localcoord = 1280,720

[SceneDef]
spr = Danteend.sff
startscene = 0

;--------------------------------
[Scene 0]

bgm = ending.mp3
bgm.loop = 0
fadin.time = 0
fadout.time = 20
clearcolor = 0, 0, 0
layeall.pos = 0,0
layer0.offset = 0, 0
layer0.anim = 0
layer0.starttime = 0
end.time = 2784
;-------------------------------
[Begin Action 0]
10,0, 0,0, 1
10,1, 0,0, 1
10,2, 0,0, 1
10,3, 0,0, 1
10,4, 0,0, 1
10,5, 0,0, 1
10,6, 0,0, 1
10,7, 0,0, 1
10,8, 0,0, 1
10,9, 0,0, 1
10,10, 0,0, 1
10,11, 0,0, 1
10,12, 0,0, 1
10,13, 0,0, 1
10,14, 0,0, 1
10,15, 0,0, 1
10,16, 0,0, 1
10,17, 0,0, 1
10,18, 0,0, 1
10,19, 0,0, 1
10,20, 0,0, 1
10,21, 0,0, 1
10,22, 0,0, 1
10,23, 0,0, 1
10,24, 0,0, 1
10,25, 0,0, 1
10,26, 0,0, 1
10,27, 0,0, 1
10,28, 0,0, 1
10,29, 0,0, 1
10,30, 0,0, 1
10,31, 0,0, 1
10,32, 0,0, 1
10,33, 0,0, 1
10,34, 0,0, 1
10,35, 0,0, 1
10,36, 0,0, 1
10,37, 0,0, 1
10,38, 0,0, 1
10,40, 0,0, 1
10,41, 0,0, 1
10,42, 0,0, 1
10,43, 0,0, 1
10,44, 0,0, 1
10,45, 0,0, 1
10,46, 0,0, 1
10,47, 0,0, 1
10,48, 0,0, 1
10,49, 0,0, 1
10,50, 0,0, 1
10,51, 0,0, 1
10,52, 0,0, 1
10,53, 0,0, 1
10,54, 0,0, 1
10,55, 0,0, 1
10,56, 0,0, 1
10,57, 0,0, 1
10,58, 0,0, 1
10,59, 0,0, 1
10,60, 0,0, 1
10,61, 0,0, 1
10,62, 0,0, 1
10,63, 0,0, 1
10,64, 0,0, 1
10,65, 0,0, 1
10,66, 0,0, 1


HERE'S THE ORIGINAL UNEDITED
________________________________________________
;Marvel vs Capcom 2 Ending Credits -Dakangel-

[Info]
localcoord = 640,480

[SceneDef]
spr = Logo&Fins.sff
snd = Extra.snd
startscene = 0

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

[Scene 0]

bg.name = bg0
fadein.time = 210
fadein.col = 0,0,0;255,255,255
fadeout.time = 60
fadeout.col = 0,0,0;255,255,255
mask= 1
clearcolor = 4,18,139
layerall.pos = 0,0

;layer0.offset = 0,0
layer0.starttime = 480
layer0.anim =  0

sound0.value = 0,4
sound0.starttime = 0

bgm = intro.mp3
bgm.loop = 1

end.time = 5150;2190

[bg0Def]

