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modificar en tiempo de un intro de un char

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full modificar en tiempo de un intro de un char

Mensaje por TOMASxD el Sáb 19 Abr 2014 - 13:17

bueno la cosa es asi ...

opirus element y iori tienen una introducción antes de comenzar a pelear ..

pero opirus element se demora su dialogo se produce tarde y se mescla con lo que dise iori ..  Hahaha 

la cosa es que quiero que opirus element comiese antes ..

así estarán bien ...

TOMASxD
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full Re: modificar en tiempo de un intro de un char

Mensaje por Opirus Element el Sáb 19 Abr 2014 - 14:03

http://www.mediafire.com/download/blb4rq727hhwe32/Opirus+Element+Final.rar

try with this

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full Re: modificar en tiempo de un intro de un char

Mensaje por TOMASxD el Sáb 19 Abr 2014 - 14:32

Opirus Element escribió:http://www.mediafire.com/download/blb4rq727hhwe32/Opirus+Element+Final.rar

try with this


con ese que me embiaste si me anda bien ( ya lo tenia ) ..

pero al que quiero arreglarle el problema es otra bersion de opirus element

ese dise element op y el que quiero arreglar dise OPIRUS_element

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full Re: modificar en tiempo de un intro de un char

Mensaje por mr.karate el Sáb 19 Abr 2014 - 18:04

You must change the ctrl Assertspecial intro time.

For example:

[state 191,AS]
type = AssertSpecial
Trigger1 = time = [0,XX] >>>>>>>>>>>>>>> Change the XX for value that you want the intro time
Flag = intro

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full Re: modificar en tiempo de un intro de un char

Mensaje por TOMASxD el Sáb 19 Abr 2014 - 19:04

????? ..

disculpa mi ignorancia ..  Dudas  no entendí  xD 

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full Re: modificar en tiempo de un intro de un char

Mensaje por mr.karate el Sáb 19 Abr 2014 - 21:15

Show me the code and i'll explain.

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full Re: modificar en tiempo de un intro de un char

Mensaje por TOMASxD el Dom 20 Abr 2014 - 16:44

pues no se .. pondré desde el state 190 para abajo xD



AKI!! EL CODIGO!!:
[Statedef 190]
type = S
ctrl = 0
anim = 0
velset = 0,0

[state 190]
type = changestate
trigger1 = (p2Name = "Gustab Munchausen" || p4Name = "Gustab Munchausen")
value = 194

[state 190]
type = changestate
trigger1 = (p2Name = "Iori Yagami" || p4Name = "Iori Yagami")
trigger2 = (p2Name = "Kyo Kusanagi" || p4Name = "Kyo Kusanagi")
value = 195

[state 190]
type = changestate
trigger1 = (p2Name = "Psyqhical" || p4Name = "Psyqhical")
value = 196

[State 190,]
type = VarRandom
trigger1 = 1
v = 37
range = 0,1

[State 190,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(37) = 0
value = 193

[State 190,]
type = ChangeState
trigger1 = Time = 1
trigger1 = var(37) = 1
value = 193



[State 190]
type = ChangeState
trigger1 = (P2Name = "kyoXI" || P4Name = "kyoXI") && EnemyNear,AuthorName = "beppu"
value = 192

;---------------------------------------------------------------------------
; ƒCƒ“ƒgƒ ‚·‚®Šy‚É‚µ‚Ä‚â‚é

;-------------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
sprpriority = 2

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 257
time = 25
freq = 60
ampl = 30

[State 1000, EnvShake]
type = EnvShake
trigger1 = time = 100
persistent = 0
time = 156
freq = 60
ampl = 7

[State 1000, Explod]
type = Explod
trigger1 = time = 100
anim = 192
pos = 0,0
postype = left
facing = 1
scale = 0.5,0.5
vfacing = 1
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 257
anim = 246
pos = 10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 9

[State 1000, Explod]
type = Explod
trigger1 = time = 257
anim = 3040
pos = 10,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
sprpriority = 8

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 257
value = 5,4

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 79
value = s3,152
persistent = 9

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, ƒXƒe?ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 3,152

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = 5,231

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = 5,231

[State 1000, EnvShake]
type = EnvShake
trigger1 = animelem = 19
time = 20
freq = 100
ampl = -5

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
anim = f5
pos = -7,-93
postype = p1
bindtime = 1
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
anim = 203
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 8

[State 1000, Explod]
type = Explod
trigger1 = animelem = 19
anim = 202
pos = 0,0
postype = p1
bindtime = 1
sprpriority = 9

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay

[State 191, ƒXƒe?ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
;vs Psyqhical
[Statedef 196]
type = S
ctrl = 0
anim = 196
velset = 0,0
sprpriority = 2

