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Char vs. char intro help


RockRage8962
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I have been trying to code in a special intro against DoomGuy2nd's Blossom for my Rainbow Dash and haven't had much luck. I decided to post the code here to see if I could get any help with what I am doing wrong as the tutorials I have looked at have been somewhat helpful, but not entirely. All of the intros are posted in the code below for references. Some portions of code have been posted, but commented out as to signify what codes caused problems for me.

 

 

Its a long list so be warned.

 

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





;Introductions



;[statedef 190]

;type = S



;[state 190, 1]

;type = VarRandom

;trigger1 = Time = 0

;v = 1

;range = 0,400





;[state 190, 2]

;type = ChangeState

;trigger1 = Var(1) = [0,200]

;value = 190



;[state 190, 3]

;type = ChangeState

;trigger1 = Var(1) = [201,400]

;value = 196

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

;ButthenIdied



[statedef 30004]

type = A

movetype = I

physics = N

ctrl = 0

anim = 556

velset = 0,0

sprpriority = 0



[state 0, Explod]

type = Explod

trigger1 = time=91

anim = F3

pos = -16,0



[state 0, EnvShake]

type = EnvShake

trigger1 = time=91

time = 8

freq = 60

ampl = -4

;phase = 90

;ignorehitpause =

;persistent =



[state 0, PlaySnd]

type = PlaySnd

trigger1 = time=91

value = S11,0



[state 0, PlaySnd]

type = PlaySnd

trigger1 = time=92

value = S8000,5





[state 0, VelAdd]

type = VelAdd

trigger1 = time>90

y = 0.1

;ignorehitpause =

;persistent =



[state 0, ChangeAnim]

type = ChangeAnim

trigger1 = time=90

value = 557

elem = 1

;ignorehitpause =

;persistent =



[state 0, PosAdd]

type = PosAdd

trigger1 = time=90

y = -32

;ignorehitpause =

;persistent =





[state 0, AngleDraw]

type = AngleDraw

trigger1 = time>90

value = -(time-90)*6

scale = 1,1

;ignorehitpause =

;persistent =



[state 0, Trans]

type = Trans

trigger1 = time>110

trans = addalpha

alpha = 256-(time-110)*5,(time-110)*5

;ignorehitpause =

;persistent =



[state 0, VelSet]

type = VelSet

trigger1 = time=90

x = 10

y = -2

;ignorehitpause =

;persistent =



[state 0, DestroySelf]

type = DestroySelf

trigger1 = roundstate>1

;ignorehitpause =

;persistent =



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

;Vs. Rainbow Dash (Preintro)

;[statedef 190]

;type = S

;ctrl = 0

;velset = 0,0



;[state 190, Intro vs. Rainbow Dash]

;type = ChangeState

;triggerall = palno <= 6 (This portion of code was borrowed from another character and I don't know how to fix it so that this isn't required so mugen doesn't choke)

;trigger1 = Enemy, Name = "DGBlossom" && Enemy, AuthorName = "DoomGuy II"

;value = 189

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

;Vs. Blossom

[statedef 189]

type = S

ctrl = 0

anim = 168

velset = 0,0



[state 191, 2]

type = AssertSpecial

trigger1 = 1

flag = Intro



;No Bar

[state 191]

type = AssertSpecial

trigger1 = Time >= 0

flag = NoBarDisplay



[state 191, To Standing]

type = ChangeState

trigger1 = Time = 100

trigger1 = AnimTime = 0

value = 0



[state 0, PlaySnd]

type = PlaySnd

trigger1 = time = 130

value = S777,4



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

;Intro6

[statedef 30005]

type = S

movetype = I

physics = N

ctrl = 0

anim = 559

velset = 0,0

sprpriority = 0



[state 0, Explod]

type = Explod

trigger1 = time=30

anim = 558

ID = 558

pos = 20,-260

postype = p1 ;p2,front,back,left,right

facing = 1

vfacing = 1

bindtime = 1

vel = 0,250/100.00

accel = 0,0

random = 0,0

removetime = 100

pausemovetime = 0

scale = 1,1

sprpriority = 5



[state 0, PlaySnd]

type = PlaySnd

trigger1 = time = 130

value = S777,4





[state 0, ChangeAnim]

type = ChangeAnim

trigger1 = time=130

value = 560

elem = 1

;ignorehitpause =

;persistent =



[state 0, VarSet]

type = VarSet

trigger1 = animtime%4=0 && anim=560

v = 14 ;fv = 10

value = 1-var(14)

