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How to add dream cancels

Started by Omegalord99, June 11, 2008, 07:56:22 PM

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Omegalord99

Ive been bugging Kula trying to figure out how to add Dream Cancel for a friend and can't figure it out. I added in the sprites and animations plus the coding in the cns. But haven't figured what to do for the command(i think its also a part) So how would i fix this? His version he gave me is a fresh Iron Kula.

Bastard Mami

post your code; as in, what you have added.

Omegalord99

In Kula's CNS before State-2
Spoiler (click to show)
;-----------------------------------------------------------------------------------------
; Dream Cancel States
;-----------------------------------------------------------------------------------------
[Statedef 3600]
type    = S
movetype= I
physics = S
anim = 9999
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = -1

[State 3500, 1]
type = Explod
trigger1 = time = 10
anim = 8600
ID = 8600
pos = -3,68
postype = Left
facing = 1
vfacing = 1
bindtime = 50
vel = 0,0
accel = 0,0
random = 0,0
removetime = 40
supermovetime = 50
pausemovetime = 50
scale = .5,.5
sprpriority = 9998
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 2]
type = Explod
trigger1 = time = 0
anim = 8605
ID = 8605
pos = -5,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9999
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 3]
type = Explod
trigger1 = time = 0
anim = 8610
ID = 8610
pos = -150,65
postype = Left
facing = 1
vfacing = 1
bindtime = 65
vel = 0,0
accel = 0,0
random = 0,0
removetime = 58
supermovetime = 65
pausemovetime = 65
scale = 1.5,1
sprpriority = 9997
ownpal = 1
trans = addalpha
alpha = 256, 135
removeongethit = 0
ignorehitpause = 1
persistent = 1

[State 3500, 6]
type = DestroySelf
trigger1 = time = 65

Kula's move
Spoiler (click to show)
;---------------------Freeze Execution
[Statedef 2200]
type = S
movetype = A
physics = S
anim = 12200
poweradd = -2000
juggle = 10
velset = 0
ctrl = 0

[State 3200, 9]
type = Helper
triggerall = prevstateno = [2000,2100]
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3000, hehe!]
type = NotHitBy
trigger1 = time < 50
value = SCA

[State 2100, bg]
type = assertspecial
trigger1 = time = [0,30]
flag = nobg
flag2 = nofg

[State 1100, dm spark]
type = Explod
trigger1 = animelem = 1
anim = f925
ID = 1000
postype = p1
pos = 0,30
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark]
type = Explod
trigger1 = animelem = 1
anim = f101
ID = 1000
postype = p1
pos = 0,-60
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2200,0

[State 3100, bgpal]
type = BGPalFX
trigger1 = 1
trigger1 = animelemtime(9) < 0
invertall = 1
time = 1
mul = 100,100,255
ignorehitpause = 1

[State 2100, bg]
type = assertspecial
trigger1 = 1
trigger1 = var(58) = 1
flag = nofg
ignorehitpause = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3510
projhitanim = 3510
projID = 3000
velocity = 20
projremovetime = -1
projpriority = 5
projhits = 2
projmisstime = 120
postype = back
offset = -50,0
attr = S, HP
damage = 5,10
animtype = up
hitflag = MAFP
guardflag = M
sparkno = 3
guard.sparkno = 40
sparkxy = 30,-60
hitsound = S5,8
guardsound = S6,0
pausetime = 0,4
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0,-12
air.velocity = 0,-12
fall = 1
fall.recover = 0
yaccel = .5

getpower = 0
air.juggle = 10

[State 1100, sparking!]
type = varset
trigger1 = time = 0
var(0) = 0

[State 1100, sparking!]
type = varset
trigger1 = projhit3000 = 1
var(0) = 1

[State 1100, sparking!]
type = changestate
trigger1 = var(0) = 1
trigger1 = animelem = 9
value = 2210

[state 2200]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------Freeze Execution(if Candy hits)
[Statedef 2210]
type = S
movetype = A
physics = S
anim = 2202
poweradd = 0;-2000
juggle = 10
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1;9
value = 3000,43

[State 1100, dm spark]
type = Explod
trigger1 = AnimElem = 1;9
anim = 3065
ID = 3065
postype = left
pos = 156,180
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1
removetime = 60

[State 1100, sparking!]
type = Explod
trigger1 = projhit2201 = 1
anim = F3
ID = 1000
postype = p2
pos = 0,-50
bindtime = 1
sprpriority = 2
ownpal = 1

