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Zadkiel-Yamil
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Join date : 05/05/2014
Sexo : Masculino

Ayuda a copiar Intro

el Mar 5 Ago 2014 - 21:19
hola quisiera pedirles ayuda quisiera copiar el intro que tiene Mika by rikard con Crawdo by rikard y ponerselo a otro char ya tengo los sprites y segun yo estos son los codigos de dichos intros ya se los pegue al char que quiero que tenga el intro pero sigue sin responder :(

Codigo:
[State 190,st ]
type = ChangeState
trigger1 = p2name = "Crawdo"
value = 193
ctrl = 0
--------------------------
[Statedef 193]
type = S
anim = 193
;----------------

[State 193,helper ]
type = Helper
trigger1 = time = 0
name = "MikaIntro"
pos = -14,-2
postype = p2
stateno = 1931
ownpal = 0

[state 190,null]
type = assertspecial
trigger1 = 1
flag = intro

[State 195,st ]
type = ChangeState
trigger1 = TIME = 330
value = 0
ctrl = 0

[Statedef 1931]
type = S
anim = 1931

[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 2
value = 190,0


[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 8
value = 190,1

[State 195,st ]
type = changestate
trigger1 = animtime = 0
value = 1932

[Statedef 1932]
type = S
physics = N
anim = 1932

[State 1931,sn ]
type = PlaySnd
trigger1 = time = 0
value = 5000,3

[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 3
value = 40,1

[State 1932,vs ]
type = VelSet
trigger1 = time = 10
x = (rootdist X/30)
y = -6

[State 1932,spr ]
type = SprPriority
trigger1 = animelem = 2
value = 4

[State 1932,pa ]
type = PosAdd
trigger1 = time = 0
x = 20

[State 1932,pa ]
type = PosAdd
trigger1 = animelem = 2
x = 0
y = -6

[State 1932,pa ]
type = PosAdd
trigger1 = animelem = 3
x = 30
y = -10

[State 1932,g ]
type = Gravity
trigger1 = time > 10


[State 195,st ]
type = changestate
trigger1 = pos Y >= 0
value = 1933

[Statedef 1933]
type = S
physics = N
anim = 1933
velset = 0,0

[State 1931,sn ]
type = PlaySnd
trigger1 = time = 0
value = 40,0

[State 1933,br ]
type = BindToRoot
trigger1 = time = 0
pos = 0,0

[State 195,st ]
type = destroyself
trigger1 = animtime = 0
avatar
Zonda1523
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Re: Ayuda a copiar Intro

el Mar 5 Ago 2014 - 21:52
ese intro funciona a base de un helper

este es el nombre del helper

[State 193,helper ]
type = Helper
trigger1 = time = 0
name = "MikaIntro"
pos = -14,-2
postype = p2
stateno = 1931
ownpal = 0

busca ese y copialo todo igual posible qe este en el statedef -2


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Zadkiel-Yamil
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Posts : 73
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Join date : 05/05/2014
Sexo : Masculino

Re: Ayuda a copiar Intro

el Mar 5 Ago 2014 - 23:23
si no me equivoco este es el codigo se lo pegue en el cns del char
pero sigue sin iniciar, ya tengo las imagenes del intro y los codigos air de la animacion en el char que quiero que tenga el intro, ya solo falta el codigo del cns pero no se donde ponerselo o si solo copeo y pego
donde se pone?
codigo que copie:
[Statedef 193]
type = S
anim = 193

[State 193,helper ]
type = Helper
trigger1 = time = 0
name = "MikaIntro"
pos = -14,-2
postype = p2
stateno = 1931
ownpal = 0

[Statedef 190]
type = S

[State 190,st ]
type = ChangeState
trigger1 = p2name = "Crawdoo"
value = 193
ctrl = 0

