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Ki$@1st456v

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Messages by Ki$@1st456v

    

Re: How Do You Make Sure Projectiles Do Not Disappear Offscreen?

 March 27, 2023, 07:20:38 am View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Make Sure Projectiles Do Not Disappear Offscreen? (Started by Ki$@1st456v March 26, 2023, 08:44:59 pm
 Board: M.U.G.E.N Development Help

Hi, thank you for your response. I removed the 'destroyself' part of the code but the projectile still disappears offscreen. I am not sure what else to do.
    

How Do You Make Sure Projectiles Do Not Disappear Offscreen?

 March 26, 2023, 08:44:59 pm View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Make Sure Projectiles Do Not Disappear Offscreen? (Started by Ki$@1st456v March 26, 2023, 08:44:59 pm
 Board: M.U.G.E.N Development Help

Hi, everyone! I was wondering, with a projectile, it can keep going (depending on the coding) until it disappears offscreen. But what do you have to put in the code for a stationary projectile (like a trap) to not disappear offscreen?

I have the code here:

; ”g“®Œ Žã
[Statedef 10007]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1083
sprpriority = 2
velset = 0,0
poweradd = 50

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 10,3
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 20,0

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 1000, Projectile]
type = Projectile
trigger1 = animelem = 4
attr = A, SP
damage = 70,5
projhits = 7
animtype = Hard
guardflag = MA
hitflag = MAF
getpower = 30,0
givepower = 20,0
pausetime = 0,6
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0, 0
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
air.hitt = 10001
projcancelanim = 10001
fall.envshake.time = 10
velocity = 0,0
offset = 25*const(size.xscale),0*const(size.yscale)
projscale = const(size.xscale),const(size.yscale)
id = 4+64

[State 1100, Destroyself]
type = destroyself
trigger1 = pos x != [-280/camerazoom,280/camerazoom]

[State 1100, ChangeState]
type = ChangeState
trigger1 = animtime = 0
trigger2 = FrontEdgeDist < -40
trigger3 = MoveGuarded
value = 1261
ctrl = 1

I appreciate any help anyone has to offer. You all take care and have a great day! 
    

Re: Help! Can't Load SFF! What Must I Do?

 October 29, 2022, 04:18:24 pm View in topic context
avatar  Posted by Ki$@1st456v  in Help! Can't Load SFF! What Must I Do? (Started by Ki$@1st456v October 25, 2022, 02:54:45 pm
 Board: M.U.G.E.N Configuration Help

I have this on the def file in Wordpad:

[Info]
name = "megamanX_Pizza"
displayname = "Megaman X"
versiondate = 04,14,2002
mugenversion = 04,14,2002
author = "Pizzahighfive"
;Used Zero by Ranzaneko, Mr.Karate as a base
[Files]
sprite = megamanX_Pizza.sff
anim = megamanX_Pizza.air
sound = megamanX_Pizza.snd
cmd = megamanX_Pizza.cmd
cns = Coding\System.cns
stcommon = common1.cns
st = Coding\System.cns
st1 = Coding\Normal.cns
st2 = Coding\Specials.cns
st3 = Coding\EX Specials.cns
st4 = Coding\Supers.cns
st5 = Coding\Helpers.cns
pal1 = Colors\defaultblue.act

[Arcade]
intro.storyboard = Extra\intro.def
ending.storyboard = Extra\ending.def
    

Re: Help! Can't Load SFF! What Must I Do?

 October 28, 2022, 04:21:36 pm View in topic context
avatar  Posted by Ki$@1st456v  in Help! Can't Load SFF! What Must I Do? (Started by Ki$@1st456v October 25, 2022, 02:54:45 pm
 Board: M.U.G.E.N Configuration Help

I have that folder like that with megamanX_Pizza.def/megamanX_Pizza.def because I always try to make sure that the character selection folder name syncs with the def file. It worked for a while but I do not know why the sff file won't load now. I have made them all as close as possible.
    

Re: Help! Can't Load SFF! What Must I Do?

