So I've came across this code, that implies that there is a VS screen, and I've enabled this but it doesn't seem to work, do you guys know what this does.; init -2; VS_Screen [player] ; VS画面[statedef 185900]type=smovetype=iphysics=nanim=909601 velset=0,0ctrl=0;---[state 0] type=assertspecial trigger1=1 flag=invisible[state 0] type=nothitby trigger1=1 value=sca[state 0] type=assertspecial trigger1=1 flag=nobg flag2=nofg flag3=noboardisplayardisplay[state 0] type=assertspecial trigger1=1 flag=nomusic flag2=timerfreeze flag3=noko ignorehitpause=1[state 0] type=assertspecial;; trigger1=(time>=60) ;;system_timer:60f trigger1=1 ;;ikemen flag=intro;---[state 0] type=turn trigger1=!time && numpartner>1 && facing=ifelse(teamside=1,-1,1)[state 0] type=posset trigger1=!time && numpartner>1 && playeridexist(id-2) trigger1=playerid(id-2),ishelper=0 && playerid(id-2),teamside=teamside x=const240p(120)*ifelse(teamside=1,-1,1)[state 0] type=posset trigger1=!time && numpartner>2 && playeridexist(id-3) trigger1=playerid(id-3),ishelper=0 && playerid(id-3),teamside=teamside x=const240p(144)*ifelse(teamside=1,-1,1);---; index from id[state 0] type=varset trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) trigger1=playerid(floor(sysfvar(0))),var(0)=90900 sysvar(3)=id-playerid(floor(sysfvar(0))),sysvar(0);---; bg[state 0] type=explod id=4 trigger1=sysvar(3)=0 && teamside=1 sprpriority=50 ownpal=1 space=screen postype=left anim=f3530 pos=floor(const240p(-5400)),floor(const240p(90)) scale=200,20 bindtime=-1 removetime=1 trans=none; eff[state 0] type=explod id=4 trigger1=sysvar(3)=0 anim=f160303-teamside scale=2.5,-5 pos=floor(const240p(ifelse(teamside=1,0,320))),floor(const240p(130)) sprpriority=180 ownpal=1 space=screen postype=left bindtime=-1 removetime=1; versus[state 0] type=explod id=2 trigger1=sysvar(3)=0 && teamside=1 && !numexplod(stateno+1) anim=f233320 sprpriority=181 ownpal=1 space=screen postype=left pos=floor(const240p(160)),floor(const240p(20)) bindtime=-1 removetime=-1 removeongethit=1[state 0] type=modifyexplod trigger1=(time<=15) id=2 scale=(15-time)*0.25+1,(15-time)*0.25+1; fg_light/mask[state 0] type=explod id=4 trigger1=sysvar(3)=0 anim=f3020 sprpriority=180 ownpal=1 space=screen facing=ifelse(teamside=1,1,-1) postype=left pos=floor(const240p(ifelse(teamside=1,-50,370))), 0 scale=1.325,1.075 bindtime=-1 removetime=1; fg[state 0] type=explod id=4 trigger1=sysvar(3)=0 && teamside=1 anim=f233310 sprpriority=182 ownpal=1 space=screen postype=left pos=0,0 bindtime=-1 removetime=1;---; slide[state 0] type=varset trigger1=teamside=1 && (time<=236-numpartner*50) sysfvar(1)=floor(const240p( sysvar(3)*30 -(time<=25)*((25-time)*(sysvar(3)*0.2+1))**3*0.01 +time*sysvar(3)*0.05 ))[state 0] type=varset trigger1=teamside=2 && (time<=236-numpartner*50) sysfvar(1)=floor(const240p(320 -sysvar(3)*30 +(time<=25)*((25-time)*(sysvar(3)*0.2+1))**3*0.01 -time*sysvar(3)*0.05 )); face[state 0] type=explod id=2 trigger1=(time>1) && selfanimexist(909002) anim=909002 space=screen postype=left facing=ifelse(teamside=1,1,-1) ownpal=1 bindtime=-1 removetime=1 sprpriority=100-sysvar(3)*10 pos=floor(sysfvar(1)), floor(const240p( 50 +sysvar(3)*10 )) scale=3.2-sysvar(3)*0.4, 3.2-sysvar(3)*0.4; name[state 0] type=explod id=2 trigger1=(time>1) && selfanimexist(909010+teamside) anim=909010+teamside space=screen postype=left pos=floor(const240p( ((time<=25) *((25-time)*(0.2+sysvar(3)*0.1))**2 -time*sysvar(3)*0.05 ) *ifelse(teamside=1,-1,1) +ifelse(teamside=1,20,300) )) ,floor(const240p(130+sysvar(3)*12)) ownpal=0 bindtime=-1 removetime=1 scale=2,2 sprpriority=180 trans=sub[state 0] type=palfx trigger1=numexplod(2) time=1 add=-256*(teamside=2), -abs(50-time%101)*3 ,-256*(teamside=1);---; char_anim[state 0] type=removeexplod trigger1=(time=25) || (animtime=0) id=1[state 0] type=changeanim trigger1=(time=25) || animtime=0 value=ifelse(time=25 && selfanimexist(195),195,0)[state 0] type=explod id=1 trigger1=!numexplod(1) anim=anim space=screen postype=left facing=ifelse(teamside=1,1,-1) ownpal=1 bindtime=-1 removetime=-1 removeongethit=1 sprpriority=220-sysvar(3);;*1 scale=0.5*const(size.xscale),0.5*const(size.yscale)[state 0] type=modifyexplod trigger1=1 id=1 postype=left pos=floor(const240p( ifelse(teamside=1, 25+sysvar(3)*25 -time*0.05, 295-sysvar(3)*25 +time*0.05) )) ,floor(const240p(128));---;--- explos[state 0] type=explod trigger1=(time=[30,80]) && (time%10=0) && sysvar(3)=0;op; anim=f210508 ;; ;; <MASK> [210506-210508] anim=f210502 +(teamside=2)*3 ;; [210500-210505] ; red:0-2 / blue:3-5 id=4 postype=p1 pos=floor(-pos x)*facing,-floor(const240p(60)) scale=((random%5)*0.2+1.5)*ifelse(random<500,1,-1),((random%5)*0.2+1.5)*ifelse(random<500,1,-1) sprpriority=51 ;;bg+ ownpal=1 vel=2+(random%5),(random%7-3);---; flash[state 0] type=explod trigger1=(time=140) && sysvar(3)=0 && teamside=1 anim=f233301 space=screen postype=left facing=ifelse(teamside=1,1,-1) pos=0,0 ownpal=1 bindtime=-1 sprpriority=5 scale=200,200 ontop=1; fade[state 0] type=explod trigger1=(time=0) && sysvar(3)=0 anim=f233305 space=screen postype=left facing=ifelse(teamside=1,1,-1) pos=0,0 ownpal=1 bindtime=-1 sprpriority=6 scale=200,200 ontop=1;---[state 0] type=playsnd trigger1=(time=6) && sysvar(3)=0 && teamside=2 value=f10300,20 ;;eff channel=1[state 0] type=playsnd trigger1=(time=18) && sysvar(3)=0 && teamside=1 value=f20300,0 ;;bgm channel=1[state 0] type=playsnd trigger1=(time=150) && sysvar(3)=0 value=f2100,100 ;;eff;---; clear_img / end_flag[state 0] type=removeexplod trigger1=(time=160) || (roundstate>=2) ;--- system_switch trigger2=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0))) trigger2=(playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&524288) ;;20th bit ;--- id=1[state 0] type=removeexplod trigger1=!numexplod(1) id=2[state 0] type=removeexplod trigger1=!numexplod(1) id=4[state 0] type=stopsnd trigger1=!numexplod(1) channel=1 [state 0] ;[.01] type=selfstate trigger1=!numexplod(1) value=prevstateno
Allows to have a custom versus screen before the fight, is an ikemen feature using some of the code exclusives related to the engine.I managed to make a functional unnoficial backport to the latest add004 for Mugen but no one show interest on it when said on Discord, here the examples:
Yeah, I just found it on the common1.cns on data instead of the add004 folders, but for some reason when I enable it, it does not work
MangeX said, March 28, 2020, 06:19:54 amAllows to have a custom versus screen before the fight, is an ikemen feature using some of the code exclusives related to the engine.I managed to make a functional unnoficial backport to the latest add004 for Mugen but no one show interest on it when said on Discord, here the examples:[youtube]https://youtu.be/q0MDLNdj1l8[/youtube] [youtube]https://youtu.be/3jzkIej1hSk[/youtube] [youtube]https://youtu.be/zHH20gT7ek0[/youtube]How were you able to enable it? I tried, but it didn't work with the system switch