ok so I made some changes so it looks better heres what ive done
first i got these settings in my fight.def
start.waittime = 1
ctrl.time = 5
my statedef 5900 has a changestate to state 11190 my pre vs
screen state its blank nothing cool happening here
Spoiler, click to toggle visibilty
;==============================================================
;INITIALIZE AT START OF ROUND
[Statedef 5900]
type = S
ctrl = 0
anim = 9999
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 5900
flag = nomusic
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 5900
flag = timerfreeze
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 5900
flag = nobg
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 5900
flag = nofg
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 5900
flag = nobardisplay
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
value = 0
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
fvalue = 0
[State 5900, Palette]
type = remappal
trigger1 = 1
source = 1, 1
dest = 1, palno
;===========================================================================
;REMOVE IF YOUR COPYING THIS STATEDEF/ITS FOR COMPATIBILITY FOR QUICKFIST YURI
; DONT TOUCH THIS SHIT!!!!
[State 5900]
type = null;VarSet
trigger1 = 1
v = 43
value = 1 ;DONT TOUCH THIS SHIT!!!!
;===========================================================================
;REMOVE IF YOUR COPYING THIS STATEDEF/ITS FOR COMPATIBILITY FOR QUICKFIST YURI
; DONT TOUCH THIS SHIT!!!!
[State 5900]
type = null;VarSet
trigger1 = 1
v = 44
value = 1 ;DONT TOUCH THIS SHIT!!!!
;===========================================================================
[State 5900, ACTIVATE VS SCREEN]
type = changestate
trigger1 = time > 1
value = 11190
ctrl = 1
[State 5900, 2ND ROUND TRANSITION SCREEN ACTIVATE]
type = null;ChangeState
trigger1 = Roundno = 2
value = 9111
ctrl = 0
[State 5900, 3RD ROUND TRANSITION SCREEN ACTIVATE]
type = null;ChangeState
trigger1 = Roundno = 3
value = 9112
ctrl = 0
[State 5900, Turns Intro]
type = changestate
trigger1 = teammode = turns
trigger1 = !roundsexisted && roundno >= 2
value = 6900
;==============================================================
my state 11190! supposed to go to statedef 11191 my vs screen but mugens retarded
Spoiler, click to toggle visibilty
;==============================================================
;BEFORE VS SCREEN
[Statedef 11190]
type = S
physics = S
velset = 0, 0
sprpriority = 0
anim = 9999
ctrl = 0
[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11190
flag = nomusic
[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11190
flag = timerfreeze
[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11190
flag = nobg
[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11190
flag = nofg
[State 190, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11190
flag = nobardisplay
[State 190, ACTIVATE VS SCREEN]
type = ChangeState
trigger1 = Time = 180
value = 11191
ctrl = 0
;==============================================================
my vs screen
Spoiler, click to toggle visibilty
;==============================================================
;VS SCREEN
[Statedef 11191]
type = S
physics = S
velset = 0, 0
sprpriority = 0
anim = 9999
ctrl = 0
[State 11191, SuperPause]
type = null;SuperPause
trigger1 = Time >0
time = 70
moveTime = 0
unHittable = 1
anim = -1
sound = -1
darken = 0
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11191
flag = nomusic
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11191
flag = timerfreeze
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11191
flag = nobg
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11191
flag = nofg
[State 11191, AssertSpecial]
type = AssertSpecial
trigger1 = stateno = 11191
flag = nobardisplay
[State 11191, VS LOGO APPEAR]
type = Explod
trigger1 = time = 0
anim =F3
ID =3
pos = -160,0
postype = p1