 October 26, 2022, 05:38:56 pm View in topic context
avatar  Posted by Ki$@1st456v  in Help! Can't Load SFF! What Must I Do? (Started by Ki$@1st456v October 25, 2022, 02:54:45 pm
 Board: M.U.G.E.N Configuration Help

I changed the format of X to 1.0 but for some reason it still is not letting me play when I select X. I do not know why.
    

Re: Help! Can't Load SFF! What Must I Do?

 October 26, 2022, 10:25:14 am View in topic context
avatar  Posted by Ki$@1st456v  in Help! Can't Load SFF! What Must I Do? (Started by Ki$@1st456v October 25, 2022, 02:54:45 pm
 Board: M.U.G.E.N Configuration Help

I had not done that before but after trying it, yes, it opened and I could see the character's sprites in the sprites section.
    

Help! Can't Load SFF! What Must I Do?

 October 25, 2022, 02:54:45 pm View in topic context
avatar  Posted by Ki$@1st456v  in Help! Can't Load SFF! What Must I Do? (Started by Ki$@1st456v October 25, 2022, 02:54:45 pm
 Board: M.U.G.E.N Configuration Help

Hi, everyone! I have been trying to use Megaman X and he was working for the longest time before but now I am getting this error when I try to load him in my MUGEN.

Error detected.

Can't load megamanX_Pizza.sff
Error loading chars/megamanX_Pizza.def/megamanX_Pizza.def
Error loading p1

Clipboard tail:
Info: stage xwarmachine.def loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1396395048
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/megamanX_Pizza.def/megamanX_Pizza.def...
  Loading info...Info: Megaman X loading in pre-1.0 compatible mode
OK
  Loading cmd command set megamanX_Pizza.cmd...OK
  Loading cns Coding\System.cns...OK
  Loading cns Coding\Normal.cns...OK
  Loading cns Coding\Specials.cns...OK
  Loading cns Coding\EX Specials.cns...OK
  Loading cns Coding\Supers.cns...OK
  Loading cns Coding\Helpers.cns...OK
  Loading cmd state entry megamanX_Pizza.cmd...OK
  Loading common states common1.cns...OK
  Loading sff megamanX_Pizza.sff...Character megamanX_Pizza.def failed to load
Exit with an error.

Is there something I need to change? Do I need to change the character's format? I appreciate your help and everyone have a great day!
    

Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.

 August 04, 2022, 10:43:32 am View in topic context
avatar  Posted by Ki$@1st456v  in Lvl.3 Help! I Cannot Get The Super to Work In the Air. (Started by Ki$@1st456v July 04, 2022, 12:23:48 pm
 Board: M.U.G.E.N Configuration Help

Thank you everyone, I was finally able to get both to work. I put the air version above the ground version like this . . .

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000092
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000091
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = S
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

Finally I changed the statetype, movetype, and physics of the air move to this . . .

type    = A
movetype= A
physics = S

And it worked! Thank you all for your continuous help with this topic! This topic is solved!
    

Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.

 August 02, 2022, 09:59:48 am View in topic context
avatar  Posted by Ki$@1st456v  in Lvl.3 Help! I Cannot Get The Super to Work In the Air. (Started by Ki$@1st456v July 04, 2022, 12:23:48 pm
 Board: M.U.G.E.N Configuration Help

Okay I did this and it still did not work for both versions of the move.

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000091
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = S
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000092
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMUZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

What am I still missing?
    

Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.

 July 12, 2022, 11:54:29 am View in topic context
avatar  Posted by Ki$@1st456v  in Lvl.3 Help! I Cannot Get The Super to Work In the Air. (Started by Ki$@1st456v July 04, 2022, 12:23:48 pm
 Board: M.U.G.E.N Configuration Help

Okay, I tried putting a falling state, but it still will not let him fall. I do not know why.

;Aerial
[Statedef 60000081]
type    = A
movetype= A
physics = S
ctrl = 0
anim = 60000082
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 50
scale = .9,1.3
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 17
anim = 23000
facing = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24
id = 23000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 64
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 1271
ctrl = 1

I have the falling changestate here.