;ignorehitpause =

;persistent =





[state 0, AngleDraw]

type = AngleDraw

trigger1 = anim=559

trigger2 = anim=560 && var(14)=1

;value = 1

scale = 0.4,0.4

;ignorehitpause =

;persistent =



[state 0, PlaySnd]

type = PlaySnd

trigger1 = time=0

value = 2,5

;persistent =



[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = intro



[state 0, ChangeState]

type = ChangeState

trigger1 = anim=560 && time>180

value = 0

ctrl = 0

;anim =

;ignorehitpause =

;persistent =







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

;Intro5

[statedef 30003]

type = S

movetype = I

physics = N

ctrl = 0

anim = 100

velset = 0,0

sprpriority = 0



[state 0, Helper]

type = Helper

trigger1 = time=0

helpertype = normal ;player

name = "ButthenIdied"

ID = 30004

stateno = 30004

pos = 16,0

postype = p1 ;p2,front,back,left,right

facing = 1

keyctrl = 0

ownpal = 0

supermovetime = 0

pausemovetime = 0

size.xscale = 0.30

size.yscale = 0.30



[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = time<50

flag = invisible



[state 0, PosSet]

type = PosAdd

trigger1 = time=0

x = -240

y = 0

;ignorehitpause =

;persistent =



[state 0, PosAdd]

type = PosAdd

trigger1 = time>60 && time<80

x = 10

;ignorehitpause =

;persistent =



[state 0, ChangeAnim]

type = ChangeAnim

trigger1 = time=80

value = 240

elem = 1

;ignorehitpause =

;persistent =



[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = intro



[state 0, ScreenBound]

type = ScreenBound

trigger1 = 1

value = 0

movecamera = 0,0

;ignorehitpause =

;persistent =



[state 0, ChangeAnim]

type = ChangeAnim

trigger1 = anim=240 && animtime=0

value = 20

elem = 1

;ignorehitpause =

;persistent =



[state 0, PosSet]

type = PosAdd

trigger1 = anim=20

x = 4

y = 0

;ignorehitpause =

;persistent =



[state 0, ChangeState]

type = ChangeState

trigger1 = anim=20 && time>110

value = 0

ctrl = 0

;anim =

;ignorehitpause =

;persistent =





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

;Intro4

[statedef 30002]

type = S

movetype = I

physics = N

ctrl = 0

anim = 0

velset = 0,0

sprpriority = 0



[state 0, PlaySnd]

type = PlaySnd

trigger1 = time=0

value = 1337,1

;persistent =



[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = nomusic



[state 0, Explod]

type = Explod

trigger1 = time=0

anim = 1339

ID = 1339

pos = -100,0

postype = left ;p2,front,back,left,right

facing = 1

vfacing = 1

bindtime = -1

vel = 1,0

accel = 0,0

random = 0,0

removetime = -2

pausemovetime = 0

scale = 0.6,0.6

sprpriority = 100

ownpal = 1

supermove = 0

;pausemove = 0

ignorehitpause = 0



[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = intro

flag2 = roundnotover



[state 0, ChangeState]

type = ChangeState

trigger1 = numexplod(1339)<1

value = 0

ctrl = 0

;anim =

;ignorehitpause =

;persistent =







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



;Intro3

[statedef 30000]

type = S

movetype = I

physics = N

ctrl = 0

anim = 20

velset = 0,0

;spriority = 0



[state 0, PosAdd]

type = PosAdd

trigger1 = time=0

x = -320

;ignorehitpause =

;persistent =



[state 0, ScreenBound]

type = ScreenBound

trigger1 = 1

value = 0

movecamera = 0,0

;ignorehitpause =

;persistent =





[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = intro

flag2 = roundnotover





[state 0, PosAdd]

type = PosAdd

trigger1 = 1

x = 5

;ignorehitpause =

;persistent =



[state 196, changestate]

type = ChangeState

trigger1 = time= 64;This means when the intro animation is done, change to stand animation.

