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Bjay

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Posts posted by Bjay

  1. Oh well it's the digital world of mugen... Carousel spins like crazy just like fire balls spinning out of the mugen chars. It's meant to be between a trippy fantasy and reality. It's there anyway if anyone likes it and sharing my contribution to the community and thought why not have more of a variety to a collection ;o)

     

    There are many more works on the way and kind of new to using this fighter factory thing.

     

    Haha all good. Personal feelings aside, I think the stage looks snazzy! Great job!

  2. Move info:

     

    Warachia has a move which is performed in the air where he spins to the end with black fx. It works fine in 1.0, but in 1.1 the black fx don't disappear and spazs out. How can I get the fx to vanish?

     

    Gif of the move in action: http://gifyu.com/image/LAo

     

    The move code

    [Statedef 1450]
    Type = A
    MoveType= A
    Physics = N
    Juggle = 0
    Ctrl = 0
    VelSet = 0,0
    Anim = 1450
    SprPriority = 2
     
    [State -1]
    Type = VarSet
    Trigger1 = Time = 0
    V = 2
    Value = 0
     
    [State -1]
    Type = NotHitBy
    Trigger1 = Time = [8,21]
    Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
    Time = 1
     
    [State -1]
    Type = Width
    Trigger1 = Anim = 1450
    Trigger1 = AnimElem = 4, >= 0
    Trigger1 = AnimElem = 11, < 0
    Value = 7,7
     
    [State -1]
    Type = Width
    Trigger1 = Anim = 1451
    Trigger1 = AnimElem = 13, < 0
    Trigger2 = Anim = 1452
    Trigger2 = AnimElem = 12, < 0
    Player = 0,5
     
    [State -1]
    Type = PlaySnd
    Trigger1 = Anim = 1450
    Trigger1 = AnimElem = 2
    Value = s1450, 0
    Channel = 1
    IgnoreHitPause = 1
    Persistent = 0
     
    [State -1]
    Type = PlaySnd
    Trigger1 = Anim = 1450
    Trigger1 = AnimElem = 1, = 1
    Value = s30, 3
    Channel = 5
    IgnoreHitPause = 1
    Persistent = 0
     
    [State -1]
    Type = Helper
    Trigger1 = Anim = 1450
    Trigger1 = AnimElem = 5
    StateNo = 1455
    ID = 1455
    PosType = P1
    Pos = 1,-99
    Ownpal = 1
     
    [State -1]
    Type = AttackDist
    Trigger1 = 1
    Value = 0
     
    [State -1]
    Type = ChangeAnim
    Trigger1 = Anim = 1450
    Trigger1 = Time > 24
    Trigger1 = NumHelper(1455) = 0
    Value = 1451
     
    [State -1]
    Type = ChangeAnim
    TriggerAll = Var(59) <= 0
    Trigger1 = Anim = 1451
    Trigger1 = AnimElem = 2
    Trigger1 = Command = "A溜め" || Command = "B溜め" || Command = "C溜め"
    Value = 1452
     
    [State -1]
    Type = ChangeAnim
    Trigger1 = Anim = 1451
    Trigger1 = AnimElem = 2
    Value = 1451
    Elem = 3
     
    [State -1]
    Type = ChangeAnim
    Trigger1 = Anim = 1452
    Trigger1 = Pos Y >= -20
    Trigger1 = AnimElem = 2, < 0
    Value = 1452
    Elem = 2
     
    [State -1]
    Type = StateTypeSet
    Trigger1 = Anim = 1451
    Trigger1 = AnimElem = 3
    Trigger2 = Anim = 1452
    Trigger2 = AnimElem = 2
    StateType = S
    MoveType= I
    Physics = S
     
    [State -1]
    Type = PosAdd
    Trigger1 = Anim = 1452
    Trigger1 = AnimElem = 2, < 0
    Y = 20
     
    [State -1]
    Type = PosSet
    Trigger1 = Anim = 1452
    Trigger1 = AnimElem = 2
    Y = 0
     
    [State -1]
    Type = PosSet
    Trigger1 = Anim = 1451
    Trigger1 = AnimElem = 3
    X = EnemyNear(Var(3)),Pos X-42*Facing
    Y = 0
     
    [State -1]
    Type = ChangeState
    Trigger1 = Anim = [1451,1452]
    Trigger1 = AnimTime = 0
    Value = 0
    Ctrl = 1
    

     

    The helper code

    [Statedef 1455]
    Type = A
    MoveType = A
    Physics = N
    SprPriority = 4
    Anim = 1457
     
    [State -1]
    Type = VarSet
    Trigger1 = Parent,Var(0)%10 = 1
    V = 0
    Value = 1
    IgnoreHitPause = 1
    Persistent = 1
     
    [State -1]
    Type = HitOverRide
    Trigger1 = 1
    Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
    Time = -1
    IgnoreHitPause = 1
     