;Falling
[Statedef 1271]
type    = A
movetype= I
physics = A
anim = 54
sprpriority = 1

[State 91, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y= - 0.07

[State 1211, Ctrl]
type = CtrlSet
trigger1 = prevstateno = 4100
value = 1

[State 112, 3]
type = VelAdd
trigger1 = command = "holdfwd"
trigger1 = Vel X < 3.5
x = 0.20

[State 112, 4]
type = VelAdd
trigger1 = command = "holdback"
trigger1 = Vel X > -3.5
x = -0.0525

[State 1211, Turn]
type = Turn
trigger1 = P2Dist X < -5

[State 1211, VelSet]
type = VelSet
trigger1 = FrontEdgeBodyDist <= 0
x = 0

[State 999, ChangeAnim] ;Change to jumping forward anim
type = ChangeAnim
trigger1 = Vel X > 0
trigger1 = Time = [0,2]
value = 52

[State 998, ChangeAnim2] ;Change to jumping back anim
type = ChangeAnim
trigger1 = Vel X < 0
trigger1 = Time = [0,2]
value = 52

[State 1211, ChangeState]
type = ChangeState
trigger1 = time>10 && pos y >= 0
value = 52

;-------------------------------------------------------------------------
    

Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.

 July 09, 2022, 03:11:39 pm View in topic context
avatar  Posted by Ki$@1st456v  in Lvl.3 Help! I Cannot Get The Super to Work In the Air. (Started by Ki$@1st456v July 04, 2022, 12:23:48 pm
 Board: M.U.G.E.N Configuration Help

Thank you for your response! It is doing something different, but it still does not work along with the ground version of the move, which is weird though. Here is the code

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000080
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType != A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000081
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

I would remove the "!" from the air version, but it would not work during a jump. I would remove the "!" from the code of the ground version, and then the air version would work but not the ground version of Genmu Zero. Also, X would be standing in the air after the Lvl. 3 and not fall to the ground, and I would be able to walk around without touching the ground until I jumped.

I do not know how to get both versions of this move to work and it is irritating. I tried changing the type of the aerial version in the CNS Statedef 60000081 to "A" for an Air type move too but it did not work.


     Posted: July 09, 2022, 09:29:10 pm
I managed to get the move to work in the air and on the ground, but there are still some problems with it. I have the CMND code here.

[State -1, Genmu Zero ground]
type = ChangeState
value = 60000080
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType = A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = (stateno=[200,430]) && movecontact
trigger3 = (stateno = [1200,1202]) && movecontact
trigger4 = stateno = 1100 && movecontact
trigger5 = stateno = 1101 && AnimElemtime(3) < 0 && movecontact
trigger6 = stateno = 1102 && AnimElemtime(6) < 0 && movecontact
trigger7 = (stateno = [1240,1242]) && movecontact

[State -1, Genmu Zero Air]
type = ChangeState
value = 60000081
triggerall = !var(2)
triggerall= var(20)<=0
triggerall = command = "GENMU ZERO"
triggerall = RoundState = 2 && StateType != A
triggerall = power >= 3000
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = stateno = 1106 && movecontact
trigger3 = stateno = 1107 && AnimElemtime(3) > 0 && movecontact
trigger4 = stateno = 1108 && AnimElemtime(6) > 0 && movecontact

However, when X does Genmu Zero on the ground, he does the animation for the swing again after doing the move and when he does it in the air he does not fall to the ground afterwards.

;======================<GENMU ZERO>===================
;Stand
[Statedef 60000080]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 60000080
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 7023
ID = 7023
pos = -20,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 55
scale = .9,1.3
sprpriority = -1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Aerial
[Statedef 60000081]
type    = A
movetype= A
physics = S
ctrl = 0
anim = 60000082
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 50
scale = .9,1.3
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 17
anim = 23000
facing = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24
id = 23000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 64
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 52
ctrl = 1

Is there something missing in the code that I need to get these things fixed? I appreciate any help anyone can give for this problem. Thank you!


