add004basic

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 PM

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yaret

A question, where can I change the botton of the tag system?

I don't like what it is, middle  punch + weak kick.

The best Dragon ball Mugen: https://www.youtube.com/watch?v=ZzQkB1gVtXA
The best music I ever heard: https://www.youtube.com/watch?v=OmVnhQvMV6U

asafp151

#101
Quote from: yaret on August 26, 2014, 03:10:45 AM
A question, where can I change the botton of the tag system?

I don't like what it is, middle  punch + weak kick.

in the mm2 folder you will find the common1.cns
open it go near the bottom you will see this

;// change
;// Œð'Ö
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(pos y>=0) && (ctrl || (stateno=[0,40]))
   trigger1=(partner,sysfvar(4)>0) && (id<partner,id) && (partner,alive)
   trigger2=(partner,stateno=[190191,190192])
   trigger2=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger2=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger2=(command="y"&&command="a")&&(command="holdfwd"||command="holdback")||(playerid(floor(sysfvar(0))),var(51)>0&&life<partner,life&&(random%50=0)&&random<(partner,life-life)*100)
   sysfvar(4)=0


and from there i'm trying to change it (i think this is the last trigger2)
EDIT: got it working i deleted the last trigger2's &&command="a")&&(command="holdfwd"||command="holdback")
and i did it trigger2=(command="start")||(playerid(floor(sysfvar(0))),var(51)>0&&life<partner,life&&(random%50=0)&&random<(partner,life-life)*100)
   sysfvar(4)=0

Key2Lite

Did you get that to work?
Seems like everything is the same when I try it. Also,
Quote from: Key2Lite on August 23, 2014, 10:49:57 PM
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

asafp151

#103
Quote from: Key2Lite on August 26, 2014, 11:06:18 PM
Did you get that to work?
Seems like everything is the same when I try it. Also,
Quote from: Key2Lite on August 23, 2014, 10:49:57 PM
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

i forget this was assist i did switch characters on start i'll find it in a sec (what i said before is about character switching change)
edit: its under ;//change in common1.cns near the bottom

;// striker-call / summon
;// ƒXƒgƒ‰ƒCƒJ[ŒÄo
[state 0]
   type=varset
   triggerall=!ishelper && roundstate=2 && numpartner
   triggerall=(sysfvar(4)>0) && (movetype!=h) && (gethitvar(isbound)=0)
   triggerall=(stateno!=[190190,190199]) && (partner,stateno=190192)
   triggerall=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
   trigger1=(playerid(floor(sysfvar(0))),var(51)<1) && (command="y") && (command="a")
   trigger2=(playerid(floor(sysfvar(0))),var(51)>0) && (random%180=0) && (random>(partner,life-life)*100)
   sysfvar(4)=101



change trigger1 (command="y") && (command="a")

yaret

Quote from: Key2Lite on August 26, 2014, 11:06:18 PM
Did you get that to work?
Seems like everything is the same when I try it. Also,
Quote from: Key2Lite on August 23, 2014, 10:49:57 PM
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

yes it's works for me, you just have to select mod_mm2_tag_p1 in the game team arcade,  chosing your 2 chars and the tag system is middle  punch + weak kick. for attacks. To change the character is left + middle  punch + weak kick. or right + middle  punch + weak kick.

The best Dragon ball Mugen: https://www.youtube.com/watch?v=ZzQkB1gVtXA
The best music I ever heard: https://www.youtube.com/watch?v=OmVnhQvMV6U

asafp151

Quote from: yaret on August 26, 2014, 11:21:36 PM
Quote from: Key2Lite on August 26, 2014, 11:06:18 PM
Did you get that to work?
Seems like everything is the same when I try it. Also,
Quote from: Key2Lite on August 23, 2014, 10:49:57 PM
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

yes it's works for me, you just have to select mod_mm2_tag_p1 in the game team arcade,  chosing your 2 chars and the tag system is middle  punch + weak kick. for attacks to change the character is left + middle  punch + weak kick. or right + middle  punch + weak kick.

