
Board: Ikemen General Discussion and Help
https://www.mediafire.com/file/u97w1rmgsnhcd7g/OrochiIori-WFXIII-KOFM1.rar/file

in the CMD there should be only 1 or 2 ChangeStates that switch to 8200. Possibly 4 if it has a ton of triggers. Other ChangeStates may use 8200 as a trigger, but that's different. Find the
type = ChangeState
value = 8200
One of them the player should be able to activate. It should have a trigger with Var(45) in it. That's the counter checking to see if it's in blue form. Try to duplicate that/those triggers var(45) uses for var(44).
So if var 45 is in trigger3, and trigger 3 uses 4 lines, You need to look down the list of triggers and see which one is the last number and use the next number available for gold form. You'd make, say, trigger6 have the same lines as trigger 3. IF Trigger 5 doesn't exist and you put trigger6, trigger6 doesn't activate.
Some of the triggers for the one holding var 45 might not work for var 44. There could be multiple checks to see if it's ok to counter in blue form that wont work in gold form. Post the ChangeState if you duplicate it and it's not working.
ONE QUICK TEST could be to change the actual var in the trigger(s) from 44 to 45 and see if it works. Then you'd just add the next trigger for var(44) because 45 is already working.
For the sparking, do you know what state it's in? You could look inside the CNS file for that state and see if there's a varadd that subtracts every time it's activated and mess with it's value.
Ikemen Go strives to be compatible with Mugen, so anything Mugen can run should ideally be also playable in Ikemen Go.What is the way to convert the entire screenpack in the yt link above to ikemen go?
You can download Ikemen Go nightly build (https://github.com/ikemen-engine/Ikemen-GO/releases/tag/nightly) and and try to run any Mugen game using Ikemen. Some things you need to do is extract Ikemen Go into the game directory and set a correct path to the system.def file in configuration.
Once You get the game to at least run, if there are still any incompatibilities with Mugen, then you can report them here: https://github.com/ikemen-engine/Ikemen-GO/issues and there is a chance that any shuch issues will be fixed in the future.
i dont think mugen does 8v8, i could be wrong ive been gone a while
It does not do 8v8. By default the maximum for simul is 2v2, and the only patches available for simul replace 2v2 with 3v3 and 4v4.
Since OP said they didnt want to use ikemen for it I kinda think theyre SOL since that's the only mugen content engine that actually does support simul mode with teams of more than 2 chars (4 with the patch).
vicneo you'll need a variable to keep track of all this. More than likely variables are being used to figure out what level he's at.
You need to find what var is used to keep track of the levels. Once you know that, you can edit the CMD file to restrict what states can be used and which one's get used for each level.
Then to have him go from level 3 back to level 1, you'd need to change how the level 3's value is reset. I imagine that it would be at var(X) = 3 and it gets varAdd/varSet to 0. You could have it reset to 1 and that might be all you need for it to work.
Use debug. Ctrl+D will bring it up. Watch the stateno value. Go into the move to find out the number.
Inside that stateno you'll probably see a few variables be set. You might have a list of what those variables represent under [Data] [Size] [Velocity] [Movement] [Quotes]
It sounds like it gets a VarAdd to subtract it. Then in Statedef -2 or -3, it gets automatically refilled. Try to find out which Var fits all of that.
You may also want to check the ChangeState in Statedef -1, the cmd file, to see if the Triggers watch for certain Variables there.
The ssj blue kaioken move may have a variable that represents that it has been activated. You can use that variable as a trigger in the code that automatically refills the mana bar in Statedef -2, or -3.
Dig around and see what you come up with. If you're totally stuck, copy and paste the ChangeState that switches into the ssj blue kaioken and the Ultra Instinct moves.
Is there a way to make him instantly go into stronger form when his health starts to lose like Xavier Kim and Orochi K Shura?
You need it for AI or you want it to happen automatically no matter who's in control?
Is there a way to make him instantly go into stronger form when his health starts to lose like Xavier Kim and Orochi K Shura?
You need it for AI or you want it to happen automatically no matter who's in control?
I want it to happen automatically
So, you go to your Statedef -2
and write something like thisCode:[State 0, SelfState]People usually use vars for transformations, so if after transformation he sets var(2) to 1, that's what X and Y should stand for. This is important, or he will spam the transformation endlessly. It's if I understand correctly how this character works, of course. If u do everything right, then, after his health is below 50% he will automatically transform, assuming, he is on the ground and in control, not in the middle of any move etc.
type = SelfState
trigger1 = statetype != A && ctrl && life<lifemax/2 && var(x) != y
value = ;transformation state number
ctrl = 0
EDIT: if he has many transformations, then u add more Selfstates changing the conditions as you like, and don't forget to include the var part.
And you can choose any life value u see fit, like 'life<500' etc. that was just an example.