If you can give be a general idea of it I'm am more than happy to learn I got the idea from this forum its how I was able to add a power charge as well I used the code from pots characters that also had this move I copied this into system
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;====================< CUSTOM COMBO >==================== ;--- GROUND --- [Statedef 900] type = S physics = S movetype = A anim = 900 velset = 0, 0 ctrl = 0 sprpriority = 2 poweradd = -1000
[State 900, Corner Push] type = varset trigger1 = time = 4 fvar(5) = 0 [State 900, Unguardable] type = varset trigger1 = time = 4 && numenemy trigger1 = (enemynear, stateno != [120, 155]) var(17) = 30
[State 900, NHB] type = nothitby trigger1 = !time value = SCA time = 38 [State 900, Stop] type = posfreeze trigger1 = 1 value = 1 [State 900, Var] type = varset trigger1 = time >= 4 var(20) = 180
[State 900, Snd] type = playsnd trigger1 = time = 4 value = 6, 4 channel = 0
[State 900, SuperPause FX] type = helper trigger1 = time = 4 helpertype = normal stateno = 8400 ID = 8400 name = "Custom Combo Startup" postype = p1 pos = 9, -61 supermovetime = 255 size.xscale = 1 size.yscale = 1 ownpal = 1 [State 900, Super Pause] type = superpause trigger1 = time = 4 time = 30 movetime = 30 anim = -1 sound = s0, 900 p2defmul = 1 darken = 0
[State 905, End] type = changestate trigger1 = !animtime value = 906 ctrl = 1
[Statedef 906] type = A physics = N movetype = I anim = 906 ctrl = 1 [State 906, Accel] type = gravity trigger1 = 1 [State 906, Land] type = changestate trigger1 = pos y > -vel y value = 52
This into Helper
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;========================<CUSTOM COMBO>============================= [StateDef 8400] type = A physics = N moveType = I anim = 8400 ctrl = 0 velSet = 0,0 sprPriority = 5
[State 8400, NoShadow] type = AssertSpecial trigger1 = 1 flag = NoShadow ignoreHitPause = 1
[State 8400, BGpalFX] type = BGpalFX trigger1 = Time < 25 time = 1 mul = 128,128,128
[State 8400, Rotate] type = AngleSet trigger1 = !Time value = 6 * (Random % 60)
[State 8400, Rotate] type = AngleAdd trigger1 = 1 value = -6
I added the code and the animations, but when I press the button combination it does nothing What else do I edit besides the system, helper, and command??? In the command I only added the code and the button command am I missing something?
Re: Winmugen Edits and Conversions to 1.0 and 1.1 - Accepting Requests ;)
Like the A groove on cvs2. More like the pots styled characters have where you basically can chain all normal and special attacks for a set time period
also the other question.. Say I have Cody by H and Cody by Lost Avenger one cvs2 and one custom. I want to add a dodge and roll the one by H has and the latter does not. Is that possible to implement from say taking the animation from one and adding it to the other? I want to give LA's Cody the dodge and custom combo
I'm looking for Chris, Shermie, and Yashiro whom can all toggle their orochi forms on and off with a command during a fight.. Also is there a good Jhun Hoon around?
Is there anyway to make this character work properly in 1.1? I'm not getting any errors of any sort the game just randomly crashes when I do a super at times
Okay I understand how to change the sprites however the special, or "hyper moves" hits do not change along with the sprites. Ie Vanessa for Kof I chaned her to cvs sprites all her basic attacks are good except for the specials. Also does the hyper bg have to be changed through ff manually or is there something else I have to change