[bg0 x]
type = anim
actionno = 1
start = -320,0
mask = 1

[bg0 y]
type = anim
actionno = 2
start = -320,0
mask = 1

[bg0 z]
type = anim
actionno = 3
start = -320,0
mask = 1

[Begin Action 3]
-1,1, 0,0, 480,
0,0, 0,0, 3990,
-1,1, 0,0, -1,

[Begin Action 0]
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,1, 0,0, 6,
0,2, 0,0, 6,
0,3, 0,0, 6,
0,4, 0,0, 6,
0,5, 0,0, 6,
0,6, 0,0, 6,
0,7, 0,0, 6,
0,8, 0,0, 6,
0,9, 0,0, 6,
0,10, 0,0, 6,
0,11, 0,0, 6,
0,12, 0,0, 6,
0,13, 0,0, 6,
0,14, 0,0, 6,
0,15, 0,0, 6,
0,16, 0,0, 6,
0,17, 0,0, 6,
0,18, 0,0, 6,
0,19, 0,0, 6,
0,20, 0,0, 180,
0,21, 0,0, 6,
0,22, 0,0, 6,
0,23, 0,0, 6,
0,24, 0,0, 6,
0,25, 0,0, 6,
0,26, 0,0, 6,
0,27, 0,0, 6,
0,28, 0,0, 6,
0,29, 0,0, 6,
0,30, 0,0, 6,
0,31, 0,0, 6,
0,32, 0,0, 6,
0,33, 0,0, 6,
0,34, 0,0, 6,
0,35, 0,0, 6,
0,36, 0,0, 6,
0,37, 0,0, 6,
0,38, 0,0, 6,
0,39, 0,0, 6,
0,40, 0,0, 6,
0,41, 0,0, 6,
0,42, 0,0, 6,
0,43, 0,0, 6,
0,44, 0,0, 6,
0,45, 0,0, 6,
0,46, 0,0, 6,
0,47, 0,0, 6,
0,48, 0,0, 6,
0,49, 0,0, 6,
0,50, 0,0, 6,
0,51, 0,0, 180,
0,52, 0,0, 6,
0,53, 0,0, 6,
0,54, 0,0, 6,
0,55, 0,0, 6,
0,56, 0,0, 6,
0,57, 0,0, 6,
0,58, 0,0, 6,
0,59, 0,0, 6,
0,60, 0,0, 6,
0,61, 0,0, 6,
0,62, 0,0, 6,
0,63, 0,0, 6,
0,64, 0,0, 6,
0,65, 0,0, 6,
0,66, 0,0, 6,
0,67, 0,0, 6,
0,68, 0,0, 6,
0,69, 0,0, 6,
0,70, 0,0, 6,
0,71, 0,0, 6,
0,72, 0,0, 6,
0,73, 0,0, 6,
0,74, 0,0, 6,
0,75, 0,0, 6,
0,76, 0,0, 6,
0,77, 0,0, 6,
0,78, 0,0, 6,
0,79, 0,0, 6,
0,80, 0,0, 6,
0,81, 0,0, 6,
0,82, 0,0, 6,
0,83, 0,0, 6,
0,84, 0,0, 6,
0,85, 0,0, 6,
0,86, 0,0, 6,
0,87, 0,0, 6,
0,88, 0,0, 180,
0,89, 0,0, 6,
0,90, 0,0, 6,
0,91, 0,0, 6,
0,92, 0,0, 6,
0,93, 0,0, 6,
0,94, 0,0, 6,
0,95, 0,0, 6,
0,96, 0,0, 6,
0,97, 0,0, 6,
0,98, 0,0, 6,
0,99, 0,0, 6,
0,100, 0,0, 6,
0,101, 0,0, 6,
0,102, 0,0, 6,
0,103, 0,0, 6,
0,104, 0,0, 6,
0,105, 0,0, 6,
0,106, 0,0, 180,
0,107, 0,0, 6,
0,108, 0,0, 6,
0,109, 0,0, 6,
0,110, 0,0, 6,
0,111, 0,0, 6,
0,112, 0,0, 6,
0,113, 0,0, 6,
0,114, 0,0, 6,
0,115, 0,0, 6,
0,116, 0,0, 6,
0,117, 0,0, 6,
0,118, 0,0, 6,
0,119, 0,0, 6,
0,120, 0,0, 6,
0,121, 0,0, 6,
0,122, 0,0, 6,
0,123, 0,0, 180,
0,124, 0,0, 6,
0,125, 0,0, 6,
0,126, 0,0, 6,
0,127, 0,0, 6,
0,128, 0,0, 6,
0,129, 0,0, 6,
0,130, 0,0, 6,
0,131, 0,0, 6,
0,132, 0,0, 6,
0,133, 0,0, 6,
0,134, 0,0, 6,
0,135, 0,0, 6,
0,136, 0,0, 6,
0,137, 0,0, 6,
0,138, 0,0, 6,
0,139, 0,0, 6,
0,140, 0,0, 180,
0,141, 0,0, 6,
0,142, 0,0, 6,
0,143, 0,0, 6,
0,144, 0,0, 6,
0,145, 0,0, 6,
0,146, 0,0, 6,
0,147, 0,0, 6,
0,148, 0,0, 6,
0,149, 0,0, 6,
0,150, 0,0, 6,
0,151, 0,0, 6,
0,152, 0,0, 6,
0,153, 0,0, 6,
0,154, 0,0, 6,
0,155, 0,0, 6,
0,156, 0,0, 180,
0,157, 0,0, 6,
0,158, 0,0, 6,
0,159, 0,0, 6,
0,160, 0,0, 6,
0,161, 0,0, 6,
0,162, 0,0, 6,
0,163, 0,0, 6,
0,164, 0,0, 6,
0,165, 0,0, 6,
0,166, 0,0, 6,
0,167, 0,0, 6,
0,168, 0,0, 6,
0,169, 0,0, 6,
0,170, 0,0, 6,
0,171, 0,0, 6,
0,172, 0,0, 6,
0,173, 0,0, 180,
0,174, 0,0, 6,
0,175, 0,0, 6,
0,176, 0,0, 6,
0,177, 0,0, 6,
0,178, 0,0, 6,
0,179, 0,0, 6,
0,180, 0,0, 6,
0,181, 0,0, 6,
0,182, 0,0, 6,
0,183, 0,0, 6,
0,184, 0,0, 6,
0,185, 0,0, 6,
0,186, 0,0, 6,
0,187, 0,0, 6,
0,188, 0,0, 6,
0,189, 0,0, 6,
0,190, 0,0, 180,
0,191, 0,0, 6,
0,192, 0,0, 6,
0,193, 0,0, 6,
0,194, 0,0, 6,
0,195, 0,0, 6,
0,196, 0,0, 6,
0,197, 0,0, 6,
0,198, 0,0, 6,
0,199, 0,0, 6,
0,200, 0,0, 6,
0,201, 0,0, 6,
0,202, 0,0, 6,
0,203, 0,0, 6,
0,204, 0,0, 6,
0,205, 0,0, 6,
0,206, 0,0, 6,
0,207, 0,0, 6,
0,208, 0,0, 180,
0,209, 0,0, 6,
0,210, 0,0, 6,
0,211, 0,0, 6,
0,212, 0,0, 6,
0,213, 0,0, 6,
0,214, 0,0, 6,
0,215, 0,0, 6,
0,216, 0,0, 6,
0,217, 0,0, 6,
0,218, 0,0, 6,
0,219, 0,0, 6,
0,220, 0,0, 6,
0,221, 0,0, 6,
0,222, 0,0, 6,
0,223, 0,0, 6,
0,224, 0,0, 6,
0,225, 0,0, 6,
0,226, 0,0, 180,
0,227, 0,0, 6,
0,228, 0,0, 6,
0,229, 0,0, 6,
0,230, 0,0, 6,
0,231, 0,0, 6,
0,232, 0,0, 6,
0,233, 0,0, 6,
0,234, 0,0, 6,
0,235, 0,0, 6,
0,236, 0,0, 6,
0,237, 0,0, 6,
0,238, 0,0, 6,
0,239, 0,0, 6,
0,240, 0,0, 6,
0,241, 0,0, 6,
0,242, 0,0, 6,
0,243, 0,0, 6,
0,244, 0,0, 180,
0,245, 0,0, 6,
0,246, 0,0, 240,
-1,1, 0,0, -1,