now you can change it with common1.cns in the mm2 folder (this is where the main buttons of switching character and assist)

asafp151

now i'm trying to edit characters assist move

Key2Lite

Quote from: yaret on August 26, 2014, 11:21:36 PM
Quote from: Key2Lite on August 26, 2014, 11:06:18 PM
Did you get that to work?
Seems like everything is the same when I try it. Also,
Quote from: Key2Lite on August 23, 2014, 10:49:57 PM
Could someone help me and tell me how I can change the assist attack? I can't seem to fully understand.

yes it's works for me, you just have to select mod_mm2_tag_p1 in the game team arcade,  chosing your 2 chars and the tag system is middle  punch + weak kick. for attacks. To change the character is left + middle  punch + weak kick. or right + middle  punch + weak kick.

What I mean is, how to change what I use to change. The buttons. I changed the common1 but it was the same.
Well, I'll play around with the common1 again.

asafp151


What I mean is, how to change what I use to change. The buttons. I changed the common1 but it was the same.
Well, I'll play around with the common1 again.
[/quote]
(the quote didn't work)

did you try the mm2 folder or the data folder

Key2Lite

Quote from: asafp151 on August 26, 2014, 11:51:41 PM

What I mean is, how to change what I use to change. The buttons. I changed the common1 but it was the same.
Well, I'll play around with the common1 again.
Quote(the quote didn't work)

did you try the mm2 folder or the data folder

Yep, I did. the mm2 folder, that is.

Flowrellik

tbh I would like to know if there is a way to change how the assist attacks instead of just projectiles. you know, shows variety like Ryu can hadoken while Ken can Shoryuken, Sagat can Tiger Crush Etc.

yaret

Quote from: Flowrellik on August 27, 2014, 02:33:50 AM
tbh I would like to know if there is a way to change how the assist attacks instead of just projectiles. you know, shows variety like Ryu can hadoken while Ken can Shoryuken, Sagat can Tiger Crush Etc.

yes I would like to know that as well because all the chars just doing projectiles attacks. but sometime doing other things hehe I don't know why :S

The best Dragon ball Mugen: https://www.youtube.com/watch?v=ZzQkB1gVtXA
The best music I ever heard: https://www.youtube.com/watch?v=OmVnhQvMV6U

PhantomD

#112
Ok I have a strange question,

For the 0.01% of us using 1.1 Full HD (localcoord = 1920,1080) and with fight.def scalefx = 2 (no upscaling)
Is it possible to easily reposition the life/powerbar frames and the range.x draw space of the HP/power guages etc via the cns?
I have tested it and suprisingly the p1 side power bar positions fine and the combo announcers and hit count almost do aswell as the score counter.
The p2 side powerbar and both p1 and p2 lifebar guages range.x and lifebar frames are all incorrectly displayed though.
I am assuming it is var33 and var34 effecting this?
I am looking at the bar helper section here:

Spoiler (click to show)
;==========================
; BAR [helper]
; バー表示用ヘルパー
;==========================
; v(00): helper id # const=90900
; v(01): xxx !! do not use it!
; v(02): xxx !! do not use it!
; v(03): [gamewidth]
; v(04): [gameheight]
; v(05-06): player/partner ID
; v(07): xxx
; v(08): <<bit flag>>
; 01: ---modify life
; 02: ---modify power
; 03: ---modify guard point
; 04: ---modify combo
; 05-06: ---modify pos y>=0 p1,p2
; 07: ---parent key pressed - fwd
; 08: ---parent key pressed - back
; 09: ---parent key pressed - up
; 10: ---parent key pressed - down
; 11: ---parent key pressed - all/any key
; 12: ---screenbound switch
; v(09): <<bit flag>>
; 01: ---getting nums of combo
; 02: ---timer check
; 03: ---draw lifebar
; 04: ---draw power
; 05: ---getting damage
; 06-07: ---first attack
; 08: ---hyper combo finish
; 09: ---speci combo finish
; 10: ---round over
; 11: ---(perfect) not used
; 12: ---bonus statge / no result / no combo
; 13: ---red 1/3 life
; 14-15: ---counter hit
; v(10): =lifemax
; v(11-14): combo / real combo / counter pos / hits type
; v(15): current player ID //プレーヤー識別番号
; v(16): current enemy ID //相手識別番号
; v(17): against_throw //投げ外し