value = 0

ctrl = 0



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



;Intro2

[statedef 30001]

type = S

movetype = I

physics = N

ctrl = 0

anim = 700

velset = 0,0

;spriority = 0



[state 0, ChangeAnim]

type = ChangeAnim

trigger1 = time=50

value = 900

elem = 1

;ignorehitpause =

;persistent =





[state 0, PosAdd]

type = PosSet

trigger1 = time=0

x = -320*facing

y= -100

;ignorehitpause =

;persistent =



[state 0, ScreenBound]

type = ScreenBound

trigger1 = 1

value = 0

movecamera = 0,0

;ignorehitpause =

;persistent =





[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = intro

flag2 = roundnotover



[state 0, PosAdd]

type = PosAdd

trigger1 = time > 50 && time<150

x = -5

;ignorehitpause =

;persistent =



[state 0, PosAdd]

type = PosAdd

trigger1 = time > 150

y = 2

;ignorehitpause =

;persistent =





[state 0, PosAdd]

type = PosAdd

trigger1 = time < 50

x = 15

;ignorehitpause =

;persistent =



[state 196, changestate]

type = ChangeState

trigger1 = pos y >0;This means when the intro animation is done, change to stand animation.

value = 0

ctrl = 0

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





;Intro1

[statedef 191]

type = S

movetype = I

physics = N

ctrl = 0

anim = 190

velset = 0,0

;spriority = 0



[state 0, ChangeState]

type = ChangeState

trigger1 = time=0 && var(56)=0

value = ifelse(random<200,30005,ifelse(random<500,ifelse(random<500,30000,30001),ifelse(random<500,30003,30002)))

ctrl = 0

;anim =

;ignorehitpause =

;persistent =



[state 0, VarSet]

type = VarSet

trigger1 = Time = 0

v = 57 ;fv = 10

value = 2

;ignorehitpause =

;persistent =



[state 190, PlaySnd]

type = PlaySnd

trigger1 = time = 0 && var(56)=1

value = S2500,0

volume = 2000




[state 190, PlaySnd]

type = PlaySnd

trigger1 = time = 0 && var(56)=0

value = S190,0

volume = 2000



[state 196, changestate]

type = ChangeState

trigger1 = AnimTime = 0 ;This means when the intro animation is done, change to stand animation.

value = 0

ctrl = 0



[state 191, 3]

type = ChangeState

trigger1 = AnimTime = 0

trigger2 = PrevStateNo = 193

value = 192

 

 

[state 196, assertspecial]

type = assertspecial

trigger1 = 1

flag = intro


[state 196, changestate]

type = ChangeState

trigger1 = AnimTime = 0 ;This means when the intro animation is done, change to stand animation.

value = 0

ctrl = 0

 


[state 0, VarSet]

type = VarRandom

trigger1 = time =0

v = 1

range = 6,8

 

 

[state 0, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = Intro


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Why are there so many carriage returns?  I eliminated those excessive carriage returns:

 

;Introductions
;[statedef 190]
;type = S
;[state 190, 1]
;type = VarRandom
;trigger1 = Time = 0
;v = 1
;range = 0,400

;[state 190, 2]
;type = ChangeState
;trigger1 = Var(1) = [0,200]
;value = 190

;[state 190, 3]
;type = ChangeState
;trigger1 = Var(1) = [201,400]
;value = 196

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

;ButthenIdied
[statedef 30004]
type = A
movetype = I
physics = N
ctrl = 0
anim = 556
velset = 0,0
sprpriority = 0

[state 0, Explod]
type = Explod
trigger1 = time=91
anim = F3
pos = -16,0

[state 0, EnvShake]
type = EnvShake
trigger1 = time=91
time = 8
freq = 60
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

[state 0, PlaySnd]
type = PlaySnd
trigger1 = time=91
value = S11,0

[state 0, PlaySnd]
type = PlaySnd
trigger1 = time=92
value = S8000,5

[state 0, VelAdd]
type = VelAdd
trigger1 = time>90
y = 0.1
;ignorehitpause =
;persistent =

[state 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=90
value = 557
elem = 1
;ignorehitpause =
;persistent =

[state 0, PosAdd]
type = PosAdd
trigger1 = time=90
y = -32
;ignorehitpause =
;persistent =

[state 0, AngleDraw]
type = AngleDraw
trigger1 = time>90
value = -(time-90)*6
scale = 1,1
;ignorehitpause =
;persistent =

[state 0, Trans]
type = Trans
trigger1 = time>110
trans = addalpha
alpha = 256-(time-110)*5,(time-110)*5
;ignorehitpause =
;persistent =

[state 0, VelSet]
type = VelSet
trigger1 = time=90
x = 10
y = -2
;ignorehitpause =
;persistent =

[state 0, DestroySelf]
type = DestroySelf
trigger1 = roundstate>1
;ignorehitpause =
;persistent =