[Begin Action 1]
10,0, 0,0, 3,
10,1, 0,0, 3,
10,2, 0,0, 3,
10,3, 0,0, 3,
10,4, 0,0, 3,
10,5, 0,0, 3,
10,6, 0,0, 3,
10,7, 0,0, 3,
10,8, 0,0, 3,
10,9, 0,0, 3,
10,10, 0,0, 3,
10,11, 0,0, 3,
10,12, 0,0, 3,
10,13, 0,0, 3,
10,14, 0,0, 3,
10,15, 0,0, 3,
10,16, 0,0, 3,
10,17, 0,0, 3,
10,18, 0,0, 3,
10,19, 0,0, 3,
10,20, 0,0, 3,
10,21, 0,0, 3,
10,22, 0,0, 3,
10,23, 0,0, 3,
10,24, 0,0, 3,
10,25, 0,0, 3,
10,26, 0,0, 3,
10,27, 0,0, 3,
10,28, 0,0, 3,
10,29, 0,0, 3,
10,30, 0,0, 3,
10,31, 0,0, 3,
10,32, 0,0, 3,
10,33, 0,0, 3,
10,34, 0,0, 3,
10,35, 0,0, 3,
10,36, 0,0, 3,
10,37, 0,0, 3,
10,38, 0,0, 3,
10,39, 0,0, 3,
10,40, 0,0, 3,
10,41, 0,0, 3,
10,42, 0,0, 3,
10,43, 0,0, 3,
10,44, 0,0, 3,
10,45, 0,0, 3,
10,46, 0,0, 3,
10,47, 0,0, 3,
10,48, 0,0, 3,
10,49, 0,0, 3,
10,50, 0,0, 3,
10,51, 0,0, 3,
10,52, 0,0, 3,
10,53, 0,0, 3,
10,54, 0,0, 3,
10,55, 0,0, 3,
10,56, 0,0, 3,
10,57, 0,0, 3,
10,58, 0,0, 3,
10,59, 0,0, 3,
10,60, 0,0, 3,
10,61, 0,0, 3,
10,62, 0,0, 3,
10,63, 0,0, 3,
10,64, 0,0, 3,
10,65, 0,0, 3,
10,66, 0,0, 3,

[Begin Action 2]
11,0, 0,0, 3, , AS200D256
11,1, 0,0, 3, , AS200D256
11,2, 0,0, 3, , AS200D256
11,3, 0,0, 3, , AS200D256
11,4, 0,0, 3, , AS200D256
11,5, 0,0, 3, , AS200D256
11,6, 0,0, 3, , AS200D256
11,7, 0,0, 3, , AS200D256
11,8, 0,0, 3, , AS200D256
11,9, 0,0, 3, , AS200D256
11,10, 0,0, 3, , AS200D256
11,11, 0,0, 3, , AS200D256
11,12, 0,0, 3, , AS200D256
11,13, 0,0, 3, , AS200D256
11,14, 0,0, 3, , AS200D256
11,15, 0,0, 3, , AS200D256
11,16, 0,0, 3, , AS200D256
11,17, 0,0, 3, , AS200D256
11,18, 0,0, 3, , AS200D256
11,19, 0,0, 3, , AS200D256
11,20, 0,0, 3, , AS200D256
11,21, 0,0, 3, , AS200D256
11,22, 0,0, 3, , AS200D256
11,23, 0,0, 3, , AS200D256
11,24, 0,0, 3, , AS200D256
11,25, 0,0, 3, , AS200D256
11,26, 0,0, 3, , AS200D256
11,27, 0,0, 3, , AS200D256
11,28, 0,0, 3, , AS200D256
11,29, 0,0, 3, , AS200D256
11,30, 0,0, 3, , AS200D256
11,31, 0,0, 3, , AS200D256
11,32, 0,0, 3, , AS200D256
11,33, 0,0, 3, , AS200D256
11,34, 0,0, 3, , AS200D256
11,35, 0,0, 3, , AS200D256
11,36, 0,0, 3, , AS200D256
11,37, 0,0, 3, , AS200D256
11,38, 0,0, 3, , AS200D256
11,39, 0,0, 3, , AS200D256
11,40, 0,0, 3, , AS200D256
11,41, 0,0, 3, , AS200D256
11,42, 0,0, 3, , AS200D256
11,43, 0,0, 3, , AS200D256
11,44, 0,0, 3, , AS200D256
11,45, 0,0, 3, , AS200D256
11,46, 0,0, 3, , AS200D256
11,47, 0,0, 3, , AS200D256
11,48, 0,0, 3, , AS200D256
11,49, 0,0, 3, , AS200D256
11,50, 0,0, 3, , AS200D256
11,51, 0,0, 3, , AS200D256
11,52, 0,0, 3, , AS200D256
11,53, 0,0, 3, , AS200D256
11,54, 0,0, 3, , AS200D256
11,55, 0,0, 3, , AS200D256
11,56, 0,0, 3, , AS200D256
11,57, 0,0, 3, , AS200D256
11,58, 0,0, 3, , AS200D256
11,59, 0,0, 3, , AS200D256
11,60, 0,0, 3, , AS200D256
11,61, 0,0, 3, , AS200D256
11,62, 0,0, 3, , AS200D256
11,63, 0,0, 3, , AS200D256
11,64, 0,0, 3, , AS200D256
11,65, 0,0, 3, , AS200D256
11,66, 0,0, 3, , AS200D256