[State 196]
type = Helper
trigger1 = teamside = 1
trigger1 = time = 0
id = 196
name = "Element"
sprpriority = 2
pos = 0,0
postype = right
stateno = 197
helpertype = normal
keyctrl = 0
ownpal = 1

[State 196]
type = Helper
trigger1 = teamside = 2
trigger1 = time = 0
id = 196
name = "Element"
sprpriority = 2
pos = 0,0
postype = left
stateno = 198
helpertype = normal
keyctrl = 0
ownpal = 1

[state 196]
type = envcolor
trigger1 = time = 27
value = 255,255,255
under = 1
time = 5

[state 196]
type = playsnd
trigger1 = time = 27
value = s3,154

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 257
value = 5,4

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nobardisplay

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; “ÁŽêƒCƒ“ƒgƒ—pƒwƒ‹ƒp[

[Statedef 197]
type = S
physics = N
ctrl = 0
anim = 197
velset = 0,0
sprpriority = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2,234

[State 197]
type = BindtoRoot
trigger1 = AnimElem = 4
time = 1
pos = 70,0

[State 197]
type = Velset
trigger1 = AnimElem = 2
x = -22.2

[State 197]
type = Veladd
trigger1 = AnimElem = 2,>=0
trigger1 = Vel x < 0
x = 1

[State 197]
type = Velset
trigger1 = Vel x >= 0
x = 0

[State 197]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
; “ÁŽêƒCƒ“ƒgƒ—pƒwƒ‹ƒp[

[Statedef 198]
type = S
physics = N
ctrl = 0
anim = 198
velset = 0,0
sprpriority = -1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2,234

[State 197]
type = BindtoRoot
trigger1 = AnimElem = 4
time = 1
pos = 0,0

[State 197]
type = Velset
trigger1 = AnimElem = 2
x = 22.2

[State 197]
type = Veladd
trigger1 = AnimElem = 2,>=0
trigger1 = Vel x < 0
x = -1

[State 197]
type = Velset
trigger1 = Vel x >= 0
x = 0

[State 197]
type = DestroySelf
trigger1 = Animtime = 0

;---------------------------------------------------------------------------
;AssertSpecial‚Í“ÁŽê‚ȃtƒ‰ƒO‚ðÝ’肵‚Ü‚·B“¯Žž‚ÉŽO‚‚܂Őݒè‚Å‚«‚Ü‚·B

;[State xxx, ƒtƒ‰ƒOÝ’è‹Lq—á]
;type = AssertSpecial
;trigger1 = 1
;flag = invisible
;flag2 = noshadow
;flag3 = timerfreeze