    [State -1]
    Type = NotHitBy
    Trigger1 = 1
    Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
    Time = 1
     
    [State -1]
    Type = PlaySnd
    Trigger1 = Time = 0
    Value = s30, 2
    Channel = 4
    IgnoreHitPause = 1
     
    [State -1]
    Type = PlaySnd
    Trigger1 = Time > 13
    Value = s30, 2
    Channel = 4
    IgnoreHitPause = 1
    Persistent = 12
     
    [State -1]
    Type = Helper
    Trigger1 = Time = 0
    StateNo = 1465
    ID = 1456
    Ownpal = 0
     
    [State -1]
    Type = Helper
    Trigger1 = Time = 0
    StateNo = 1465
    ID = 1457
    Ownpal = 0
     
    [State -1]
    Type = VelSet
    Trigger1 = IsHelper(1455)
    Trigger1 = Time = 14
    X = 11.875
     
    [State -1]
    Type = VelSet
    Trigger1 = IsHelper(1465)
    Trigger1 = Time = 14
    X = 7.925
     
    [State -1]
    Type = VarAdd
    Trigger1 = MoveContact = 1
    Trigger2 = MoveReversed = 1
    V = 1
    Value = 1
    IgnoreHitPause = 0
    Persistent = 1
     
    [State -1]
    Type = HitDef
    TriggerAll = Parent,Var(25)/10%10 < 3
    TriggerAll = IsHelper(1455)
    Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4
    Attr = A, SP
    Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(35-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*4)
    AnimType = Up
    HitFlag = MAFD
    GuardFlag = MA
    Priority = 2, Dodge
    PauseTime = 1,4+4*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41)
    Guard.PauseTime = 1,4
    HitSound = s20,0
    GuardSound = s120,0
    SparkNo = -1
    Guard.SparkNo = -1
    Ground.Type = High
    Air.Type = High
    Ground.SlideTime = 16
    Ground.HitTime = 16
    AirGuard.CtrlTime = 8
    Ground.Velocity = 0,-13*Parent,FVar(36)
    Guard.Velocity = -9.5
    Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2)
    AirGuard.Velocity = -4,-1
    Down.Velocity = -4,-2*Parent,FVar(36)
    SprPriority = 4
    Ground.CornerPush.VelOff = 0
    Air.CornerPush.VelOff = 0
    Down.CornerPush.VelOff = 0
    Guard.cornerPush.VelOff = 0
    Airguard.CornerPush.VelOff = 0
    Fall.XVelocity = 0
    Fall.YVelocity = 0
    Down.Bounce = 1
    EnvShake.Time = 4
    EnvShake.Ampl = 3
    EnvShake.Freq = 90
    YAccel = .6
    Kill = 1
    Guard.Kill = 0
    Fall = 1
    Air.Fall = 1
    Fall.Recover = IfElse(P2MoveType = A,0,1)
    Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35))
    GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*30), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*30)
    GivePower = Floor(Parent,FVar(31)*30), Floor(0.50*Parent,FVar(31)*30)
     
    [State -1]
    Type = HitDef
    TriggerAll = Parent,Var(25)/10%10 < 3
    Trigger1 = IsHelper(1465)
    Trigger1 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1
    Attr = A, SP
    Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(28-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*3)
    AnimType = Up
    HitFlag = MAFD
    GuardFlag = MA
    Priority = 2, Dodge
    PauseTime = 1,1+1*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41)
    Guard.PauseTime = 1,1
    HitSound = s20,0
    GuardSound = s120,0
    SparkNo = -1
    Guard.SparkNo = -1
    Ground.Type = High
    Air.Type = High
    Ground.SlideTime = 16
    Ground.HitTime = 16
    AirGuard.CtrlTime = 8
    Ground.Velocity = 0,-13*Parent,FVar(36)
    Guard.Velocity = -9.5
    Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2)
    AirGuard.Velocity = -4,-1
    Down.Velocity = -4,-2*Parent,FVar(36)
    SprPriority = 4
    Ground.CornerPush.VelOff = 0
    Air.CornerPush.VelOff = 0
    Down.CornerPush.VelOff = 0
    Guard.cornerPush.VelOff = 0
    Airguard.CornerPush.VelOff = 0
    Fall.XVelocity = 0
    Fall.YVelocity = 0
    Down.Bounce = 1
    YAccel = .6
    Kill = 1
    Guard.Kill = 0
    Fall = 1
    Air.Fall = 1
    Fall.Recover = IfElse(P2MoveType = A,0,1)
    Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35))
    GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*15), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*15)
    GivePower = Floor(Parent,FVar(31)*15), Floor(0.50*Parent,FVar(31)*15)
     
    [State -1]
    Type = ParentVarSet
    Trigger1 = MoveContact = 1
    FV = 25
    Value = 0
    IgnoreHitPause = 1
    Persistent = 1
     
    [State -1]
    Type = ParentVarAdd
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    V = 4
    Value = 1
    IgnoreHitPause = 1
     
