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Started by knn6, April 02, 2020, 09:12:56 AM
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New #1  April 02, 2020, 09:12:56 AM
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Last Edit: April 03, 2020, 03:58:47 PM by takut256
Re: adding random music to stages
#2  April 02, 2020, 02:44:37 PM
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If both fighters have a statedef -2 in their own CNS, everything in common1.cns (in statedef -2) will be skipped. MUGEN gives priority to characters over the common1.cns. Any state the character have will overwrite the state with the same number in common1.

I really don't know a propper way to randomize music like this, tbh, if someone else knows I'd like to learn too.
Re: adding random music to stages
#3  April 03, 2020, 09:22:15 AM
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So if this is going to spawn at the very start of the battle, you'd need it to be in Statedef 5900.
You'd also want to make a check that only P1 will spawn the music.
I'm not 100% sure, but I _think_ the snd file has a size limit. I'm probably wrong on that though.

One thing I'd do for testing is try to get a regular sound effect to play before a whole song.
Make sure
trigger1 = StageVar( = "Mountainside Temple"
works using displaytoclipboard. But you might want to get things working on any stage first. Then add the other triggers.

If for some reason music can't be activated on time = 0, create a Var with the value(s) you want. Then after the initialization happens use that to spawn the song.
vVv Wheat Stage Released vVv