add004basic

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

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PRØJECT.13

I dragged the res folder into the data folder of my other screenpack. The fight.def has no directories for any of the other files whatsoever, so I just left them all in that same folder.

Loud Howard

so, can i fucking use these fucking lifebars without the bat and executable bullshit like the good and old data/Add004/fight.def

because i remembered of why i deleted them in the 1st place trying to configure it to work on a custom screenpack(DRO's and Hloader's edited SVC)

Fallen

We got another update and this time Tatsu included a sample for us on how to add his hitspark

2Dee4ever

Quote from: Fallen on July 07, 2015, 11:08:59 PM
We got another update and this time Tatsu included a sample for us on how to add his hitspark

What else is different? If thats the only thing than I'll pass.

Fallen

I dont know anything else since I havent tried it out yet but he sent a message to me since I sent him a message about his hitsparks

Beta158

#245
How exciting.

Edit: There is Ryu and Evil Ryu for example for use of example.

Loud Howard

its easier to config and install?

Flowrellik

#247
sounds interesting. Gonna see what's new in this!
EDIT: TATSU ADDED A SPECIAL "RAGDOLL" SPRITE CREATOR REMINISANT TO GUNDAM BATTLE ASSAULT, BABEL SWORD, ETC GAMES!
Whomever wants to make gundam battle assault based characters can now do it with ease :D. the program is called P2S under the folder work inside the kfm.

Loud Howard

Quote from: Flowrellik on July 07, 2015, 11:37:45 PM
sounds interesting. Gonna see what's new in this!
EDIT: TATSU ADDED A SPECIAL "RAGDOLL" SPRITE CREATOR REMINISANT TO GUNDAM BATTLE ASSAULT, BABEL SWORD, ETC GAMES!
Whomever wants to make gundam battle assault based characters can now do it with ease :D. the program is called P2S under the folder work inside the kfm.


the thing is, GBA1 and 2 has a SHITTON of sprites each body pat divided, JedDragon Tried to do that but he quit

Flowrellik

I have complete sprite rips of the game. They're palete separated BUT with a bit of editting I can merge them into one.
Trying also to figure out how this program works.

Zer0degreez

I was wondering, how do you change the assist move for each individual character? I tried copying the whole common1.cns file into a character cns than changing the Get Tag Team state into the state number of the move I want and it didn't work.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!

yaret

#251
Quote from: Zer0degreez on July 16, 2015, 01:58:12 PM
I was wondering, how do you change the assist move for each individual character? I tried copying the whole common1.cns file into a character cns than changing the Get Tag Team state into the state number of the move I want and it didn't work.

copy the spoiler on the cns of that char you like :) change the line 1000 for the atatck you want to. value=ifelse(var(59)>=200,var(59),1000)
you can see the attacks pressing Ctrl + D with mugen running
Spoiler (click to show)

;==========================
;==========================
; striker
; ƒXƒgƒ‰ƒCƒJ[?—
;==========================
; out screen
; ‰?–??O,F
[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,p??,?
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
; ?p'F
[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,?
[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?
;--------------------------
[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
; ƒvƒ?[ƒ,,,?‡,?,?
[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[o?» ?',«—p'†??ƒXƒe[ƒg
;--------------------------
[statedef 190196]
type=u
movetype=u
ctrl=0
[state 0]
   type=changestate
   trigger1=!time
   value=190194
   ctrl=0

;--------------------------
; striker call / summon
; ƒXƒgƒ‰ƒCƒJ[??«
;--------------------------
[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—?
;--------------------------
[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]
; ?w'?state,F *[state195900]?Q?
[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)
; ?p'F—p
[state 0]
   type=changestate
   trigger1=animtime=0
   value=0
   ctrl=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

Zer0degreez

Quote from: yaret on July 16, 2015, 02:18:13 PM
Quote from: Zer0degreez on July 16, 2015, 01:58:12 PM
I was wondering, how do you change the assist move for each individual character? I tried copying the whole common1.cns file into a character cns than changing the Get Tag Team state into the state number of the move I want and it didn't work.

copy the spoiler on the cns of that char you like :) change the line 1000 for the atatck you want to. value=ifelse(var(59)>=200,var(59),1000)
you can see the attacks pressing Ctrl + D with mugen running
Spoiler (click to show)

;==========================
;==========================
; striker
; ƒXƒgƒ‰ƒCƒJ[?—
;==========================
; out screen
; ‰?–??O,F
[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,p??,?
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
; ?p'F
[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,?
[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?
;--------------------------
[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
; ƒvƒ?[ƒ,,,?‡,?,?
[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[o?» ?',«—p'†??ƒXƒe[ƒg
;--------------------------
[statedef 190196]
type=u
movetype=u
ctrl=0
[state 0]
   type=changestate
   trigger1=!time
   value=190194
   ctrl=0

;--------------------------
; striker call / summon
; ƒXƒgƒ‰ƒCƒJ[??«
;--------------------------
[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—?
;--------------------------
[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]
; ?w'?state,F *[state195900]?Q?
[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)
; ?p'F—p
[state 0]
   type=changestate
   trigger1=animtime=0
   value=0
   ctrl=1


I tried that on Batsu. I put it on the Constants.cns and when  change the value to Guts upper (1200) It still doesn't work. I don't know if I have to put it in the other CNS files or what.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!

yaret

friend copy on normal.cns at the end of the code. remenber to change  value=ifelse(var(59)>=200,var(59),1000) by  value=ifelse(var(59)>=200,var(59),1200)

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

Zer0degreez

Quote from: yaret on July 16, 2015, 04:05:16 PM
friend copy on normal.cns at the end of the code. remenber to change  value=ifelse(var(59)>=200,var(59),1000) by  value=ifelse(var(59)>=200,var(59),1200)


I am changing it. I paste it in to the Normal.cns at the last code and what happens is they end up getting messed up and they just hop in and out of the screen and I can't assist or tag them in. I feel like I'm doing everything you tell me but it ends up getting messed up anyway.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!

yaret

#255
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

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

Zer0degreez

Quote from: yaret on July 16, 2015, 04:26:05 PM
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!

yaret

Quote from: Zer0degreez on July 16, 2015, 04:37:54 PM
Quote from: yaret on July 16, 2015, 04:26:05 PM
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on

Mmmmmmm it's strange if you patch Batsu with add004 my Cns should've worked. or the code. I showed you a pic with that attack working :) I was ken my tag was Batsu.

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

Zer0degreez

Quote from: yaret on July 16, 2015, 04:43:30 PM
Quote from: Zer0degreez on July 16, 2015, 04:37:54 PM
Quote from: yaret on July 16, 2015, 04:26:05 PM
http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on

Mmmmmmm it's strange if you patch Batsu with add004 my Cns should've worked. or the code. I showed you a pic with that attack working :) I was ken my tag was Batsu.

Yea, I think maybe something is wrong with mines or something. I paste the code at the last line, change the value to 1200 then I use the add004.exe to change him and nothing happens. It's so frustrating.
http://www.twitch.tv/zer0degr33z

I sometimes stream MUGEN. Join me!

Flowrellik

#259
Its add004 related, but Tatsu released Ryu, Evil Ryu, and Mr.Karate on his add4 spot. Both Ryus might be updated. Unsure about add004 itself.
all 3 chars are in his main link.
He also added 3 new stages for some added fun :3 see the edited stage topic in edits.