[state 190,null]
type = assertspecial
trigger1 = 1
flag = intro

[State 195,st ]
type = ChangeState
trigger1 = TIME = 330
value = 0
ctrl = 0

[Statedef 1931]
type = S
anim = 1931

[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 2
value = 190,0


[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 8
value = 190,1

[State 195,st ]
type = changestate
trigger1 = animtime = 0
value = 1932

[Statedef 1932]
type = S
physics = N
anim = 1932

[State 1931,sn ]
type = PlaySnd
trigger1 = time = 0
value = 5000,3

[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 3
value = 40,1

[State 1932,vs ]
type = VelSet
trigger1 = time = 10
x = (rootdist X/30)
y = -6

[State 1932,spr ]
type = SprPriority
trigger1 = animelem = 2
value = 4

[State 1932,pa ]
type = PosAdd
trigger1 = time = 0
x = 20

[State 1932,pa ]
type = PosAdd
trigger1 = animelem = 2
x = 0
y = -6

[State 1932,pa ]
type = PosAdd
trigger1 = animelem = 3
x = 30
y = -10

[State 1932,g ]
type = Gravity
trigger1 = time > 10


[State 195,st ]
type = changestate
trigger1 = pos Y >= 0
value = 1933

[Statedef 1933]
type = S
physics = N
anim = 1933
velset = 0,0

[State 1931,sn ]
type = PlaySnd
trigger1 = time = 0
value = 40,0

[State 1933,br ]
type = BindToRoot
trigger1 = time = 0
pos = 0,0
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Zonda1523
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Posts : 2491
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Re: Ayuda a copiar Intro

el Miér 6 Ago 2014 - 8:32
bien son varias cosas
1 checar que esa animacion no este utilizada
*en caso de que se use tienes que modificar el valor de la animacion por decir es animacion 193 puedes cambiarla a 195 pero necesitas cambiar todos los valores a 195

2 lo pegas de preferencia en orden secuencial por decir
170
171
180
181
190
192
193{aqui lo pegas}

Pero aun asi te va a faltar el helper que se llama

MikaIntro


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Zadkiel-Yamil
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Posts : 73
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Join date : 05/05/2014
Sexo : Masculino

Re: Ayuda a copiar Intro

el Miér 6 Ago 2014 - 12:19
aqui esta el codigo completo del char al que le trato de poner el intro y lo que esta marcado de rojo son los codigos que copie del otro char haber si hay un paso que me falto
Codigo:
[Statedef 5200]
type = S
movetype = H
physics = N
velset = -7,0
anim = 5200
ctrl = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 4

[State 0, VelAdd]
type = VelAdd
trigger1 = 1 && vel x < 0
x = 0.2

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = 1

[State 5201, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5201, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2100, ]
type = playsnd
trigger1 = AnimElem = 1
value = 300,0

[State 2110, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) > 0 && AnimElemTime(4) < 0
x = -5

[State 2110, VelSet]
type = VelSet
trigger1 = AnimElem = 4, >= 0
x = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2,>=1
movetype = I

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
ctrl = 1

[State 191, Spray Anim P1]
type = Explod
trigger1 = time >= 0 && timemod = 10,0
trigger1 = StageVar(info.author) = "water"
ID = 20
anim = F21
postype = p1
pos = -10,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2

[State 100, S]
type = PlaySnd
trigger1 = animelem = 1,=1
value = F100,0+(StageVar(info.author) = "water")
channel = 4
loop =1

[State 100, 1]
type = VelSet
trigger1 = time >3
x = const(velocity.run.fwd.x)

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 101
;--------------------------------------------------------------------
[Statedef 101]
type = S
physics = S
anim = 101

[State 101, 1]
type = VelSet
trigger1 = Time = 0
x = 0

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
; hop back
[Statedef 105]
type = S
physics = S
anim = 105 ;
velset = 0
ctrl = 0
facep2 = 1

[State 105, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 106

[Statedef 106]
type = S;A
physics = N
anim = 106

[State 191, Spray Anim P1]
type = Explod
trigger1 = time = 0
trigger1 = StageVar(info.author) = "water"
anim = F21
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2

[State 100, 3]
type = PlaySnd
trigger1 = StageVar(info.author) = "water"
trigger1 = time = 0
value = f47,1

[State 100, 3]
type = PlaySnd
trigger1 = time = 0
value = F105, 0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
x = -8
;y = -0.35

[State 106, 3]
type = VelAdd
trigger1 = Time > 0
x =.3
;y =.045

[State 106, 4]
type = ChangeState
trigger1 = time =13;Vel Y > 0
;trigger1 = Pos Y >= 0
value = 107

[Statedef 107]
type = S
physics = S
anim = 107 ;
velset = 0,0

[State 107, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191,]
type = PlaySnd
trigger1 = Time = 0
value = f47,0+(StageVar(info.author) = "water")

[State 106, 3];С»Ò³¾
type = GameMakeAnim
triggerall = StageVar(info.author) != "water"
trigger1 = Time = 2
value = 125
pos = -5,-2
under = 0
spacing = 1