; v(18-19): ReAction ID Ref.(for a.i.) / 行動対処参照用(主にAIに提供)

; v(20): power0
; v(21): power_view
; v(22): players type

; v(23): xxx
; v(24): stages type (1:water...)
; v(25): pow-max mode timer
; v(26-28): xxx
; v(29): =lifebar width
; v(30): =powermax
; v(31): lifebar draw x
; v(32): lifebar draw y
; v(33): powerbar draw x
; v(34): powerbar draw y
; v(35-37): guard crush
; v(38-39): message type / pos(index)

; v(40): life0
; v(41): players life (!=root,life)
; v(42): damage_real
; v(43): life_view

; v(44): jump counter
; v(45): xxx
; v(46): draw depth //描画深度
; v(47-49): xxx
; v(50): dizzy
; v(51): ai(def:/player:-1/cpu:1-8)
; v(52): dizzy recover counter
; v(53): reversal flag //リバーサル判定
; v(54-56): xxx
; v(57-58): score
; v(59): striker combo stateno

; --- ---
; f(00): zoom / local / scale 1/2/3 [const240/480/720p]
; f(01-02): xxx
; --- --- [ranking]
; f(03): maxhitcombo
; f(04): xxx
; f(05): rank counter hits
; f(06): rank bk/jd
; f(07): rank defence
; f(08): rank attack
; f(09-11): xxx

; --- --- [temp]
; f(12): pos / scale x
; f(13): pos / scale y
; f(14): pos / scale x2
; f(15): pos / scale y2
; f(16): pos / scale x3
; f(17): pos / scale y3
; f(18-39): xxx

and this which references 240p - 720p (obviously not 1080p)
Spoiler (click to show)
; init::localcoord
; f(0): scale: height [1:240p / 2:480p / (3:720p) / 4:1280p]
[state 0]
type=null
trigger1=!time ;; only once
;---
trigger1=1|| fvar(0):=1.00 || fvar(0):=const240p(1) ;;<-
;; scale/localcoord (default) / (v1.0 / v1.1)
;---
;; screenwidth = gamewidth * camerazoom
;; screenheight = gameheight * camerazoom
;---
trigger1=1|| var(3):=floor(320*fvar(0)) || var(4):=floor(240*fvar(0)) || var(4):=floor(gameheight/gamewidth*var(3))
;; (vWin) game screen width/Height / (v1.0 / v1.1) ;(画面横/縦)
;---
;;v1.0; trigger1=1|| var(3):=floor(gamewidth) || var(4):=floor(gameheight)
;; (v1.0) game screen width/Height ;(画面横/縦)
;---
;;v1.1; trigger1=1|| var(3):=floor(screenwidth) || var(4):=floor(screenheight)
;; (v1.1) game screen Width/Height ;(画面横/縦)

but that I am at a loss on how/what to modify - any direction appreciated.

Key2Lite

My changing and calling problem is fixed, have you guys figured out how to change the assist attack yet?