     Posted: July 11, 2022, 01:02:39 am
Here is a video showing what I am saying.

https://drive.google.com/file/d/1jOR1HP5je4pizpItzAXx8PYOe_GGAS1L/view?usp=sharing
    

Lvl.3 Help! I Cannot Get The Super to Work In the Air.

 July 04, 2022, 12:23:48 pm View in topic context
avatar  Posted by Ki$@1st456v  in Lvl.3 Help! I Cannot Get The Super to Work In the Air. (Started by Ki$@1st456v July 04, 2022, 12:23:48 pm
 Board: M.U.G.E.N Configuration Help

Hi everyone, I have been trying to code X to have Mr. Karate and Ranzaneko's Zero's Lvl. 3 "Genmu-Zero". I am able to get X to use the super on the ground, but there is an aerial version that I cannot get right. I have the code right here below.

;Aerial
[Statedef 60000081]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 60000082
velset = 0,0
poweradd = -3000

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 400

[State 0, Explod]
type = removeExplod
trigger1 = time = 0
id = 600

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
time = 1
value = SCA

[State 3000, No Corner Push]
type = VarSet
trigger1 = Time = 3
fvar(5) = 0

[State 3000, Unguardable]
type = VarSet
trigger1 = Time = 3 && NumEnemy
trigger1 = (EnemyNear, StateNo != [120,155])
var(17) = 50

[State 3000, Super Cancel Flag]
type = VarSet
trigger1 = !Time
var(21) = (PrevStateNo = [1000,2999]) && var(6)

[State 3000, Hyper Cancel Flag]
type = VarSet
trigger1 = !Time
var(22) = (PrevStateNo = [3000,4999]) && var(7)

[State 3000, Super Cancel Flash]
type = PalFX
triggerall = time > 4
trigger1 = PrevStateNo = [1000,2999]
trigger1 = !(Time % 2) && Time <= 12
time = 1
add = 255,255,255
ignoreHitPause = 1

[State 3000, Super Cancel Juggle Reset]
type = VarSet
trigger1 = !Time
trigger1 = var(21) || var(22)
var(15) = 0
ignoreHitPause = 1

[State 3000, SuperPause FX]
type = Helper
trigger1 = ANIMELEM = 2
helperType = Normal
stateNo = 8520
ID = 8520
name = "Superpause FX"
posType = P1
pos = 10,-80
superMoveTime = 255
size.xScale = 1
size.yScale = 1
ownPal = 1

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 50
moveTime = 50
p2DefMul = 1
unHittable = 1
anim = -1
sound = s8500,2
darken = 0
poweradd = 0

[State -2, Helper]
type = Helper
triggerall = !numhelper(40001)
trigger1 = ANIMELEM = 2
helpertype = normal
name = "HYPER BACK GROUND"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 0, explod]
type = explod
trigger1 = animelem = 2
anim = 252
id = 400
pos = 10,0
sprpriority = 4
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1
ignorehitpause = 0
removeongethit = 1
scale = .5,.5
supermovetime = 0
pausemovetime = 0
ignorehitpause = 0
bindtime = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3020
ID = 3020
pos =  7,-60
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = 50
scale = .9,1.3
sprpriority = 1
ownpal = 1
removeongethit = 0
supermovetime = 9999
pausemovetime = 9999

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 3
anim = 60000081
facing = 1
pos = 30,-40
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = .7,.7
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 2100, 0]
type = Explod
trigger1 = AnimElem = 17
anim = 23000
facing = 1
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 40
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 24
id = 23000

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 11
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3020,0

[State 1510, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3020,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 64
value = 3020, 2

[State 2000, 0]
type = Helper
trigger1 = AnimElem = 3
trigger2 =
helpertype = normal
name = "GenmuZero"
id = 2501
facing = 1
pos = 50,-90
postype = p1
stateno = 60000083
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 40

[State 2100, State]
type = ChangeState
trigger1 = time > 100
value = 50
ctrl = 1

As always, I greatly appreciate any help anyone can give for this question as I do not know what it is I am missing to make this move work. Everyone have a great Fourth of July. Thank you!
    

