Question:Is it possible to adjust the KO speed in MUGEN? Whenever a character is KOed the game slows down.Is there a way to take away that slow down for certain characters?Thanks in advance, chaps!
S--so cool...===========(This is a personal edit and not my own character.)[mcode]; Hadou-Ken fraco[Statedef 1000]type = Smovetype= Aphysics = Sjuggle = 1poweradd= 5000ctrl = 0velset = 0,0anim = 1000sprpriority = 2[State 1000, Hadou-Ken!]type = PlaySndtriggerall = Var(5) != 2trigger1 = AnimElem = 4value = S1,0[State 1000, Puu!]type = PlaySndtriggerall = Var(5) = 2trigger1 = AnimElem = 4value = S2,3[State 1000, Onda]type = PlaySndtrigger1 = AnimElem = 4value = S4,10;[State 1000, Poeira];type = Explod;trigger1 = AnimElem = 2;anim = 8020;ID = 8020;postype = P1;pos = 4,-4;sprpriority = 3;ownpal = 1[State 1000, Hadouken Wave]type = Explodtrigger1 = AnimElemTime(4) = 1anim = 1004id = 1004postype = P1pos = 4,10ownpal = 1sprpriority = 5[State 1000, Trilha de poeira]type = Helpertriggerall = Var(5) != 1trigger1 =AnimElemTime(4) = 1helpertype = normalname = "Trilha de Poeira"postype = P1pos = -4,0stateno = 8050ownpal = 1persistent = 0[State 1000, Width]type = Widthtrigger1 = Time = [5,38]edge = 25player = 15;---------------------------------------------------------------------------;Ryu[State 1000, Projétil longe]type = Projectiletriggerall = Var(5) = 0trigger1 = AnimElem = 4trigger1 = P2BodyDist X > 90ProjID = 1010projanim = 1010projhitanim = 1011projpriority = 1projmisstime = 0offset = 24,14velocity = 4,0attr = S, SPanimtype = Harddamage = 66,3guardflag = MApausetime = 5,0guard.sparkno = S8015sparkno = S8003sparkxy = 122, -59hitsound = S10,2guardsound = S13,0ground.type = Highground.slidetime = 16ground.hittime = 20ground.velocity = -5air.velocity = -4,-3air.juggle = 6palfx.time = 50palfx.color = 0palfx.add = 50,50,160palfx.sinadd = 30,30,50,10[State 1000, Projétil perto]type = Projectiletriggerall = Var(5) = 0trigger1 = AnimElem = 4trigger1 = P2BodyDist X <= 90ProjID = 1010projanim = 1010projhitanim = 1011projpriority = 1projshadow = -1projmisstime = 0offset = 24,14velocity = 4,0attr = S, SPanimtype = Heavydamage = 66,3guardflag = MApausetime = 5,0guard.sparkno = S8015sparkno = S8003sparkxy = 122, -59hitsound = S10,2guardsound = S13,0ground.type = Highground.slidetime = 20ground.hittime = 20ground.velocity = -9,-5air.velocity = -9,-5air.animtype = Backair.juggle = 4fall = 1air.fall = 1palfx.time = 50palfx.color = 0palfx.add = 50,50,160palfx.sinadd = 30,30,50,10[state 1000, choque]type = explodtrigger1 = movehitanim = 8100id = 7777bindtime = 150postype = p2pos = Floor(enemynear, const(size.mid.pos.x)),Floor(enemynear, const(size.mid.pos.y))sprpriority = 5persistent = 0;---------------------------------------------------------------------------;Ken[State 1000, Ken Hadou-Ken]type = Helpertriggerall = Var(5) = 1trigger1 = AnimElem = 4helpertype = Normalname = "Hadou-Ken Modo Ken"postype = p1pos = 32,14stateno = 1050ID = 1050ownpal = 1persistent = 0;---------------------------------------------------------------------------;Akuma[State 1000, Projétil longe]type = Projectiletriggerall = Var(5) = 2trigger1 = AnimElem = 4trigger1 = P2BodyDist X > 90ProjID = 1010projanim = 1020projhitanim = 1021projpriority = 1projmisstime = 0offset = 24,14velocity = 4,0attr = S, SPanimtype = Harddamage = 66,3guardflag = MApausetime = 5,0guard.sparkno = S8015sparkno = S8003sparkxy = 122, -59hitsound = S10,2guardsound = S13,0ground.type = Highground.slidetime = 16ground.hittime = 20ground.velocity = -5air.velocity = -4,-3air.juggle = 6[State 1000, Projétil perto]type = Projectiletriggerall = Var(5) = 2trigger1 = AnimElem = 4trigger1 = P2BodyDist X <= 90ProjID = 1010projanim = 1020projhitanim = 1021projpriority = 1projshadow = -1projmisstime = 0offset = 24,14velocity = 4,0attr = S, SPanimtype = Heavydamage = 66,3guardflag = MApausetime = 5,0guard.sparkno = S8015sparkno = S8003sparkxy = 122, -59hitsound = S10,2guardsound = S13,0ground.type = Highground.slidetime = 20ground.hittime = 20ground.velocity = -9,-5air.velocity = -9,-5air.animtype = Backair.juggle = 4fall = 1air.fall = 1[State 1000, Fim]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1[/mcode]
I would like to know how to add static to P2 upon getting hit from an attack.I added an Explod after the Hitdef of the attack, but when the attack connects, the Explod doesn't appear.Did I add the Explod in the wrong place?
Mello said, May 05, 2008, 09:12:17 pm26Invictus said, May 05, 2008, 09:12:27 pm27Young Shimaiuskoo Doh said, May 05, 2008, 09:12:51 pm28Titiln Papintamidos said, May 05, 2008, 09:14:44 pmHAHAHA SUCK MY DICKSorry...HAHAHA...but this...HOHOHOHOHO...was funny...RAHAHAHAHAAAA!!!Start again.1