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

[Scene 1]

bg.name = bg1
mask= 0
fadein.time = 30
fadein.col = 0,0,0
fadeout.time = 30
fadeout.col = 255,255,255
clearcolor = 0,0,0 
end.time = 240;90

[bg1Def]
spr = Extra.sff

[bg1 a]
type = anim
actionno = 10
start = -320,0

;ADX screen
[Begin Action 10]
2,0, 0,0, -1,

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

[Scene 2]

bg.name = bg2
mask= 0
fadein.time = 60
;fadein.col = 255,255,255
fadeout.time = 60
fadeout.col = 0,0,0
clearcolor = 0,0,0 

sound0.value = 0,5
sound0.starttime = 0

bgm = Gameover.mp3
bgm.loop = 0
end.time = 660

[bg2Def]
spr = Gameover.sff

[bg2 a]
type = anim
actionno = 20
start = -320,0

[bg2 a]
type = anim
actionno = 21
start = -320,0

;Try Again
[Begin Action 20]
0,0, 0,0, 2,
0,1, 0,0, 2,
0,2, 0,0, 2,
0,3, 0,0, 2,
0,4, 0,0, 2,
0,5, 0,0, 2,
0,6, 0,0, 2,
0,7, 0,0, 2,
0,8, 0,0, 2,
0,9, 0,0, 2,
0,10, 0,0, 2,
0,11, 0,0, 2,
0,12, 0,0, 2,
0,13, 0,0, 2,
0,14, 0,0, 2,
0,15, 0,0, 2,
0,16, 0,0, 2,
0,17, 0,0, 2,
0,18, 0,0, 2,
0,19, 0,0, 2,
0,20, 0,0, 2,
0,21, 0,0, 2,
0,22, 0,0, 2,
0,23, 0,0, 2,
0,24, 0,0, 2,
0,25, 0,0, 2,
0,26, 0,0, 2,
0,27, 0,0, 2,
0,28, 0,0, 2,
0,29, 0,0, 2,
0,30, 0,0, 2,
0,31, 0,0, 2,
0,32, 0,0, 2,
0,33, 0,0, 2,
0,34, 0,0, 2,
0,35, 0,0, 2,
0,36, 0,0, 2,
0,37, 0,0, 2,
0,38, 0,0, 2,
0,39, 0,0, 2,
0,40, 0,0, 2,
0,41, 0,0, 2,
0,42, 0,0, 2,
0,43, 0,0, 2,
0,44, 0,0, 2,
0,45, 0,0, 2,
0,46, 0,0, 2,
0,47, 0,0, 2,
0,48, 0,0, 2,
0,49, 0,0, 2,
0,50, 0,0, 2,
0,51, 0,0, 2,
0,52, 0,0, 2,
0,53, 0,0, 2,
0,54, 0,0, 2,
0,55, 0,0, 2,
0,56, 0,0, 2,
0,57, 0,0, 2,
0,58, 0,0, 2,
0,59, 0,0, 2,
0,60, 0,0, 2,
0,61, 0,0, 2,
0,62, 0,0, 2,
0,63, 0,0, 2,
0,64, 0,0, 2,
0,65, 0,0, 2,
0,66, 0,0, 2,
0,67, 0,0, 2,
0,68, 0,0, 2,
0,69, 0,0, 2,
0,70, 0,0, 2,
0,71, 0,0, 2,
0,72, 0,0, 2,
0,73, 0,0, 2,
0,74, 0,0, 2,
0,75, 0,0, 2,
0,76, 0,0, 2,
0,77, 0,0, 2,
0,78, 0,0, 2,
0,79, 0,0, 2,
0,80, 0,0, 2,
0,81, 0,0, 2,
0,82, 0,0, 2,
0,83, 0,0, 2,
0,84, 0,0, 2,
0,85, 0,0, 2,
0,86, 0,0, 2,
Loopstart
0,87, 0,0, 2,
0,88, 0,0, 2,
0,89, 0,0, 2,
0,90, 0,0, 2,
0,91, 0,0, 2,
0,92, 0,0, 2,
0,93, 0,0, 2,
0,94, 0,0, 2,
0,95, 0,0, 2,
0,96, 0,0, 2,
0,97, 0,0, 2,
0,98, 0,0, 2,
0,99, 0,0, 2,
0,100, 0,0, 2,
0,101, 0,0, 2,
0,102, 0,0, 2,
0,103, 0,0, 2,
0,104, 0,0, 2,
0,105, 0,0, 2,
0,106, 0,0, 2,
0,107, 0,0, 2,
0,108, 0,0, 2,
0,109, 0,0, 2,
0,110, 0,0, 2,
0,111, 0,0, 2,
0,112, 0,0, 2,
0,113, 0,0, 2,
0,114, 0,0, 2,
0,115, 0,0, 2,
0,116, 0,0, 2,
0,117, 0,0, 2,
0,118, 0,0, 2,
0,119, 0,0, 2,
0,120, 0,0, 2,
0,121, 0,0, 2,
0,122, 0,0, 2,
0,123, 0,0, 2,
0,124, 0,0, 2,
0,125, 0,0, 2,
0,126, 0,0, 2,
0,127, 0,0, 2,
0,128, 0,0, 2,
0,129, 0,0, 2,
0,130, 0,0, 2,
0,131, 0,0, 2,
0,132, 0,0, 2,
0,133, 0,0, 2,
0,134, 0,0, 2,
0,135, 0,0, 2,
0,136, 0,0, 2

