
Board: M.U.G.E.N Development Help
try this:With this trigger, the screen flashes when the character trades but doesn't flash for a normal counterhit.
trigger1 = MoveHit = 1 && !Time
try this:With this trigger, the screen flashes when the character trades but doesn't flash for a normal counterhit.
trigger1 = MoveHit = 1 && !Time
[State -2, Counter Hit D]
type = EnvColor
triggerall = Var(16)
trigger1 = MoveHit = 1
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
[Command]
name = "FF" ;Required (do not remove)
command = ~F, F
time = 10
;---------------------------------------------------------------------------
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type = S
physics = S
anim = 100
ctrl = 0
velset = 0
sprpriority = 1
[State 100, 1]
type = PosSet
trigger1 = time = 0
y = 0
[State 100, 2]
type = ChangeState
trigger1 = animtime = 0
value = 101
;-------------------------------------------------------------------------------------------
[Statedef 101]
type = A
physics = N
anim = 101
ctrl = 0
sprpriority = 1
[state 106, 1]
type = VelSet
trigger1 = 1
x = (8.2425*exp((-0.064538521137571171672923915683993)*(time)))
[State 106, 3]
type = VelSet
trigger1 = !time
y = -2.1445
[State 106, 1]
type = VelAdd
trigger1 = time > 0
y = 0.428885
[State 101, 3]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
flag2 = NoAutoTurn
[State 101, 6]
type = ChangeState
trigger1 = Pos Y + Vel Y >= 0
;trigger1 = animtime = 0
value = 102
[State 100, VarSet]
type = VarSet
trigger1 = !time && prevstateno != 102
var(7) = 0
[State 100, VarSet]
type = VarSet
trigger1 = time > 10
var(7) = 1
;-------------------------------------------------------------------------------------------
[Statedef 102]
type = S
movetype = I
physics = S
anim = 102
ctrl = 0
velset = 0,0
sprpriority = 1
[State 102, 1]
type = PosSet
trigger1 = !Time
y = 0
[State 101, 4]
type = ChangeState
trigger1 = time > 0
trigger1 = Command = "holdup"
value = 40
[State Ctrl]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 102, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
Somebody has to tell Muteki!Tekken doesn't use sprites.(lol, joke)
I wonder if it's possible to rip Tekken 6 characters' sprites as well
Did we suddenly get a huge wave of smashkids registering on the board or somethingWas that pun intentional?maybe one of the other guys posted this thread at SmashBoards or something HAY THEY MAKEN FUN