Re: How Do You Increase the Duration of the Knockdown for A Move?

 July 04, 2022, 12:15:24 pm View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Increase the Duration of the Knockdown for A Move? (Started by Ki$@1st456v June 25, 2022, 06:54:21 pm
 Board: M.U.G.E.N Configuration Help

Thanks everyone I have a move where X can cause a ground bounce from an air combo and continue from there. I appreciate it!
    

How Do You Increase the Duration of the Knockdown for A Move?

 June 25, 2022, 06:54:21 pm View in topic context
avatar  Posted by Ki$@1st456v  in How Do You Increase the Duration of the Knockdown for A Move? (Started by Ki$@1st456v June 25, 2022, 06:54:21 pm
 Board: M.U.G.E.N Configuration Help

Hi, again everyone! I was wondering, how do you increase how long a move has an opponent knocked down and unable to stand up again after an air combo? I am asking this because of the UMVC3-styl combo system where you could do relaunches on the opponent to pick them up from the ground after a hard knockdown. I have tried to do it through the air.velocity section of the HitDef state controller for some of my Megaman X's moves, but I am not sure what else I can do to increase knockdown duration? If anyone has any answers and help for this questions I would greatly appreciate it. Thank you everyone!
    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 June 02, 2022, 10:01:03 am View in topic context

Thank you again PlasmoidThunder! I wanted to give what I put to solve this question. At the end of the coding for the air version of the move, I decided to put this.

[State 1900, 11]
type = ChangeState
trigger1 = vel y > 0 ;Falling
trigger1 = pos y >= 0 ;Hit the ground
value = 52
ctrl = 1

For both positions for the y value, I think it makes the triggers read now so that whenever X is any distance above the ground, the conditions are met where he can perform the move in the air. Thank you for your help again, and this topic is solved!
    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 21, 2022, 11:45:49 am View in topic context

Thank you again PlasmoidThunder! I was going too fast and I left out the animation for the air version of the move. The uppercut works during a super jump. However, he just teleports to the ground during a normal jump. Is there a way to fix that?
    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 20, 2022, 01:37:01 pm View in topic context

    

Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 16, 2022, 12:52:07 am View in topic context

Thanks Plasmoid, but my character still gets frozen right above the ground when I try to perform the move in the air. I do not know what else I am missing.
I have this so far.

[Statedef 60000068]
type = A
movetype = A
poweradd = 100
physics = N
ctrl = 0
anim = 60000068
velset = 0,0
chain.id = 1000

[State 1701,0]
Type=PlaySnd
Trigger1 = AnimElem = 2,5
Value = 50,4

[State 1701,0]
Type=PlaySnd
Trigger1 = Anim=1900&&AnimElem = 4
Value = 1,1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 1
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 4
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1
volume = 355

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,6
volume = 355

[State 1900, 1]
type = AssertSpecial
trigger1 = pos y!= 0
flag = noshadow

[State 1900, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 15

[State 1900, 3]
type = PosAdd
trigger1 = AnimElem = 4
X = (P2Dist X) - 2

[State 1900, 3bis]
type = PosSet
trigger1 = AnimElem = 4
Y = 200

[State 1900, 4]
type = VelSet
trigger1 = AnimElem = 4
y = -10

[State 1900, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 100
hitflag = MADF
guardflag = MA
priority = 4
sparkno = -1
sparkxy = -10,-65
hitsound   = s400,0
guardsound = 5,4
guard.pausetime = 15,15
animtype = Up
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, -10
air.velocity = -3,-4
fall = 1
kill = !var(59)
id = 1020

[State 1900, 6]
type = Helper
triggerall = NumHelper(60000067) = 0
trigger1 = Movehit && Time >=0 && Time <= 20
helpertype = Normal
ID = 60000067
name = "Sangue003"
postype = p2
pos = 0,-110
stateno = 60000067
ownpal = 1
keyctrl = 0

[State 1900, 7]
type = VelSet
trigger1 = AnimElem = 5
y = 10

[State 1900, 9]
type = VelSet
trigger1 = AnimElem = 7
trigger1 = Pos Y = 0
y = -25

[State 1900, 10]
type = PosSet
trigger1 = AnimElem = 8
y = -40

[State 1900, 11]
type = ChangeState
trigger1 = vel y > 0 ;Falling
trigger1 = pos y = 0 ;Hit the ground
value = 52
ctrl = 1
    

How Can I Make This Attack An Air Move That Can Be Performed While Jumping?