;Ží—ވꗗ
;intro????? ƒCƒ“ƒgƒ‚Ì“®ì‚ð‚µ‚Ä‚¢‚邱‚Æ‚ðéŒ¾‚µ‚Ü‚·B
;invisible??? Ý’肵‚Ä‚¢‚éŠÔ‚́AƒLƒƒƒ‰ƒN??‚ÌŽp‚ªŒ©‚¦‚È‚­‚È‚è‚Ü‚·B
;????????’A‚µAAfterImage‚ÌŽc‘œ‚ÍŒ©‚¦‚Ü‚·B
;roundnotover??ƒLƒƒƒ‰‚ªŸ‚¿??ƒY’†‚Å‚ ‚邱‚Æ‚ðéŒ¾‚µ‚Ü‚·B
;nobardisplay??Ý’è’†‚̓‰ƒCƒtƒo?Aƒpƒ?ƒo?‚ªÁ‚¦‚Ü‚·B
;noBG??????Ý’è’†‚Í”wŒi‚ª?—í‚ɍ•‚É‚È‚è‚Ü‚·B
;noFG??????Ý’è’†‚̓Xƒe?ƒWƒŒƒCƒ„?‚P‚ªÁ‚¦‚Ü‚·B
;nostandguard??Ý’è’†‚Í—§‚¿–hŒä•s‰Â?‚É‚È‚è‚Ü‚·B
;nocrouchguard? Ý’è’†‚Í‚µ‚Ⴊ‚Ý–hŒä•s‰Â?‚É‚È‚è‚Ü‚·B
;noairguard???Ý’è’†‚Í‹ó’†–hŒä•s‰Â?‚É‚È‚è‚Ü‚·B
;noautoturn???Ý’è’†‚̓Lƒƒƒ‰‚ªŽ©“®“I‚É??ƒ“‚µ‚È‚¢‚悤‚É‚È‚è‚Ü‚·B
;nojugglecheck? Ý’è’†‚̓Lƒƒƒ‰‚ÌJuggle‚ªƒJƒEƒ“ƒg‚³‚ê‚È‚­‚È‚è‚Ü‚·B
;????????“ÁŽêƒ‚?ƒhŽž‚ɘA‘±ƒqƒbƒg‚³‚¹‚鎞“™‚ÉŽg—p‚µ‚Ü‚·B
;nokosnd??? ?Ý’è’†‚̓mƒbƒNƒAƒEƒgŽž‚É11,0(KOsnd)‚ðÄ¶‚Å‚«‚È‚­‚·‚éƒtƒ‰ƒO‚Å‚·B
;nokoslow????Ý’è’†‚̓mƒbƒNƒAƒEƒgŽž‚ɃXƒ?ƒ‚?ƒVƒ‡ƒ“‚ðŒø‚©‚È‚­‚·‚éB
;noshadow????Ý’è’†w‰ex‚ª–¢?Ž¦‚É‚È‚è‚Ü‚·B
;globalnoshadow?Ý’è’†‘S‚ẴLƒƒƒ‰ƒN??AHelperAExplod‚̉e‚ªÁ‚¦‚Ü‚·B
;nomusic???? Ý’è’†ABGM‚ª’â?‚µ‚Ü‚·B
;nowalk?????Ý’è’†A•à‚­ó‘Ô‚É‚È‚ç‚È‚­‚È‚è‚Ü‚·B
;?????????ƒbƒVƒ…ó‘Ô‚ª•à‚«ó‘Ô‚É‚È‚ç‚È‚¢‚悤‚É‚·‚邱‚Æ‚ÉŽg—p‚·‚é‚Ì‚ªŽåB
;timerfreeze? ?Ý’è’†AŽžŠÔ‚ªƒJƒEƒ“ƒg‚³‚ê‚È‚­‚È‚è‚Ü‚·B
;unguardable?? Ý’è’†A‘S‚Ä‚ÌHitdef‚̃K?ƒhƒtƒ‰ƒO‚ª–³Ž‹‚³‚ê‚Ü‚·B
;????????‚‚܂èAƒK?ƒh•s?‹Z‚É‚È‚è‚Ü‚·B

;---------------------------------------------------------------------------
; ’§”­•ªŠò

;’§”­‘I‘ð
[Statedef 195]
type = S
ctrl = 0
anim = 0
velset = 0,0

[State 190]
type = ChangeState
trigger1 = Time = 1
value = 196

[State 190]
type = ChangeState
trigger1 = (P2Name = "kyoXI" || P4Name = "kyoXI") && EnemyNear,AuthorName = "beppu"
trigger2 = (P2Name = "kyo99" || P4Name = "kyo99") && EnemyNear,AuthorName = "beppu"
trigger3 = (P2Name = "kyonbc" || P4Name = "kyonbc") && EnemyNear,AuthorName = "beppu"
trigger4 = (P2Name = "kyoXI_EX" || P4Name = "kyoXI_EX") && EnemyNear,AuthorName = "beppu"
trigger5 = (P2Name = "kyoAkof" || P4Name = "kyoAkof") && EnemyNear,AuthorName = "beppu"
value = 197

;---------------------------------------------------------------------------
; ’§”­
[Statedef 196]
type = S
movetype = I
physics = S
anim = 195
velset = 0,0
ctrl = 0
sprpriority = 2 ;‚±‚±‚Å?Ž¦—Dæ“x‚ðŒˆ’è‚Å‚«‚Ü‚·B?”͈͂Í-5?5A‘å‚«‚¢‚Ù‚ÇŽè‘O‚É?Ž¦‚³‚ê‚é
facep2 = 1 ;‘ŠŽè‚Ì•û‚ðŒü‚¢‚Ä‚©‚ç’§”­iŒ‹?d—vj

[State 181,1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,10
channel = 4
volume = 255


[State 181,3]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 195, ƒXƒe?ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ’§”­(‹žê—pj
[Statedef 197]
type = S
movetype = I
physics = S
anim = 196
velset = 0,0
ctrl = 0
sprpriority = 2
facep2 = 1

[State 181,1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,4
channel = 4
;channel = 5
volume = 255

[State 181,3]
type = CtrlSet
trigger1 = AnimElem = 11
value = 1

[State 195, ƒXƒe?ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




Última edición por TOMASxD el Miér 23 Abr 2014 - 20:00, editado 1 vez

TOMASxD
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full Re: modificar en tiempo de un intro de un char

Mensaje por mr.karate el Dom 20 Abr 2014 - 20:27

Ok!

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full Re: modificar en tiempo de un intro de un char

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