bindtime = 0
removetime = 400
scale = 1,1
sprpriority = 4
ontop = 0
facing = -1
ownpal = 1
[State 11191, CHAR ZOOM EFFECT]
type = Helper
trigger1 = !time && NumHelper(9000) = 0
name = "ZOOM"
ID = 9000
pos = 0,0
stateno = 9000
sprpriority = 4
ownpal = 1
[State 11191, VS BGM]
type = PlaySnd
trigger1 = time = 0
value = F70,2
abspan =1
[State 11191, VS BG TV STATIC]
type = Helper
trigger1 = !Time
name = "VSBGSTATIC"
ID = 10001
stateno = 10001
pos = -160,120
postype = p1
keyctrl = 0
sprpriority = 0
ownpal = 1
[State 11191, VS LOGO DISSAPEAR]
type = Explod
trigger1 = time = 399
anim =F99699
ID =99699
pos = -160,0
postype = p1
bindtime = 0
removetime = 25
scale = 1,1
sprpriority = 4
ontop = 1
facing = -1
ownpal = 1
[State 11191, SPARK]
type = Explod
trigger1 = time=399
anim =F99799
ID =99799
pos = -155,120
postype = p1
bindtime = 0
removetime = 26
scale = 1,1
sprpriority = 4
ontop = 1
facing = -1
ownpal = 1
[State 11191, SHAKE]
type = EnvShake
trigger1 = 399
time = 15
freq = 60
ampl = -4
phase = 90
[State 11191, BOOM SFX]
type = PlaySnd
trigger1 = time=399
value = F750,0
[State 11191, AND THE BATTLE BEGINS...FIGHT! SFX]
type = PlaySnd
trigger1 = time = 399
value = F61,2
abspan =1
[state 11191, GET READY...FIGHT! TEXT]
type = Explod
trigger1 = time = 399
Id = 99599
anim = F99599
postype = right
pos = -160,70
removetime = 190
bindtime = 190
sprpriority = 4
ownpal = 1
ontop = 1
scale = .5,.5
[state 11191, TOP ROUND 1 TEXT SCROLL RIGHT]
type = Explod
trigger1 = time = 1
Id = 99199
anim = F99199
postype = right
velocity = .5,0
pos = -255,8
removetime = 400
sprpriority = 4
ownpal = 1
ontop = 1
scale = .5,.5
[state 11191, BOTTOM ROUND 1 TEXT SCROLL LEFT]
type = Explod
trigger1 = time = 1
Id = 99199
anim = F99199
postype = right
velocity = -.5,0
pos = -65,225
removetime = 400
sprpriority = 4
ownpal = 1
ontop = 1
scale = .5,.5
[State 11191, ACTIVATE CHAR INTRO]
type = ChangeState
trigger1 = animTime = 400
value = 9889 + (random%2) ; my chars intros after the vs screen
ctrl = 0
now since mugen acts weird in roundstate 1 i have another changestate in statedef 0 to go to
my vs screen statedef 11191 if the prevstateno was 11190
Spoiler, click to toggle visibilty
;==============================================================
;STANDING
[Statedef 0]
type = S
physics = S
velset = 0, 0
sprpriority = 0
[State 190, ACTIVATE VS SCREEN]
type = ChangeState
trigger1 = Time >1
trigger1 = roundno = 1
trigger1 = prevstateno = 11190
value = 11191
ctrl = 0
[State 5900, 2ND ROUND TRANSITION SCREEN ACTIVATE]
type = null;ChangeState
trigger1 = !Time
trigger1 = roundstate < 2
trigger1 = Roundno = 2
value = 9111
ctrl = 0
[State 5900, 3RD ROUND TRANSITION SCREEN ACTIVATE]
type = null;ChangeState
trigger1 = !Time
trigger1 = roundstate < 2
trigger1 = Roundno = 3
value = 9112
ctrl = 0
[State 11191, SuperPause]
type = null;SuperPause
trigger1 = roundstate = 2
trigger1 = Time >1
trigger1 = prevstateno = 11190
time = 100
moveTime = 0
unHittable = 1
anim = -1
sound = -1
darken = 0
[State 0, Remove Explods]
type = RemoveExplod
trigger1 = IsHelper
[State 0, Destroy Helpers]
type = DestroySelf
trigger1 = IsHelper
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && !AnimTime
value = 0
[State 0, Dead]
type = ChangeState
trigger1 = !Alive
value = 5050
[State 0, WinState]
type = ChangeState
trigger1=(enemy, stateno=5150&&time=70)
trigger2=(enemy, prevstateno=5950||stateno=5150&&time=90)
value=180
ctrl=0
;==============================================================
now i have it working but theres still that 1 tick in the begining that breaks the system
im trying if you mash buttons or hold a direction during that 1 tick in the begining.
i finally posted this just so yall can see the code and see what i can do to make it work better.
hopefully show me were to put some vars to completly remove control during that 1 tick