 May 15, 2022, 11:09:14 am View in topic context

Hi, again everyone. I had this MK Sektor-like tracking teleport uppercut move that I saw from a MVC2 version of Fulgore I had downloaded. It is a move that works from the ground, but I am trying to get it to where I can do it from the air during a jump or superjump. I have the code for the ground type that already works and I did not have to alter much except the statedef and animation numbers to work wth my character, but in the code at 60000068 I had tried to do an air version by changing the type to A for "aerial" in the statedef. Yet when I try it my character gets frozen in the air. I am not sure what else I need to add to the move to make it usable in the air. 


[Statedef 60000066]
type = S
movetype = A
poweradd = 100
physics = N
ctrl = 0
anim = 60000066
velset = 0,0
chain.id = 1000

[State 1701,0]
Type=PlaySnd
Trigger1 = AnimElem = 2,5
Value = 50,4

[State 1701,0]
Type=PlaySnd
Trigger1 = Anim=1900&&AnimElem = 4
Value = 1,1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 1
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 4
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1
volume = 355

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,6
volume = 355

[State 1900, 1]
type = AssertSpecial
trigger1 = pos y!= 0
flag = noshadow

[State 1900, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 15

[State 1900, 3]
type = PosAdd
trigger1 = AnimElem = 4
X = (P2Dist X) - 2

[State 1900, 3bis]
type = PosSet
trigger1 = AnimElem = 4
Y = 200

[State 1900, 4]
type = VelSet
trigger1 = AnimElem = 4
y = -10

[State 1900, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 100
hitflag = MADF
guardflag = MA
priority = 4
sparkno = -1
sparkxy = -10,-65
hitsound   = s400,0
guardsound = 5,4
guard.pausetime = 15,15
animtype = Up
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, -10
air.velocity = -3,-4
fall = 1
kill = !var(59)
id = 1020

[State 1900, 6]
type = Helper
triggerall = NumHelper(60000067) = 0
trigger1 = Movehit && Time >=0 && Time <= 20
helpertype = Normal
ID = 60000067
name = "Sangue003"
postype = p2
pos = 0,-110
stateno = 60000067
ownpal = 1
keyctrl = 0

[State 1900, 7]
type = VelSet
trigger1 = AnimElem = 5
y = 10

[State 1900, 9]
type = VelSet
trigger1 = AnimElem = 7
trigger1 = Pos Y = 0
y = -25

[State 1900, 10]
type = PosSet
trigger1 = AnimElem = 8
y = -40

[State 1900, 11]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------

[Statedef 60000067]
type = S
movetype = A
physics = N
anim = 7763
velset = 0,0
ctrl = 1
sprpriority = -2

[State 8000, Vel]
type = VelSet
trigger1 = anim != 7764
trigger1 = AnimElem = 26
Y = 7

[State 200, 1]
type = PlaySnd
trigger1 = Pos Y >= -100
value = 30, ceil(random/300)

[State 60021, Explod]
type = Explod
Trigger1 = Pos Y >= -100
anim = 7764
postype = p1
pos = 0,-30
ID = 7764
facing = -1
sprpriority = -2

[State 8601, 3]
type = Destroyself
trigger1 = Pos Y >= -100

;--------------------------------

[Statedef 60000068]
type = A
movetype = A
poweradd = 100
physics = N
ctrl = 0
anim = 60000068
velset = 0,0
chain.id = 1000