[State 0];Сˮ»¨
type = GameMakeAnim
triggerall = StageVar(info.author) = "water"
trigger1 = Time = 1
value = 21
pos = 0, 0
under = 0

[State 107, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190 , 1]
type = ChangeState
triggerall = roundno = 1 ||(TeamMode = turns && !RoundsExisted)
trigger1 = time = 0
trigger1 = random%2 = 1
value = 191

[State 190 , 1]
type = ChangeState
triggerall = roundno = 1 ||(TeamMode = turns && !RoundsExisted)
trigger1 = time = 0
value = 199

[State 191, 3]
type = ChangeState
trigger1 = Time = 0
value = 0

[Statedef 199]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = Time = [0,212]
flag = Intro

[State 100, S]
type = PlaySnd
trigger1 = animelem = 10
value = 10,14

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[Statedef 191]
type = S
ctrl = 0
anim = 99999
velset = 0,0

[State 2100, 2]
type = Helper
trigger1 = Time = 0
Persistent = 0
IgnoreHitPause = 1
helpertype = normal
name = "plane"
pos =400,-60
postype = back
stateno = 192
ID = 192
pausemovetime = 9999
supermovetime = 9999
bindtime = 1
keyctrl = 0
ownpal = 1

[State 190, 2]
type = AssertSpecial
trigger1 = Time = [0,212]
flag = Intro

[State 191, 3]
type = Changeanim
triggerall = anim = 99999
trigger1 = time =41
value = 194

[State 0, MoveCamera1]
type = screenbound
trigger1 = time <68
value = 0

[State 191, 3]
type = posset
trigger1 = time =41
;x = helper(192),pos x
y = helper(192),pos y

[State 191, 3]
type = veladd
;triggerall = anim = 194
trigger1 = pos y < 0
y = .4

[State 191, 3]
type = changestate
triggerall = anim = 194
trigger1 = pos y >-4
value = 197


[Statedef 192]
type = S
movetype = A
physics = N
velset = 0,0
anim = 192
sprpriority = -1

[State 200, 1]
type = PlaySnd
trigger1 = Time =0
value = 1300, 10

[State 200, 1]
type = PlaySnd
trigger1 = Time =50
value = f3,3

[State 802, 0]
type = VelSet
trigger1 = Time =[0,40]
x = -7.5
y = 0.4

[State 802, 0]
type = VelSet
trigger1 = Time =41
x = 0
y = 0

[State 802, 0]
type = VelSet
trigger1 = Time >=42
x = -6.5
y = -0.7


[State -2, kesu]
type = removeExplod
trigger1 = Time =41
id=192

[State -2, ’…’n‰Œ‚P]
type = Explod
trigger1 = Time =0
anim = 193
id=192
sprpriority = -2
postype = p1
pos = 0,0
supermove = 1
;supermovetime =8
bindtime = -1
removetime =-1
;ignorehitpause = 1
;removeongethit = 1
ownpal = 1

[State 2100, 2]
type = null;Helper
trigger1 = Time = 41
Persistent = 0
IgnoreHitPause = 1
helpertype = normal
name = "arf"
pos =0,0
postype = p1
stateno = 193
ID = 193
pausemovetime = 9999
supermovetime = 9999
bindtime = 1
keyctrl = 0
ownpal = 1

[State 191, 3]
type = DestroySelf
trigger1 = Time = 100


[Statedef 193]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 190, 2]
type = AssertSpecial
trigger1 = Time = [0,212]
flag = Intro

[State 802, 0]
type = VelSet
trigger1 = Time >=1
x = 0
y = 3.5

[State 802, 0]
type = destroyself
trigger1 = pos y >=-4

[Statedef 197]
type = S
movetype= i
physics = S
ctrl = 0
velset = 0,0
anim = 191

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 195, 5]
type = ChangeState
trigger1 = animTime = 0
value = 0

[Statedef 195]
type = S
movetype= i
physics = S
ctrl = 0
anim = 195

[State 1300, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 195,0
channel = 0

[State 195, 5]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;ʤÀû×ËÊÆ(Ñ¡Ôñ)
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
trigger1 = MatchOver
value = 181

[State 180, 0]
type = ChangeState
trigger1 = command = "hold_x"
value = 182

[State 180, 1]
type = ChangeState
trigger1 = random%2 =0
trigger1 = Time = 0
value = 182