    [State -1]
    Type = ParentVarAdd
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    V = 5
    Value = 1
    IgnoreHitPause = 1
     
    [State -1]
    Type = ParentVarAdd
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    V = 6
    Value = 1
    IgnoreHitPause = 1
     
    [State -1]
    Type = ParentVarAdd
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    V = 7
    Value = 1
    IgnoreHitPause = 1
     
    [State -1]
    Type = VarRandom
    Trigger1 = Time = 0
    V = 8
    Range = 0,31
    IgnoreHitPause = 1
    Persistent = 0
     
    [State -1]
    Type = VarRandom
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    V = 8
    Range = 0,31
    IgnoreHitPause = 1
     
    [State -1]
    Type = ParentVarSet
    Trigger1 = 1
    V = 8
    Value = Var(8)
    IgnoreHitPause = 1
     
    [State -1]
    Type = VarSet
    Trigger1 = IsHelper(1455)
    Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4
    Trigger2 = IsHelper(1465)
    Trigger2 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1
    V = 38
    Value = Parent,Var(38)
    IgnoreHitPause = 1
     
    [State -1]
    Type = ParentVarAdd
    TriggerAll = Parent,Var(0)/10000%10 = 0
    TriggerAll = MoveGuarded = 1 && HitPauseTime = 0
    Trigger1 = Parent,FVar(7) = [40,99]
    Trigger2 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 != [1,7])
    V = 35
    Value = -Floor(40*Parent,FVar(22))
    IgnoreHitPause = 1
     
    [State -1]
    Type = ParentVarAdd
    TriggerAll = Parent,Var(0)/10000%10 = 0
    TriggerAll = MoveGuarded = 1 && HitPauseTime = 0
    Trigger1 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 = [1,7])
    V = 35
    Value = Ceil(Parent,Var(32)*(0.05+(-EnemyNear(Parent,Var(3)),Var(36)+100)*0.0005))
    IgnoreHitPause = 1
     
    [State -1]
    Type = TargetState
    TriggerAll = Parent,Var(0)/10000%10 = 0
    TriggerAll = Parent,Var(58) = 0
    TriggerAll = RoundState = 2
    Trigger1 = Parent,Var(35) < 0
    Trigger1 = Parent,FVar(23) = 0
    Trigger1 = EnemyNear(Parent,Var(3)),StateNo = 150 || EnemyNear(Parent,Var(3)),StateNo = 152 || EnemyNear(Parent,Var(3)),StateNo = 154
    Value = 5310
    IgnoreHitPause = 1
     
    [State -1]
    Type = Helper
    Trigger1 = IsHelper(1455)
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    Trigger1 = P2MoveType = H
    StateNo = 16100
    ID = 16100+IfElse(Var(38)=0,0,10)
    PosType = P2
    Pos = 0,-55+Ceil(P2BodyDist Y/6)
    Ownpal = 1
    IgnoreHitPause = 1
    SuperMoveTime = 9999
    PauseMoveTime = 9999
     
    [State -1]
    Type = Helper
    Trigger1 = IsHelper(1465)
    Trigger1 = MoveHit = 1 && HitPauseTime = 0
    Trigger1 = P2MoveType = H
    StateNo = 16100
    ID = 16101+IfElse(Var(38)=0,0,10)
    PosType = P2
    Pos = 0,-55+Ceil(P2BodyDist Y/6)
    Ownpal = 1
    IgnoreHitPause = 1
    SuperMoveTime = 9999
    PauseMoveTime = 9999
     
    [State -1]
    Type = Explod
    Trigger1 = MoveGuarded = 1 && HitPauseTime = 0
    Trigger1 = P2StateNo != 5310 && P2MoveType = H
    Anim = IfElse((1.00*Parent,Var(35)/Parent,Var(32)=[0.00,0.34]),10122,10121)
    ID = 10120
    PosType = P2
    Pos = 15,-55+Ceil(P2BodyDist Y/6)
    Random = 30,30
    Scale = 0.5,0.5
    Ownpal = 1
    SprPriority = 5
    IgnoreHitPause = 1
    SuperMoveTime = 9999
    PauseMoveTime = 9999
     
    [State -1]
    Type = AssertSpecial
    Trigger1 = 1
    Flag = Noshadow
    IgnoreHitPause = 1
     
    [State -1]
    Type = DestroySelf
    Trigger1 = FrontEdgeDist < -52
    

  3. Could you post a screenshot of the actual problem? We won't know the problem otherwise.

     

    I'll take a stab at it anyway.

     

    My guess is that this Chun-li isn't working for you because the folder name and def file name do not match. They need to match, otherwise the character won't work.

     

    Alternatively you don't have to change either, you can put in the select.def:

     

    SFZ_ChunLi/X-ISM.def

    SFZ_ChunLi/Z-ISM.def

     

    And you'll have both selectable.

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