2Dee4ever

Quote from: PhantomD on August 27, 2014, 03:07:44 PM
Ok I have a strange question,

For the 0.01% of us using 1.1 Full HD (localcoord = 1920,1080) and with fight.def scalefx = 2 (no upscaling)
Is it possible to easily reposition the life/powerbar frames and the range.x draw space of the HP/power guages etc via the cns?
I have tested it and suprisingly the p1 side power bar positions fine and the combo announcers and hit count almost do aswell as the score counter.
The p2 side powerbar and both p1 and p2 lifebar guages range.x and lifebar frames are all incorrectly displayed though.
I am assuming it is var33 and var34 effecting this?
I am looking at the bar helper section here:

Spoiler (click to show)
;==========================
; BAR [helper]
; バー表示用ヘルパー
;==========================
; v(00): helper id # const=90900
; v(01): xxx !! do not use it!
; v(02): xxx !! do not use it!
; v(03): [gamewidth]
; v(04): [gameheight]
; v(05-06): player/partner ID
; v(07): xxx
; v(08): <<bit flag>>
; 01: ---modify life
; 02: ---modify power
; 03: ---modify guard point
; 04: ---modify combo
; 05-06: ---modify pos y>=0 p1,p2
; 07: ---parent key pressed - fwd
; 08: ---parent key pressed - back
; 09: ---parent key pressed - up
; 10: ---parent key pressed - down
; 11: ---parent key pressed - all/any key
; 12: ---screenbound switch
; v(09): <<bit flag>>
; 01: ---getting nums of combo
; 02: ---timer check
; 03: ---draw lifebar
; 04: ---draw power
; 05: ---getting damage
; 06-07: ---first attack
; 08: ---hyper combo finish
; 09: ---speci combo finish
; 10: ---round over
; 11: ---(perfect) not used
; 12: ---bonus statge / no result / no combo
; 13: ---red 1/3 life
; 14-15: ---counter hit
; v(10): =lifemax
; v(11-14): combo / real combo / counter pos / hits type
; v(15): current player ID //プレーヤー識別番号
; v(16): current enemy ID //相手識別番号
; v(17): against_throw //投げ外し

; v(18-19): ReAction ID Ref.(for a.i.) / 行動対処参照用(主にAIに提供)

; v(20): power0
; v(21): power_view
; v(22): players type

; v(23): xxx
; v(24): stages type (1:water...)
; v(25): pow-max mode timer
; v(26-28): xxx
; v(29): =lifebar width
; v(30): =powermax
; v(31): lifebar draw x
; v(32): lifebar draw y
; v(33): powerbar draw x
; v(34): powerbar draw y
; v(35-37): guard crush
; v(38-39): message type / pos(index)

; v(40): life0
; v(41): players life (!=root,life)
; v(42): damage_real
; v(43): life_view

; v(44): jump counter
; v(45): xxx
; v(46): draw depth //描画深度
; v(47-49): xxx
; v(50): dizzy
; v(51): ai(def:/player:-1/cpu:1-8)
; v(52): dizzy recover counter
; v(53): reversal flag //リバーサル判定
; v(54-56): xxx
; v(57-58): score
; v(59): striker combo stateno

; --- ---
; f(00): zoom / local / scale 1/2/3 [const240/480/720p]
; f(01-02): xxx
; --- --- [ranking]
; f(03): maxhitcombo
; f(04): xxx
; f(05): rank counter hits
; f(06): rank bk/jd
; f(07): rank defence
; f(08): rank attack
; f(09-11): xxx

; --- --- [temp]
; f(12): pos / scale x
; f(13): pos / scale y
; f(14): pos / scale x2
; f(15): pos / scale y2
; f(16): pos / scale x3
; f(17): pos / scale y3
; f(18-39): xxx

and this which references 240p - 720p (obviously not 1080p)
Spoiler (click to show)
; init::localcoord
; f(0): scale: height [1:240p / 2:480p / (3:720p) / 4:1280p]
[state 0]
type=null
trigger1=!time ;; only once
;---
trigger1=1|| fvar(0):=1.00 || fvar(0):=const240p(1) ;;<-
;; scale/localcoord (default) / (v1.0 / v1.1)
;---
;; screenwidth = gamewidth * camerazoom
;; screenheight = gameheight * camerazoom
;---
trigger1=1|| var(3):=floor(320*fvar(0)) || var(4):=floor(240*fvar(0)) || var(4):=floor(gameheight/gamewidth*var(3))
;; (vWin) game screen width/Height / (v1.0 / v1.1) ;(画面横/縦)
;---
;;v1.0; trigger1=1|| var(3):=floor(gamewidth) || var(4):=floor(gameheight)
;; (v1.0) game screen width/Height ;(画面横/縦)
;---
;;v1.1; trigger1=1|| var(3):=floor(screenwidth) || var(4):=floor(screenheight)
;; (v1.1) game screen Width/Height ;(画面横/縦)

