add004basic

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

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Lurker

Use the search tool and search this: ; goto striker state num *see [state195900]

yaret

#141
Quote from: MadMike1 on September 14, 2014, 11:06:10 AM
copy this in the end of the Cns of your char, you must fix the red color, you will choose the statedef you like: value=ifelse(var(59)>=200,var(59),1000) credits for this bejeeta thanks bejeeta amazing your help

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

[/quote]


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

LordKnottington

Quote from: yaret on September 14, 2014, 07:26:01 PM
Quote from: MadMike1 on September 14, 2014, 11:06:10 AM
copy this in the end of the Cns of your char, you must fix the red color, you will choose the statedef you like: value=ifelse(var(59)>=200,var(59),1000) credits for this bejeeta thanks bejeeta amazing your help

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


Sorry if im being such a pain but, where can I find this?

Gladiacloud

#143
Guys, how can I use these lifebars in a different screenpack?

I need help. :P

Gladiacloud

Sorry for double post.

I found a bug in this updated version of Add004. Every time that a character lies on the ground with the helper of the partner, that helper is cloned:



This happens only when you select before the first character with a helper and then the character without helpers, and then, during the fight, the character with the helper leaves the stage during the tagging.

2Dee4ever

One day if you read this... If you ever would.. I wish these were compatible with ikemen lol
One day.... 2015.. I can dream right. Love your works by the way. Thanks for compiling that together for everyone.

Mr.Karate JKA

Well, i`m testing this and i can say this patch is great! But when i`m playing in tag mode, when i change the char AI takes the control of the char... Does exist a way to solve this???

Also, Victory`s chars does not work with this patch... :(

yaret

#147
Quote from: Mr.Karate JKA on September 22, 2014, 04:59:19 AM
Well, i`m testing this and i can say this patch is great! But when i`m playing in tag mode, when i change the char AI takes the control of the char... Does exist a way to solve this???

Also, Victory`s chars does not work with this patch... :(

you must play in team arcade Mr.Karate JKA thats the solution.

I don't know why but some chars don't work correncly but if you open the air of that char you must erase
this. after that the char will work ok. But it won't have lifebars portrait.

;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,5,5,5,-1
;---------


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

Flowrellik

Im not sure why but I cant seem to get Chazz's K' Beta to work with Add004.
Spoiler (click to show)
Library error message: Too few arguments on element 2 of [begin action 909002]:
691+< (1)

Error detected.

Error in Anim.air:13
Error loading chars/K'/K'.def
Error while precaching
Error in Anim.air:13
Error loading chars/K'/K'.def
Error while precaching
Error in Anim.air:13
Error loading chars/K'/K'.def
Error loading p1

Clipboard tail:
Loading match assets...
Loading stage...
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 908299499
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/K'/K'.def...
  Loading info...OK
  Loading cmd command set Command.cmd...OK
  Loading cns Constants.cns...OK
  Loading cns States/Normal.st...OK
  Loading cns States/Special.st...OK
  Loading cns States/Super.st...OK
  Loading cns States/Helpers.st...OK
  Loading cmd state entry Command.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Sprite.sff...OK
  Loading anim Anim.air...Character K'.def failed to load

yaret

My friend just erase these lines inside the file anim.air

;#ADD004BASIC PIEs#

;---------
[begin action 909002]
9000,5,5,5,-1
;---------

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

Flowrellik

Thing is I want his portrait to show up.

Spoiler (click to show)
Library error message: Too few arguments on element 2 of [begin action 909002]:
691+< (1)

Error detected.

Error in Anim.air:5
Error loading chars/K'/K'.def
Error while precaching
Error in Anim.air:5
Error loading chars/K'/K'.def
Error while precaching
Error in Anim.air:5
Error loading chars/K'/K'.def
Error loading p2

Clipboard tail:
Loading stage...
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1661213520
Reset persist vars team 0
Reset persist vars team 1
Player Ryu cache count increased: 1
Loading character chars/K'/K'.def...
  Loading info...OK
  Loading cmd command set Command.cmd...OK
  Loading cns Constants.cns...OK
  Loading cns States/Normal.st...OK
  Loading cns States/Special.st...OK
  Loading cns States/Super.st...OK
  Loading cns States/Helpers.st...OK
  Loading cmd state entry Command.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Sprite.sff...OK
  Loading anim Anim.air...Character K'.def failed to load
It seems as if no matter how I try theres an animation problem with K'. I told Chazz about this but Im not sure if he recieved it.

yaret

aaahh.! ok
the problem says Too few arguments on element 2
Well erease few arguments.

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

Flowrellik

how do I do that exactly (Newbish question I know but I never truly had this happen to me before.)
EDIT: FOUND THE PROBLEM. apparently there was some random jargon code implemented within K' that had no use.
Removed it with ease.

yaret

copy the line you had ereased for all are using the same K my friend

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

Flowrellik

stupid enough the code is 691+<.

Fallen

i have a little problem i tried to change the buttons for player assist attack here's the code before i changed it ;// 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

now here's after i changed it;// 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="s")
   trigger2=(playerid(floor(sysfvar(0))),var(51)>0) && (random%180=0) && (random>(partner,life-life)*100)
   sysfvar(4)=101

so i wanted to change player assist attack from y+a to Start i also tried putting in start instead of "s"
but i get this error straight after versus screen
Error message: Undefined command label: "s".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [state 0]
Error in [statedef -2]
Error in data/mm2/common1.cns
Error loading chars/Honda/Honda.def
Error loading p3

Library error message: Died parsing command="s")
and yes i changed code in common1.cns

Lurker

Use command = "start" instead of s, the button is s but the name of the command in the most of the chars is start(really don't know if someone change this lol).

[Command]
name = "start"
command = s
time = 1

Key2Lite

#157
Has anyone figured out how to get button inputs to show?
Also, I can't figure out how to change tag stuff in the new version.

BahamianKing242

Quote from: Zerobruno on June 24, 2014, 08:24:39 AM
DUDE! those lifebars are freaking awesome,and even more when custom ports are added to the mix,thank you sir for such fine lifebars,these are now my main


if anyone want the template and files for custom ports just let me know,i'll be happy to share
See ya!

can you help me with how to add this tag patch and lifebars please? and i would like the template and files for custom ports please

BahamianKing242

it would be nice if he can have the tag codes fix already with kfm and then we all can study it and add it to other chars easy. im having a hard time figuring this out