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

;Vs. Rainbow Dash (Preintro)
;[statedef 190]
;type = S
;ctrl = 0
;velset = 0,0

;[state 190, Intro vs. Rainbow Dash]
;type = ChangeState
;triggerall = palno <= 6 (This portion of code was borrowed from another character and I don't know how to fix it so that this isn't required so mugen doesn't choke)
;trigger1 = Enemy, Name = "DGBlossom" && Enemy, AuthorName = "DoomGuy II"
;value = 189

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

;Vs. Blossom
[statedef 189]
type = S
ctrl = 0
anim = 168
velset = 0,0

[state 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

;No Bar
[state 191]
type = AssertSpecial
trigger1 = Time >= 0
flag = NoBarDisplay

[state 191, To Standing]
type = ChangeState
trigger1 = Time = 100
trigger1 = AnimTime = 0
value = 0

[state 0, PlaySnd]
type = PlaySnd
trigger1 = time = 130
value = S777,4

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

;Intro6
[statedef 30005]
type = S
movetype = I
physics = N
ctrl = 0
anim = 559
velset = 0,0
sprpriority = 0

[state 0, Explod]
type = Explod
trigger1 = time=30
anim = 558
ID = 558
pos = 20,-260
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,250/100.00
accel = 0,0
random = 0,0
removetime = 100
pausemovetime = 0
scale = 1,1
sprpriority = 5

[state 0, PlaySnd]
type = PlaySnd
trigger1 = time = 130
value = S777,4

[state 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=130
value = 560
elem = 1
;ignorehitpause =
;persistent =

[state 0, VarSet]
type = VarSet
trigger1 = animtime%4=0 && anim=560
v = 14 ;fv = 10
value = 1-var(14)
;ignorehitpause =
;persistent =

[state 0, AngleDraw]
type = AngleDraw
trigger1 = anim=559
trigger2 = anim=560 && var(14)=1
;value = 1
scale = 0.4,0.4
;ignorehitpause =
;persistent =

[state 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 2,5
;persistent =

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[state 0, ChangeState]
type = ChangeState
trigger1 = anim=560 && time>180
value = 0
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

;Intro5
[statedef 30003]
type = S
movetype = I
physics = N
ctrl = 0
anim = 100
velset = 0,0
sprpriority = 0

[state 0, Helper]
type = Helper
trigger1 = time=0
helpertype = normal ;player
name = "ButthenIdied"
ID = 30004
stateno = 30004
pos = 16,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.30
size.yscale = 0.30

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = time<50
flag = invisible

[state 0, PosSet]
type = PosAdd
trigger1 = time=0
x = -240
y = 0
;ignorehitpause =
;persistent =

[state 0, PosAdd]
type = PosAdd
trigger1 = time>60 && time<80
x = 10
;ignorehitpause =
;persistent =

[state 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=80
value = 240
elem = 1
;ignorehitpause =
;persistent =

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro

[state 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[state 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=240 && animtime=0
value = 20
elem = 1
;ignorehitpause =
;persistent =

[state 0, PosSet]
type = PosAdd
trigger1 = anim=20
x = 4
y = 0
;ignorehitpause =
;persistent =

[state 0, ChangeState]
type = ChangeState
trigger1 = anim=20 && time>110
value = 0
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

;Intro4
[statedef 30002]
type = S
movetype = I
physics = N
ctrl = 0
anim = 0
velset = 0,0
sprpriority = 0

[state 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 1337,1
;persistent =

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic

[state 0, Explod]
type = Explod
trigger1 = time=0
anim = 1339
ID = 1339
pos = -100,0
postype = left ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.6,0.6
sprpriority = 100
ownpal = 1
supermove = 0
;pausemove = 0
ignorehitpause = 0

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = roundnotover

[state 0, ChangeState]
type = ChangeState
trigger1 = numexplod(1339)<1
value = 0
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

;Intro3
[statedef 30000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 20
velset = 0,0
;spriority = 0

[state 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = -320
;ignorehitpause =
;persistent =

[state 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = roundnotover

[state 0, PosAdd]
type = PosAdd
trigger1 = 1
x = 5
;ignorehitpause =
;persistent =

[state 196, changestate]
type = ChangeState
trigger1 = time= 64;This means when the intro animation is done, change to stand animation.
value = 0
ctrl = 0

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

;Intro2
[statedef 30001]
type = S
movetype = I
physics = N
ctrl = 0
anim = 700
velset = 0,0
;spriority = 0

[state 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=50
value = 900
elem = 1
;ignorehitpause =
;persistent =