;Game Over
[Begin Action 21]
1,0, 0,0, 2, , AS200D255
1,1, 0,0, 2, , AS200D255
1,2, 0,0, 2, , AS200D255
1,3, 0,0, 2, , AS200D255
1,4, 0,0, 2, , AS200D255
1,5, 0,0, 2, , AS200D255
1,6, 0,0, 2, , AS200D255
1,7, 0,0, 2, , AS200D255
1,8, 0,0, 2, , AS200D255
1,9, 0,0, 2, , AS200D255
1,10, 0,0, 2, , AS200D255
1,11, 0,0, 2, , AS200D255
1,12, 0,0, 2, , AS200D255
1,13, 0,0, 2, , AS200D255
1,14, 0,0, 2, , AS200D255
1,15, 0,0, 2, , AS200D255
1,16, 0,0, 2, , AS200D255
1,17, 0,0, 2, , AS200D255
1,18, 0,0, 2, , AS200D255
1,19, 0,0, 2, , AS200D255
1,20, 0,0, 2, , AS200D255
1,21, 0,0, 2, , AS200D255
1,22, 0,0, 2, , AS200D255
1,23, 0,0, 2, , AS200D255
1,24, 0,0, 2, , AS200D255
1,25, 0,0, 2, , AS200D255
1,26, 0,0, 2, , AS200D255
1,27, 0,0, 2, , AS200D255
1,28, 0,0, 2, , AS200D255
1,29, 0,0, 2, , AS200D255
1,30, 0,0, 2, , AS200D255
1,31, 0,0, 2, , AS200D255
1,32, 0,0, 2, , AS200D255
1,33, 0,0, 2, , AS200D255
1,34, 0,0, 2, , AS200D255
1,35, 0,0, 2, , AS200D255
1,36, 0,0, 2, , AS200D255
1,37, 0,0, 2, , AS200D255
1,38, 0,0, 2, , AS200D255
1,39, 0,0, 2, , AS200D255
1,40, 0,0, 2, , AS200D255
1,41, 0,0, 2, , AS200D255
1,42, 0,0, 2, , AS200D255
1,43, 0,0, 2, , AS200D255
1,44, 0,0, 2, , AS200D255
1,45, 0,0, 2, , AS200D255
1,46, 0,0, 2, , AS200D255
1,47, 0,0, 2, , AS200D255
1,48, 0,0, 2, , AS200D255
1,49, 0,0, 2, , AS200D255
1,50, 0,0, 2, , AS200D255
1,51, 0,0, 2, , AS200D255
1,52, 0,0, 2, , AS200D255
1,53, 0,0, 2, , AS200D255
1,54, 0,0, 2, , AS200D255
1,55, 0,0, 2, , AS200D255
1,56, 0,0, 2, , AS200D255
1,57, 0,0, 2, , AS200D255
1,58, 0,0, 2, , AS200D255
Loopstart
1,59, 0,0, 2, , AS200D255
1,60, 0,0, 2, , AS200D255
1,61, 0,0, 2, , AS200D255
1,62, 0,0, 2, , AS200D255
1,63, 0,0, 2, , AS200D255
1,64, 0,0, 2, , AS200D255
1,65, 0,0, 2, , AS200D255
1,66, 0,0, 2, , AS200D255
1,67, 0,0, 2, , AS200D255
1,68, 0,0, 2, , AS200D255
1,69, 0,0, 2, , AS200D255
1,70, 0,0, 2, , AS200D255
1,71, 0,0, 2, , AS200D255
1,72, 0,0, 2, , AS200D255
1,73, 0,0, 2, , AS200D255
1,74, 0,0, 2, , AS200D255
1,75, 0,0, 2, , AS200D255
1,76, 0,0, 2, , AS200D255
    

Re: Mugen HEX | Screenpack - Public Beta Released!

 April 04, 2018, 10:27:14 am View in topic context
 Posted by PandaHaze  in Mugen HEX | Screenpack - Public Beta Released! (Started by GDPenguin July 14, 2015, 10:48:33 pm
 Board: Projects

Dang, this Screenpack is Sick!!
the win outro is amazing, reminds me of kofxiii
    

Re: Blazblue Battle Coliseum Extend + Calamity Trigger Lifebars (WIP)

 April 04, 2018, 10:23:11 am View in topic context
 Posted by PandaHaze  in Blazblue Battle Coliseum Extend (Arcade Mode) (Started by GaziraAgain February 03, 2018, 11:42:16 am
 Board: Projects

As I promised Central Fiction lifebars are released! I hope you like it! And with these as a template I start to work with Calamity Trigger Hud, but I need time because I think it´s moooore difficult that Central Fiction, the good part it´s that I have old animations that I used in my past lifebars and with this the only that I need to do it´s traspass it to codes, but it´s complex... but it´s funny! jeje. See you soon!