[State 1100, sparking!]
type = Explod
trigger1 = ProjGuarded2201 = 1
anim = F10
ID = 1000
postype = p2
pos = 0,-50
bindtime = 1
sprpriority = 2
ownpal = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 1;9
projanim = 2201
projhitanim = 2201
projID = 2201
velocity = 4
accel = .8
projremovetime = 100
projpriority = 1
projhits = 9
projmisstime = 1
postype = back
offset = 0,0
attr = S, HP
damage = 55,10
animtype = hard
hitflag = MAFP
guardflag = M
sparkno = -1;903
guard.sparkno = -1;911
sparkxy = 10,-150
hitsound = S3000,36
guardsound = S6,0
pausetime = 4,13
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = -4,-9
air.velocity = -4,-9
fall = 1
fall.recover = 0
yaccel = .5

getpower = 0
palfx.time = 51
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

CMD
Spoiler (click to show)
;Freeze Execution sdm
[State -1,]
type = ChangeState
value = 2200
triggerall = command = "freeze_execution"
triggerall = var(9) = 0
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 = stateno = 200 && time = [6,9]
trigger4 = stateno = 205 && time = [6,9]
trigger5 = stateno = 210 && time = [5,9]
trigger6 = stateno = 220 && time = [13,20]
trigger7 = stateno = 225 && time = [4,6]
trigger8 = stateno = 225 && time = [16,21]
trigger9 = stateno = 235 && time = [12,15]
trigger10 = stateno = 400 && time = [6,8]
trigger11 = stateno = 410 && time = [5,7]
trigger12 = stateno = 430 && time = [9,15]
trigger13 = stateno = 300 && time = [9,13]
trigger14 = stateno = 245 && time = [13,31]
trigger13 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger13 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0

Bastard Mami

The code looks ok, albeit I disagree a lot with it,it should work. What is exactly happening ?

Omegalord99

When i input her Freeze Pillar Super its supposed to DC into Execution yet it isnt.

Bastard Mami

No, you have to input freeze execution yourself when freeze pillar is on.

Omegalord99

i dont get it what do u mean?

Bastard Mami

modify your cmd code to this.

;Freeze Execution sdm
[State -1,]
type = ChangeState
value = 2200
triggerall = command = "freeze_execution"
triggerall = var(9) = 0
triggerall = power >= 2000
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 101
trigger3 = stateno = 200 && time = [6,9]
trigger4 = stateno = 205 && time = [6,9]
trigger5 = stateno = 210 && time = [5,9]
trigger6 = stateno = 220 && time = [13,20]
trigger7 = stateno = 225 && time = [4,6]
trigger8 = stateno = 225 && time = [16,21]
trigger9 = stateno = 235 && time = [12,15]
trigger10 = stateno = 400 && time = [6,8]
trigger11 = stateno = 410 && time = [5,7]
trigger12 = stateno = 430 && time = [9,15]
trigger13 = stateno = 300 && time = [9,13]
trigger14 = stateno = 245 && time = [13,31]
trigger15 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger15 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0



;Freeze Execution sdm
[State -1,]
type = ChangeState
value = 2200
triggerall = var(9) = 0
triggerall = power >= 2000
trigger1 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger1 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0

Omegalord99

It isnt Dream Cancelling. I think its Execution or something since i did it correctly but its not working.

Bastard Mami

I don't get your latest post... at all.

Omegalord99

After the pillar i do Freeze Execution and it isnt cancelling after the pillar.

Bastard Mami

delete the var9 lines, there might be something wrong with them.


Cyanide

Bleh, Silly error [E] I blames you, based on his silly error earlier.

From his post. This won't work.
Quotetrigger13 = stateno = 300 && time = [9,13]
trigger14 = stateno = 245 && time = [13,31]
trigger13 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger13 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0
You can't be in those 3 states all at once.

Then in yours
Quotetrigger15 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger15 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0
2 states.

Try trigger15 and trigger16 instead.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Omegalord99

#14
Quote from: Cyanide on June 12, 2008, 06:29:44 AM
Bleh, Silly error [E] I blames you, based on his silly error earlier.

From his post. This won't work.
Quotetrigger13 = stateno = 300 && time = [9,13]
trigger14 = stateno = 245 && time = [13,31]
trigger13 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger13 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0
You can't be in those 3 states all at once.

Then in yours
Quotetrigger15 = stateno = 2000 && animelemtime(1) > 1 && animelemtime(13) < 0
trigger15 = stateno = 2100 && animelemtime(1) > 1 && animelemtime(24) < 0
2 states.

Try trigger15 and trigger16 instead.

I discovered that all it takes is
trigger15 = stateno = 2000
trigger16 = stateno = 2100

The problem now is

If i delay the pillar it misses how would i make the juggle big enough?

Omegalord99

#15
Also sorry bout the D,F,D,F mnovements its just to do the super faster. Also it will open a tab/window.

Bastard Mami

Edit diana's animation in fighter factory and make her red box cover 4 screens.

Omegalord99

Where should the boxes be? I want to try and be as accurate as possible for a XI version for my friend.


Bastard Mami

then elave it as is, it is better to use the kof2002 boxes than to guess the xi ones.

Omegalord99

Then how would i view the CLSN's on KOF?