Spoiler: Old (click to see content)Code: [Statedef -1][State ]type=helpertrigger1=(stateno=0||stateno=5900)&&!ctrl&&!numhelper(20)id=20stateno=5150keyctrl=1ignorehitpause=1pausemovetime=9999999supermovetime=9999999[State ]type=assertspecialtrigger1=ishelper(20)flag=invisibleignorehitpause=1[State ]type=statetypesettrigger1=ishelper(20)movetype=iignorehitpause=1[State ]type=changeanimtrigger1=ishelper(20)value=root,animignorehitpause=1[State ]type=ctrlsettrigger1=ishelper(20)value=0ignorehitpause=1[State ]type=velsettrigger1=ishelper(20)x=rootdist xy=rootdist yignorehitpause=1[State ]type=parentvarsettrigger1=ishelper(20)trigger1=stateno=5120var(0)=1ignorehitpause=1[State ]type=destroyselftrigger1=ishelper(20)trigger1=time=100ignorehitpause=1[State ]type=displaytoclipboardtrigger1=!ishelpertext="Training Mode = %d 0=No 1=Yes"params=var(0)ignorehitpause=1Code: [Statedef -2][State ]type=nulltrigger1=stateno=5900&&time<=2trigger1=var(59):=0trigger2=var(59)<3trigger2=var(59):=var(59)+1ignorehitpause=1[State ]type=assertspecialtrigger1=var(59)=1flag=nokoignorehitpause=1[State ]type=lifesettrigger1=var(59)<=2value=lifemax*(var(59)=2)ignorehitpause=1[State ]type=nulltrigger1=var(59)=1trigger1=var(58):=lifeignorehitpause=1[State ]type=displaytoclipboardtrigger1=1text="Training Mode=%d 0=No 1=Yes"params=var(58)ignorehitpause=1
So, that means there is a hardcoded state change from 5150 to 5120 when in training mode? Nice to know.I guess this is a safer and better method than checking the powerbar during intro.
that pretty much sums it up yes.it'll work if the intro is or is not skipped. the only ( not so major ) downside is it takes roughly 100 ticks upon spawn.
I know this is kind of trivial for someone who's intending to use this type of code, but you could use the [ code ] tags and a short intro/comment each time :- Create the helper in state XXX.- This is the code for the helper itself : ...- This line does this, this state does that.- Put this in state -2 to display blabla.This would make the tutorials much more understandable and easy to read.
Well it is the code library rather than tutorials. But explaining what is happening is always useful so if you want to tweak it you don't need to work out what bits of the code do.
2OS said, August 25, 2012, 08:42:00 amthat pretty much sums it up yes.it'll work if the intro is or is not skipped. the only ( not so major ) downside is it takes roughly 100 ticks upon spawn.Hate to bring this back up, but I wanted to say something about this.I think you're saying 100 ticks upon respawn because that is what is written in the code. If you wanted to change the time, couldn't you say something like 50, 10, or time > 0 instead? Or does it really need exactly 100 game ticks for this code to work?Also, why 5150? I thought that was already used for something. Is it not? Wait.... Isn't 5150 the dead KO state?Can it be any state number, or does it have to be 5150?
Training mode forces a state change from 5150 to 5120, that is clear enough isn't it? Because of the way mugen works it takes 100 ticks to achieve this.And of course you can't use another state. That's obviously not how this works.If you have further questions redirect them to the dev help forum not here.
This work for meCode: [State -3];Demo modetype=Varsettriggerall=!Var(10)trigger1= (Stateno=190||Stateno=5900) && roundno=1 && Power>=1000 && Ailevel!=0 ;<--Mugen1.0+v=10value=1[State -3];Demo mode error ;<--Only for same characters/fullgame+type=Varsettriggerall=Var(10)trigger1=Roundstate=2 && Enemy,var(10)=0v=14value=0
Dude, what's with the necro?Also, your method isn't exclusively going to pin-point demo mode. Your conditions would be true for any character ready to do a standard, 1-bar super.
Cybaster said, August 27, 2012, 04:06:36 pmI know this is kind of trivial for someone who's intending to use this type of code, but you could use the [ code ] tags and a short intro/comment each time :- Create the helper in state XXX.- This is the code for the helper itself : ...- This line does this, this state does that.- Put this in state -2 to display blabla.This would make the tutorials much more understandable and easy to read. Cyanide said, August 28, 2012, 03:14:32 amWell it is the code library rather than tutorials. But explaining what is happening is always useful so if you want to tweak it you don't need to work out what bits of the code do.i generally don't elaborate on things that utilize weird engine behavior. there's essentially nothing to tweak here or learn other than there's, well, weird engine behavior.in this rare case i do in fact find it ideal for people to simply copy and paste it.i updated the first post with a simpler detector that works instantaneously as each round starts.
The new detector indeed works, but I applied it in a vanilla KFM and his life immediately refills to lifemax after taking a hit
It works perfectly, huge thanks. I used the previous method in my chars for a long time and I was pretty satisfied with it. Now they will feel even more solid with your new nethod.