but that I am at a loss on how/what to modify - any direction appreciated.

That is a lot of text.. A just skimmed through it lol What local cord is your screen pack?? I use 19020 x 1080 and it works fine for me. So that could be your issue

PhantomD

#115
Quote from: ShinRei on August 29, 2014, 08:15:17 AM
That is a lot of text.. A just skimmed through it lol What local cord is your screen pack?? I use 19020 x 1080 and it works fine for me. So that could be your issue

Sorry for the long text ( i know it works fine in 1920,1080 with default fight.def scalefx = 4 )

If your fight.def localcoord = 1920,1080 and youchange the fight.def scalefx = 4 to scalefx = 2 (no upscaling)
you will see what i mean.




Bejeeta

#116
You can change the assist by overriding states 190190-190195 just paste those states on character cns file and change the red number with the statedef number of the move you want to be the assist.

OVERRIDE STATES PASTE ON CHARACTER'S CNS:
Spoiler (click to show)
;==========================
;==========================
; striker
; ƒXƒgƒ‰ƒCƒJ[ˆ—
;==========================
; out screen
; ‰ζ–ʊO,Φ
[statedef 190190]
type=a
movetype=i
physics=n
anim=40
sprpriority=-2
velset=0,0
ctrl=0

[state 0]
   type=nothitby
   trigger1=1
   value=sca
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=screenbound
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=playerpush
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=assertspecial
   trigger1=pos y<0
   flag=noshadow
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
;---
[state 0]
   type=afterimagetime
   trigger1=!time
   time=0
;---
; take off
; —£—¤
[state 0]
   type=changeanim
   trigger1=anim=40 && animtime=0
   value=41 ;; ifelse(vel x=0,41,ifelse(vel x>0,42,43))
[state 0]
   type=changeanim
   trigger1=(anim=[41,43]) && animtime=0
   trigger1=selfanimexist(anim+3)
   value=anim+3
[state 0]
   type=velset
   trigger1=(anim!=40)
   x=-28*const(movement.yaccel)
   y=-10*const(movement.yaccel)
;---
[state 0]
   type=varset
   trigger1=1
   sysfvar(4)=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
;---
[state 0]
   type=changestate
   triggerall=time>38 && sysfvar(0)>0 && playeridexist(floor(sysfvar(0)))
   triggerall=(playerid(floor(sysfvar(0))),var(0)=90900)
;old;   trigger1=(screenpos x!=[-60,(playerid(floor(sysfvar(0))),var(3))+60]) || (screenpos y!=[-60,(playerid(floor(sysfvar(0))),var(4))+60])
   trigger1=(backedgebodydist<-60) || (frontedgebodydist<-60)
   trigger2=time>218 ;; for_safety
   value=190191
   ctrl=0

