can anyone help me to figure out how to get characters to move during round countdowns to fights (move before the announcer says fight)
for Shonen Jump vs. Capcom
like in marvel super heroes? here you go and good luck with your project.
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; Round Pre-Walking (VS Series feature since MSH)
[Statedef 51100]
type = S
physics = S
sprpriority = 1
[State 21, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
[State 21, Width]
type = Width
trigger1 = 1
edge = 0,(0 - (const(size.ground.back)))
; Just to prevent strange behaviors...
[State 21, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
[State 21, 1]
type = VelSet
triggerall = enemy, anim != [190, 192]
trigger1 = command = "holdfwd"
x = 1.0
[State 21, 2]
type = VelSet
triggerall = enemy, anim != [190, 192]
trigger1 = command = "holdback"
x = -1.0
[State 21, 3]
type = VelSet
triggerall = enemy, anim != [190, 192]
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0
[State 21, 4a]
type = ChangeAnim
triggerall = Vel X > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 21, 4b]
type = ChangeAnim
triggerall = Vel X < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
[State 21, 4b]
type = ChangeAnim
triggerall = Vel X = 0
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0
[State 21, 5]
type = ChangeState
trigger1 = ctrl
value = ifelse((command = "holdfwd") || (command = "holdback"), 20, 0)
; ====================== (Misc SCtrls Section) ==========================
; Round Pre-Walking ChangeStates and Position controlers
; ------------------------------------------------------
; Just for reference, remember that:
; RoundState = 1 --- Intro
; RoundState = 2 --- Match Begins
; RoundState = 3 --- K.O.
; RoundState = 4 --- Win Pose.
; NOTE: If you skip the 5900 state action in further rounds,
; this will be ignored
[State -2, Pre-walking state]
type = ChangeState
trigger1 = prevstateno = [191, 192] ;Enable after Intro
trigger2 = RoundNo > 1 ;Enable If Round Number is > 1
trigger2 = RoundState < 2 ;RoundState < 2 and
trigger2 = stateno = 0 ;Current state is 0
value = 51100
ctrl = 0
[State -2, Remember the last Position (X)]
type = VarSet
trigger1 = RoundState < 2
fvar(20) = Pos X
[State -2, Set the actual Position when match begins]
type = PosSet
trigger1 = RoundState = 2
trigger1 = fvar(20) != 0
x = fvar(20)
[State -2, Reset PlaceHolder Var]
type = VarSet
trigger1 = RoundState = 2
fvar(20) = 0