Awesome those lifebars are amazing
it's too bad my pc can't handle Blazblue Screenpacks....
I NEED a pc with more RAM
    

Re: Top 10 Cartoon Openings Of All Time

 April 04, 2018, 10:13:30 am View in topic context
 Posted by PandaHaze  in Top 10 Cartoon Openings Of All Time (Started by Thagr8test March 29, 2018, 06:18:32 am
 Board: All That's Left

xmen both jp and the original american version and batman.  both the best op ever.
[youtube]https://www.youtube.com/watch?v=sAkL2-vh2Sk[/youtube]
[youtube]https://www.youtube.com/watch?v=2rSw4Xl5qfs[/youtube]
[youtube]https://www.youtube.com/watch?v=lEx9r5enZsk[/youtube]

X-MEN TAS was my childhood so i second that XD
    

Re: Yuuki Terumi (MBAC style) FULL release (06.01.2018) + Patch 3 (12.01.18)

 February 01, 2018, 11:29:26 pm View in topic context
 Posted by PandaHaze  in Yuuki Terumi (MBAC style) FULL release (06.01.2018) + Patch 3 (12.01.18) (Started by Susanoo-no-Mikoto December 30, 2017, 08:18:12 am
 Board: Your Releases, 1.0+

what's the command for the last arc?

While in Blood Heat mode (activated by pressing X while the numbers on his powerbar change to MAX, which happens when his meter reaches 300%), counter a single attack with Z (it must be perfect or else it won't work). Then it's guaranteed to hit.

I found another error, when it's a simul battle, there's this ultimate he does, but if he hits two people at once with it
the game freezes :(
    

Re: Yuuki Terumi (MBAC style) FULL release (06.01.2018) + Patch 3 (12.01.18)

 January 29, 2018, 03:02:07 am View in topic context
 Posted by PandaHaze  in Yuuki Terumi (MBAC style) FULL release (06.01.2018) + Patch 3 (12.01.18) (Started by Susanoo-no-Mikoto December 30, 2017, 08:18:12 am
 Board: Your Releases, 1.0+

Wow, excellent job on Terumi, he plays great :)
added him to my roster
just curious but are you still working on Es
i love your characters man!
    

Mugen Iron Man Photon Cannon not appearing?!

 December 15, 2017, 07:56:32 am View in topic context
 Posted by PandaHaze  in Mugen Iron Man Photon Cannon not appearing?! (Started by PandaHaze December 15, 2017, 07:56:32 am
 Board: M.U.G.E.N Configuration Help

So i converted Iron and Tag team patched him
but his Photon Cannon does not appear!
This IronMan is by Magus

|PLEASE HELP|
    

Make Kor_Sans Normal?

 November 28, 2017, 01:36:05 am View in topic context
 Posted by PandaHaze  in Make Kor_Sans Normal? (Started by PandaHaze November 28, 2017, 01:36:05 am
 Board: M.U.G.E.N Configuration Help

Hey
i was wondering if i could get rid of his "MISS BAR"
and let him not die in one hit

thanks for reading
    

Re: M.U.G.E.N Screenshots V3

 November 18, 2017, 09:10:53 pm View in topic context
 Posted by PandaHaze  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Player two Idle Sprites not appearing | PLEASE HELP!!! |

 November 18, 2017, 09:43:10 am View in topic context
 Posted by PandaHaze  in Player two Idle Sprites not appearing | PLEASE HELP!!! | (Started by PandaHaze November 08, 2017, 10:47:42 pm
 Board: M.U.G.E.N Configuration Help

Maybe post some code so we can see what you're working with?

Sorry for the late reply.

No, it's in 22000.cns.



open up notepad and search for "trigg[" it should be the block of code under:

;---------------------------------------------------------------------------
; Walk

until the second time you see another line like above. just delete it all.


Also in 22000 cns is the double jump code you have to find.

search for "anim = 550", change it to "anim = 41" should fix that issue too!

Uh, i did exactly what you said and know he dissapears for 1 player also :(
was i supposed to get rid of his walk coding altogether..?
i also changed 550 into 41...but that didn't work either

this character has really bad coding, sorry ^^;

      Posted: November 18, 2017, 09:57:16 am
Maybe post some code so we can see what you're working with?

Sorry for the late reply.

No, it's in 22000.cns.



open up notepad and search for "trigg[" it should be the block of code under:

;---------------------------------------------------------------------------
; Walk

until the second time you see another line like above. just delete it all.


Also in 22000 cns is the double jump code you have to find.

search for "anim = 550", change it to "anim = 41" should fix that issue too!

Uh, i did exactly what you said and know he dissapears for 1 player also :(
was i supposed to get rid of his walk coding altogether..?
i also changed 550 into 41...but that didn't work either

this character has really bad coding, sorry ^^;

OKAY!
Sorry for you telling you cuz i forgot
but this also only happens if he's on teams with someone (Simul
 if it's a single fight it works perfectly
but i need to make him work for simul....
    