[State 1701,0]
Type=PlaySnd
Trigger1 = AnimElem = 2,5
Value = 50,4

[State 1701,0]
Type=PlaySnd
Trigger1 = Anim=1900&&AnimElem = 4
Value = 1,1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 1
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, AfterImage]
type = AfterImage
trigger1 = AnimElem= 4
time = 25
trans = add1
palbright = 0,0,0
palcontrast = 128,128,128
PalAdd=10,90,30
PalMul=1,1,1
length = 20
timegap = 1

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,1
volume = 355

[State 1900, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 300,6
volume = 355

[State 1900, 1]
type = AssertSpecial
trigger1 = pos y!= 0
flag = noshadow

[State 1900, 2]
type = VelSet
trigger1 = AnimElem = 3
y = 15

[State 1900, 3]
type = PosAdd
trigger1 = AnimElem = 4
X = (P2Dist X) - 2

[State 1900, 3bis]
type = PosSet
trigger1 = AnimElem = 4
Y = 200

[State 1900, 4]
type = VelSet
trigger1 = AnimElem = 4
y = -10

[State 1900, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 100
hitflag = MADF
guardflag = MA
priority = 4
sparkno = -1
sparkxy = -10,-65
hitsound   = s400,0
guardsound = 5,4
guard.pausetime = 15,15
animtype = Up
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = 0, -10
air.velocity = -3,-4
fall = 1
kill = !var(59)
id = 1020

[State 1900, 6]
type = Helper
triggerall = NumHelper(60000067) = 0
trigger1 = Movehit && Time >=0 && Time <= 20
helpertype = Normal
ID = 60000067
name = "Sangue003"
postype = p2
pos = 0,-110
stateno = 60000067
ownpal = 1
keyctrl = 0

[State 1900, 7]
type = VelSet
trigger1 = AnimElem = 5
y = 10

[State 1900, 9]
type = VelSet
trigger1 = AnimElem = 7
trigger1 = Pos Y = 0
y = -25

[State 1900, 10]
type = PosSet
trigger1 = AnimElem = 8
y = -40

[State 1900, 12]
type = ChangeState
Trigger1 = AnimTime = 0
value = 12
ctrl = 1

I also have the code for both moves in the cmnd file.

[State -1, TELEPORT PUNCH]
type = ChangeState
value = 60000066
triggerall = command = "telep"
triggerall = P2Life>=2
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = StateNo = 200 && Movecontact
trigger3 = StateNo = 230 && Movecontact
trigger4 = StateNo = 210 && Movecontact
trigger5 = StateNo = 240 && Movecontact
trigger6 = StateNo = 220 && Movecontact
trigger7 = StateNo = 250 && Movecontact
trigger8 = StateNo = 400 && Movecontact
trigger9 = StateNo = 430 && Movecontact
trigger10 = StateNo = 410 && Movecontact
trigger11 = StateNo = 440 && Movecontact

;---------------------------------------------------------------------------
[State -1, TELEPORT PUNCH]
type = ChangeState
value = 60000068
triggerall = command = "telep"
triggerall = P2Life>=2
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 200 && Movecontact
trigger3 = StateNo = 230 && Movecontact
trigger4 = StateNo = 210 && Movecontact
trigger5 = StateNo = 240 && Movecontact
trigger6 = StateNo = 220 && Movecontact
trigger7 = StateNo = 250 && Movecontact
trigger8 = StateNo = 400 && Movecontact
trigger9 = StateNo = 430 && Movecontact
trigger10 = StateNo = 410 && Movecontact
trigger11 = StateNo = 440 && Movecontact


I appreciate the help I have been given so far and I appreciate any assistance with this topic. Everyone take care.
    

Re: Pushblock Help

 May 15, 2022, 10:35:50 am View in topic context
avatar  Posted by Ki$@1st456v  in Pushblock Help (Started by Ki$@1st456v May 07, 2022, 12:27:59 pm
 Board: M.U.G.E.N Configuration Help

Thanks again Kolossoni! The multiple velsets in the coding of the Guard Helper came that way from REDHOT's Cyclops that I was using, but I had to get rid of both the first and the third velsets because the second velset was the one affecting velocity. Thank you both again. This topic is solved.