;--------------------------
; stand-by (change ok)
; '‹@'†
;--------------------------
[statedef 190191]
type=u
movetype=u
;;(a),(i) to be KOed
;;(a),(i) KOƒ|[ƒY,πŽζ,ι
physics=n
velset=0,0
ctrl=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=screenbound
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=playerpush
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=assertspecial
   trigger1=1
   flag=invisible
   flag2=noshadow
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=afterimagetime
   trigger1=!time
   time=0
;---
;;[state 0]
;;   type=changeanim
;;   trigger1=1
;;   value=anim
[state 0]
   type=posset
   trigger1=numpartner
   x=(partner,pos x)-3*(partner,facing)
   y=(partner,pos y)-3
[state 0]
   type=turn
   trigger1=numpartner
   trigger1=facing!=(partner,facing)
;---
[state 0]
   type=lifeadd
   trigger1=time>1 && roundstate=2 && numpartner && (time%30=0)
   trigger1=life<(partner,life)
   value=ifelse(lifemax/1000<1,1,lifemax/1000)
;---
; change
; Œπ'Φ
[state 0]
   type=varset
   trigger1=roundstate=2 && numpartner
   trigger1=(partner,alive=0 && partner,stateno=5150) || (partner,sysfvar(4)<1)
   trigger2=roundstate>2
   sysfvar(4)=2
[state 0]
   type=changestate
   trigger1=time>0 && (sysfvar(4)>0)
   value=190193
;---
[state 0]
   type=changestate
   trigger1=time>158
   value=190192

;--------------------------
; stand-by (change / partner assist ok)
; '‹@'†
;--------------------------
[statedef 190192]
type=u
movetype=u
physics=n
velset=0,0
ctrl=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=screenbound
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=playerpush
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=assertspecial
   trigger1=1
   flag=invisible
   flag2=noshadow
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
;---
;;[state 0]
;;   type=changeanim
;;   trigger1=1
;;   value=anim
[state 0]
   type=posset
   trigger1=numpartner
   x=(partner,pos x)-3*(partner,facing)
   y=(partner,pos y)-3
[state 0]
   type=turn
   trigger1=numpartner
   trigger1=facing!=(partner,facing)
;---
[state 0]
   type=lifeadd
   trigger1=roundstate=2 && (time%20=0)
   value=ifelse(lifemax/1000<1,1,lifemax/1000)
;---
[state 0] ; 2msg
   type=explod
   trigger1=!time
   anim=0
   id=1856861 ;;(##009)
   scale=0,0
   removetime=0 ;;<- or 1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
   persistent=0
;---
; go-out
; o,ι
[state 0]
   type=varset
   trigger1=roundstate=2 && numpartner
   trigger1=(partner,alive=0 && partner,stateno=5150) || (partner,sysfvar(4)<1)
;;old;   trigger2=(roundstate>2)
   sysfvar(4)=2
[state 0]
   type=changestate
   trigger1=time>0 && sysfvar(4)>0
   trigger2=roundstate=2 && numpartner
   trigger2=(partner,sysfvar(4)=101)
   trigger3=(roundstate>2)
   value=190193
   ctrl=0

;--------------------------
; out (190193-190195)
; "oκ
;--------------------------
[statedef 190193]
type=u
movetype=u
physics=n
sprpriority=-2
velset=0,0
ctrl=0
;---
[state 0] ; 2msg
   type=explod
   trigger1=!time && sysfvar(4)<1
   anim=0
   id=1856862 ;;(##010)
   scale=0,0
   removetime=0 ;;<- or 1
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
   persistent=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=screenbound
   trigger1=1
   value=0
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=playerpush
   trigger1=1
   value=0   
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=assertspecial
   trigger1=1
   flag=invisible
   flag2=noshadow
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
[state 0]
   type=turn
   trigger1=facing!=(partner,facing)
   trigger1=(!time && roundstate=2) || (roundstate>2)

; bind to partner
; ƒvƒŒ[ƒ,,,ɍ‡,ν,Ή
[state 0]
   type=posset
   trigger1=!time && roundstate=2
   x= (partner,pos x)+(partner,backedgebodydist+90)*(-facing)
   y=-(partner,screenpos y)-10 ;;(-180)
[state 0]
   type=posset
   trigger1=roundstate>2
   x= (partner,pos x)-win*facing*40
   y=-(partner,screenpos y)-80 ;;(-280)

[state 0]
   type=velset
   trigger1=roundstate=2 && !time
   trigger2=roundstate>2 && time>(!win)*100
   x=abs(pos x-partner,pos x)*0.1*const(movement.yaccel)*(roundstate=2)
   y=abs(pos y)*0.1*const(movement.yaccel)