Re: Player two Idle Sprites not appearing | PLEASE HELP!!! |

 November 16, 2017, 07:36:11 am View in topic context
 Posted by PandaHaze  in Player two Idle Sprites not appearing | PLEASE HELP!!! | (Started by PandaHaze November 08, 2017, 10:47:42 pm
 Board: M.U.G.E.N Configuration Help

Figured it out.

go into the cns and just erase this:

Code:
trigg[Statedef 20]
type    = S
physics = S
sprpriority = 0


[State 20, WalkSound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 6

[State 20, WalkSound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 6


[State 20, Turn]
type = Turn
trigger1 = Command = "holdback"

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 0, 1]
type = ChangeAnim
TriggerAll = palno = 5
trigger1 = Anim != 4404 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 4404

[State 20, 3]
type = ChangeAnim
TriggerAll = palno != 5
triggerall = Vel X != 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
1


that will fix that.

He also turns invisible during his double jump.

go to the cns state 550 and find this:

Code:
anim = 550

change it to:

Code:
anim = 41

that should fix it.

Sorry i'm a noob a this ^^;
ummm....i can't seem to find this in the cns
this is in the unotag cns right?



     Posted: November 16, 2017, 07:39:39 am
Figured it out.

go into the cns and just erase this:

Code:
trigg[Statedef 20]
type    = S
physics = S
sprpriority = 0


[State 20, WalkSound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 6

[State 20, WalkSound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0, 6


[State 20, Turn]
type = Turn
trigger1 = Command = "holdback"

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 0, 1]
type = ChangeAnim
TriggerAll = palno = 5
trigger1 = Anim != 4404 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 4404

[State 20, 3]
type = ChangeAnim
TriggerAll = palno != 5
triggerall = Vel X != 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
1


that will fix that.

He also turns invisible during his double jump.

go to the cns state 550 and find this:

Code:
anim = 550

change it to:

Code:
anim = 41

that should fix it.

Sorry i'm a noob a this ^^;
ummm....i can't seem to find this in the cns
this is in the unotag cns right?



Okay nevermind....all i see is this
[Statedef 20]
type    = S
physics = S
sprpriority = 0


[State -2,a]
type = Explod
trigger1 = AnimElem = 5,1
trigger2 = AnimElem = 7
anim = 1560
pos = -40,0
postype = p1
sprpriority = 8
removetime = 5
random = 1,1
velocity = -3,-4
bindtime = 1
ownpal = 1
supermove = 1
scale = 0.5,0.5


[State -2,a]
type = Explod
trigger1 = AnimElem = 9
trigger2 = AnimElem = 6
anim = 1563
pos = -40,0
postype = p1
sprpriority = 8
removetime = 5
random = 1,1
velocity = -4,-3
bindtime = 1
ownpal = 1
supermove = 1
scale = 0.5,0.5



[State -2,a]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
anim = 1564
pos = -40,0
postype = p1
sprpriority = 8
removetime = 5
random = 1,1
velocity = -4,0
bindtime = 1
ownpal = 1
supermove = 1
scale = 0.5,0.5

[State 20, WalkSound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 6
channel = 2

[State 20, WalkSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 6
channel = 2

;Turn around if holding back.
[State 20, Turn]
type = Turn
trigger1 = Command = "holdback"

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 2

[State 20, 3]
type = ChangeAnim
triggerall = Vel X != 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

it doesn't match what i'm supposed to erase
(sorry for this trouble...)
    

Re: Player two Idle Sprites not appearing | PLEASE HELP!!! |

 November 16, 2017, 06:14:12 am View in topic context
 Posted by PandaHaze  in Player two Idle Sprites not appearing | PLEASE HELP!!! | (Started by PandaHaze November 08, 2017, 10:47:42 pm
 Board: M.U.G.E.N Configuration Help

Maybe post some code so we can see what you're working with?

Here are all of his commands

[Command]
name = "CPU1"
command = U, D, F, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU2"
command = U, B, F, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU3"
command = U, D, D, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU4"
command = F, B, U, U, D, F, U, B, U, D, F
time = 1

[Command]
name = "CPU5"
command = U, F, U, B, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU6"
command = U, D, B, U, B, U, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU7"
command = F, F, B, U, B, U, D, F, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU8"
command = U, D, U, U, B, U, D, F, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU9"
command = F, B, B, U, B, U, D, F, D, F, U, D, F, U, D, F
time = 1

[Command]
name = "CPU10"
command = F, F, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU11"
command = U, U, F, U, B, U, D, F
time = 1

[Command]
name = "CPU12"
command = U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU13"
command = U, B, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU14"
command = U, F, B, U, U, B, U, D, F
time = 1

[Command]
name = "CPU15"
command = U, B, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU16"
command = U, B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU17"
command = U, D, B, F, U, B, U, D, F
time = 1

[Command]
name = "CPU18"
command = U, D, B, D, U, B, U, D, F
time = 1

[Command]
name = "CPU19"
command = U, D, F, U, U, B, U, D, F
time = 1

[Command]
name = "CPU20"
command = U, D, U, B, U, B, U, D, F
time = 1

[Command]
name = "CPU21"
command = U, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU22"
command = F, F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU23"
command = U, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU24"
command = B, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU25"
command = D, D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU26"
command = D, D, D, U, B, U, D, F
time = 1

[Command]
name = "CPU27"
command = F, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU28"
command = U, U, U, U, B, U, D, F
time = 1