[state 0, PosAdd]
type = PosSet
trigger1 = time=0
x = -320*facing
y= -100
;ignorehitpause =
;persistent =

[state 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = roundnotover

[state 0, PosAdd]
type = PosAdd
trigger1 = time > 50 && time<150
x = -5
;ignorehitpause =
;persistent =

[state 0, PosAdd]
type = PosAdd
trigger1 = time > 150
y = 2
;ignorehitpause =
;persistent =

[state 0, PosAdd]
type = PosAdd
trigger1 = time < 50
x = 15
;ignorehitpause =
;persistent =

[state 196, changestate]
type = ChangeState
trigger1 = pos y >0;This means when the intro animation is done, change to stand animation.
value = 0
ctrl = 0

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

;Intro1
[statedef 191]
type = S
movetype = I
physics = N
ctrl = 0
anim = 190
velset = 0,0
;spriority = 0

[state 0, ChangeState]
type = ChangeState
trigger1 = time=0 && var(56)=0
value = ifelse(random<200,30005,ifelse(random<500,ifelse(random<500,30000,30001),ifelse(random<500,30003,30002)))
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[state 0, VarSet]
type = VarSet
trigger1 = Time = 0
v = 57 ;fv = 10
value = 2
;ignorehitpause =
;persistent =

[state 190, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && var(56)=1
value = S2500,0
volume = 2000

[state 190, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && var(56)=0
value = S190,0
volume = 2000

[state 196, changestate]
type = ChangeState
trigger1 = AnimTime = 0 ;This means when the intro animation is done, change to stand animation.
value = 0
ctrl = 0

[state 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = PrevStateNo = 193
value = 192

[state 196, assertspecial]
type = assertspecial
trigger1 = 1
flag = intro

[state 196, changestate]
type = ChangeState
trigger1 = AnimTime = 0 ;This means when the intro animation is done, change to stand animation.
value = 0
ctrl = 0

[state 0, VarSet]
type = VarRandom
trigger1 = time =0
v = 1
range = 6,8

[state 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

 

Now, my analysis.

 

1) [statedef 190] is required for intro(s).  Unless you use your own common1.cns, by default in data/common1.cns [statedef 5900]

    it redirects the character state to [statedef 190] Pre-intro state if it is the first round of a match.  And, [statedef 190] is usually

    used as a Pre-intro which means it is used to decide which intro state to go to.  So, [statedef 190] should be be disabled like

    what is shown in your MUGEN code.

 

2) Why are there two [statedef 190] Pre-intro states in your MUGEN code?  MUGEN may use one [statedef 190] only.

 

3) Now, in your first [statedef 190] Pre-intro state:

    ;[state 190, 2]
    ;type = ChangeState
    ;trigger1 = Var(1) = [0,200]
    ;value = 190

    - Why ChangeState to [statedef 190] itself......it doesn't look right to me........I found a [statedef 191] so I guess it should

      ChangeState to [statedef 191] instead of [statedef 190] itself, right?

   
4) Now, in your second [statedef 190] Pre-intro state:
   ;[state 190, Intro vs. Rainbow Dash]
   ;type = ChangeState
   ;triggerall = palno <= 6 (This portion of code was borrowed from another character and I don't know how to fix it so that this isn't

                                         required so mugen doesn't choke)
   ;trigger1 = Enemy, Name = "DGBlossom" && Enemy, AuthorName = "DoomGuy II"
   ;value = 189

   - if your character is selected for palettes more than 6th (i.e. start + a = 7th palette), then it can go nowhere.  You may want to

     add a ChangeState for palno > 6 to fix this.

 

5) Now, in your first [statedef 190] Pre-intro state:

    ;[state 190, 3]
    ;type = ChangeState
    ;trigger1 = Var(1) = [201,400]
    ;value = 196

    - in your MUGEN code I didn't see a [statedef 196] intro state, so some MUGEN error is to be expected.......

 

6) Now, in your second [statedef 190] Pre-intro state:

    [state 191, To Standing]
    type = ChangeState
    trigger1 = Time = 100
    trigger1 = AnimTime = 0
    value = 0

    [state 0, PlaySnd]
    type = PlaySnd
    trigger1 = time = 130
    value = S777,4

    - something interesting here:  how can PlaySnd take place when Time = 130 while the your character ChangeState when Time =

      100?

 

7) I didn't study all other StateDef's much because I think you need to fix your [statedef 190] first.

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