[state 0]
   type=changestate      
   trigger1=roundstate=2 && !time
   trigger2=roundstate>2 && time>(!win)*100
   value=ifelse(sysfvar(4)>0, 190194, 190196)
   ctrl=0

;--------------------------
; empty states for override
; ƒXƒgƒ‰ƒCƒJ[oŒ» γ',«—p'†ŠΤƒXƒe[ƒg
;--------------------------
[statedef 190196]
type=u
movetype=u
ctrl=0
[state 0]
   type=changestate
   trigger1=!time
   value=190194
   ctrl=0

;--------------------------
; striker call / summon
; ƒXƒgƒ‰ƒCƒJ[ΆŠ«
;--------------------------
[statedef 190194]
type=a
movetype=u
physics=n
anim=ifelse(selfanimexist(44),44,41)
sprpriority=-2
ctrl=0

; mark : "p-1" / "p-2" / "cpu"
[state 0]
   type=explod
   trigger1=!time && roundstate=2 && !numexplod(296000) && numpartner
   id=296000
;v1.0;   anim=f296000+(partner,ailevel=0)*teamside
   anim=f296000+(matchno<2||ishometeam=0)*teamside
   sprpriority=5
   postype=p1
;old;   pos=floor(const(size.head.pos.x)*const(size.xscale)),floor(const(size.head.pos.y)*const(size.yscale)*1.2)
   pos=0,floor( (const(size.head.pos.y)-const(size.ground.front)/2-const(size.ground.back)/2) )
   facing=ifelse(facing=1,1,-1)
   scale=0.5,0.5
   bindtime=-1
;op;   removetime=80
   supermovetime=-1
   pausemovetime=-1
   ignorehitpause=1
;op;   removeongethit=1
   persistent=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   ignorehitpause=1
[state 0]
   type=assertspecial
   trigger1=1
   flag=noshadow
   ignorehitpause=1
[state 0]
   type=screenbound
   trigger1=1
   value=0
   ignorehitpause=1
[state 0]
   type=playerpush
   trigger1=1
   value=0
   ignorehitpause=1
;---
; land
[state 0]
   type=changestate
   trigger1=(pos y>=0) || ((vel y>0) && (pos y+vel y>=0))
   value=190195
   ctrl=0

;--------------------------
; land>roundover
; '...'n>ƒ‰ƒEƒ"ƒhI—Ή
;--------------------------
[statedef 190195]
type=s
movetype=i
physics=s
anim=47
sprpriority=-2
velset=0,0
ctrl=0
;---
[state 0]
   type=nothitby
   trigger1=1
   value=sca
   time=8 ;;<-options
[state 0]
   type=screenbound
   trigger1=1
   value=0
[state 0]
   type=playerpush
   trigger1=1
   value=0
[state 0]
   type=posset
   trigger1=!time
   y=0
;---
;---
; goto striker state num *see [state195900]
; Žw'θstate,Φ *[state195900]ŽQΖ
[state 0]
   type=changestate
   trigger1=(animtime=0) && (roundstate=2) && (sysfvar(4)<1)
   value=ifelse(var(59)>=200,var(59),1000)
;def;   value=1000 ;;<-the 1st sp
   ctrl=0
; for ex-change (for safety)
; Œπ'Φ—p
[state 0]
   type=changestate
   trigger1=animtime=0
   value=0
   ctrl=1


Flowrellik

#117
THIS Is a big help thank you :)
EDIT: Um wow I cant seem to find where to edit the code. can you tell me which file I can find to edit please?

Bejeeta

Click on my spoiler tag this is the code from common1.cns,  copy this code in character's cns file and change the red number from 1000 to the statedef number of the move you want for assist.

Flowrellik

Thing is which do I go for exactly?
my roster is POTS Style based and I want to know which cns file to go for to add this code.