[Command]
name = "CPU29"
command = U, U, B, B, U, B, U, D, F
time = 1

[Command]
name = "CPU30"
command = D, D, F, F, U, B, U, D, F
time = 1

[Command]
name = "CPU31"
command = U, D, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU32"
command = U, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU33"
command = U, D, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU34"
command = F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU35"
command = U, F, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU36"
command = U, D, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU37"
command = F, F, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU38"
command = U, D, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU39"
command = F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU40"
command = F, F, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU41"
command = U, U, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU42"
command = U, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU43"
command = U, B, F, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU44"
command = U, F, B, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU45"
command = U, B, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU46"
command = U, B, B, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU47"
command = U, D, B, F, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU48"
command = U, D, B, D, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU49"
command = U, D, F, U, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU50"
command = U, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU51"
command = U, D, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU52"
command = U, B, F, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU53"
command = U, D, D, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU54"
command = F, B, U, U, D, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU55"
command = U, F, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU56"
command = U, D, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1

[Command]
name = "CPU57"
command = F, F, B, U, B, U, D, F, D, U, B, U, D, U, B, U, D, F
time = 1



[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s


[Defaults]

command.time = 15



command.buffer.time = 1








[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20

[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, y
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, x
time = 20

[Command]
name = "SmashKFUpper"
command = ~D, DB, B, D, DB, B, y
time = 20


[Command]
name = "upper_x"
command = ~F, D, DF, x

[Command]
name = "upper_y"
command = ~F, D, DF, y

[Command]
name = "upper_xy"
command = ~F, D, DF, x+y

[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_xy"
command = ~D, DF, F, x+y

[Command]
name = "QCB_x"
command = ~D, DB, B, x

[Command]
name = "QCB_y"
command = ~D, DB, B, y

[Command]
name = "QCB_xy"
command = ~D, DB, B, x+y

[Command]
name = "FF_ab"
command = F, F, a+b

[Command]
name = "FF_a"
command = F, F, a

[Command]
name = "FF_b"
command = F, F, b

[Command]
name = "°­·ÂÄ®"
command = F, x
time = 4

[Command]
name = "¶Ëħ"
command = U, x
time = 4

[Command]
name = "ȸÀüµ¹¸®±â"
command = U, y
time = 4

[Command]
name = "hold_c"
command = /c

[Command]
name = "hold_a"
command = /a

[Command]
name = "hold_x"
command = /x

[Command]
name = "hold_y"
command = /y


[Command]
name = "FF"
command = F, F
time = 14

[Command]
name = "BB"
command = B, B
time = 14

[Command]
name = "DD"
command = ~D, D
time = 14

[Command]
name = "BF"
command = ~B, F
time = 14


[Command]
name = "recovery"
command = x+y
time = 1


[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1


[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1



[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "start"
command = s
time = 1

[Command]
name = "s"
command = s
time = 1


[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

[Command]
name = "fwd"
command = /$F
time = 1

[Command]
name = "back"
command = /$B
time = 1

[Command]
name = "up"
command = /$U
time = 1

[Command]
name = "down"
command = /$D
time = 1

[State -1,AI]
type = Varset
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1 = command = "CPU1"
trigger2 = command = "CPU2"
trigger3 = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
trigger8 = command = "CPU8"
trigger9 = command = "CPU9"
trigger10 = command = "CPU10"
trigger11 = command = "CPU11"
trigger12 = command = "CPU12"
trigger13 = command = "CPU13"
trigger14 = command = "CPU14"
trigger15 = command = "CPU15"
trigger16 = command = "CPU16"
trigger17 = command = "CPU17"
trigger18 = command = "CPU18"
trigger19 = command = "CPU19"
trigger20 = command = "CPU20"
trigger21 = command = "CPU21"
trigger22 = command = "CPU22"
trigger23 = command = "CPU23"
trigger24 = command = "CPU24"
trigger25 = command = "CPU25"
trigger26 = command = "CPU26"
trigger27 = command = "CPU27"
trigger28 = command = "CPU28"
trigger29 = command = "CPU29"
trigger30 = command = "CPU30"
trigger31 = command = "CPU31"
trigger32 = command = "CPU32"
trigger33 = command = "CPU33"
trigger34 = command = "CPU34"
trigger35 = command = "CPU35"
trigger36 = command = "CPU36"
trigger37 = command = "CPU37"
trigger38 = command = "CPU38"
trigger39 = command = "CPU39"
trigger40 = command = "CPU40"
trigger41 = command = "CPU41"
trigger42 = command = "CPU42"
trigger43 = command = "CPU43"
trigger44 = command = "CPU44"
trigger45 = command = "CPU45"
trigger46 = command = "CPU46"
trigger47 = command = "CPU47"
trigger48 = command = "CPU48"
trigger49 = command = "CPU49"
trigger50 = command = "CPU50"
trigger51 = command = "CPU51"
trigger52 = command = "CPU52"
trigger53 = command = "CPU53"
trigger54 = command = "CPU54"
trigger55 = command = "CPU55"
trigger56 = command = "CPU56"
trigger57 = command = "CPU57"
var(59) = 1

Also here's the character, as you can see in the tag team engine, if player two
plays as him, he's invisible unless he performs an attack :(

http://www.mediafire.com/file/6xptsyssac64tp0/wada.7z
    

Player two Idle Sprites not appearing | PLEASE HELP!!! |

 November 08, 2017, 10:47:42 pm View in topic context
 Posted by PandaHaze  in Player two Idle Sprites not appearing | PLEASE HELP!!! | (Started by PandaHaze November 08, 2017, 10:47:42 pm
 Board: M.U.G.E.N Configuration Help

Okay so i fixed my character Don-Chan and got the Uno Tag Team working just fine :)

but now all of a sudden if player 2 plays the character, his idle sprites don't appear

i don't know why this is happening and i can't fix it...i've tried

someone please help
thx ^^

(I'm Using 1.1)