[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181

[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 100, S]
type = PlaySnd
trigger1 = animelem = 3
value = 181,0
channel = 0

[State 181, 0]
type = AssertSpecial
trigger1 = time = [0,100]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 100, S]
type = PlaySnd
trigger1 = animelem = 12
value = 182,0
channel = 0

[State 181, 0]
type = AssertSpecial
trigger1 = time = [0,210]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;intro Mika-----------------------------------------------------------------

[state 190,null]
type = assertspecial
trigger1 = time < 300
flag = roundnotover

[Statedef 190]
type = S

[State 190,st ]
type = ChangeState
trigger1 = p2name = "Crawdo"
value = 193
ctrl = 0

[State 190,st ]
type = ChangeState
trigger1 = time = 0
value = 191+random%2
ctrl = 0


[Statedef 191]
type = S
anim = 190

[state 190,null]
type = assertspecial
trigger1 = 1
flag = intro

[State 190,sn ]
type = PlaySnd
trigger1 = time = 10
value = 190,0

[State 190,sn ]
type = PlaySnd
trigger1 = time = 50
value = 190,1

[State 190,st ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 0

[Statedef 192]
type = S
anim = 192

[state 190,null]
type = assertspecial
trigger1 = 1
flag = intro


[State 192,0 ]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 12
trigger3 = animelem = 22
value = 200,0

[State 192,0 ]
type = PlaySnd
trigger1 = animelem = 27
value = 192,0

[State 190,st ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 0

[Statedef 195]
type = S
physics = S
velset = 0,0
anim = 195
ctrl = 0

[State 190,sn ]
type = PlaySnd
trigger1 = animelem = 2
value = 5000,1

[State 195,st ]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


[Statedef 193]
type = S
anim = 193

[State 193,helper ]
type = Helper
trigger1 = time = 0
name = "MikaIntro"
pos = -14,-2
postype = p2
stateno = 1931
ownpal = 0

[state 190,null]
type = assertspecial
trigger1 = 1
flag = intro

[State 195,st ]
type = ChangeState
trigger1 = TIME = 330
value = 0
ctrl = 0

[Statedef 1931]
type = S
anim = 1931

[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 2
value = 190,0


[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 8
value = 190,1

[State 195,st ]
type = changestate
trigger1 = animtime = 0
value = 1932

[Statedef 1932]
type = S
physics = N
anim = 1932

[State 1931,sn ]
type = PlaySnd
trigger1 = time = 0
value = 5000,3

[State 1931,sn ]
type = PlaySnd
trigger1 = animelem = 3
value = 40,1

[State 1932,vs ]
type = VelSet
trigger1 = time = 10
x = (rootdist X/30)
y = -6

[State 1932,spr ]
type = SprPriority
trigger1 = animelem = 2
value = 4

[State 1932,pa ]
type = PosAdd
trigger1 = time = 0
x = 20

[State 1932,pa ]
type = PosAdd
trigger1 = animelem = 2
x = 0
y = -6

[State 1932,pa ]
type = PosAdd
trigger1 = animelem = 3
x = 30
y = -10

[State 1932,g ]
type = Gravity
trigger1 = time > 10


[State 195,st ]
type = changestate
trigger1 = pos Y >= 0
value = 1933

[Statedef 1933]
type = S
physics = N
anim = 1933
velset = 0,0

[State 1931,sn ]
type = PlaySnd
trigger1 = time = 0
value = 40,0

[State 1933,br ]
type = BindToRoot
trigger1 = time = 0
pos = 0,0

[State 195,st ]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
[Statedef 101]
type = S
physics = N
ctrl = 0
anim = 47

[State 100, 4]
type = ChangeState
trigger1 = command = "holdup"
value = 40

[State 100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 100, 1]
type = VelSet
trigger1 = animtime = 0
x = 0

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;----------------------------------------------
; ROLL FORWARD
[Statedef 110]
type = S
movetype = I
physics = S
anim = 110;
velset = 0
ctrl = 0

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 1000, EnvColor]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = 255,255,255
time = 2
under = 0

[State 110, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 22

[State 110, 3]
type = AfterImage
trigger1 = Time = 3
time = 19
length = 6
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1

[State 110, 4]
type = SprPriority
trigger1 = Time = 8
value = -2

[State 110, 5]
type = VelSet
trigger1 = Time = 0
x = 0

[State 110, 5]
type = VelSet
trigger1 = Time = [3,20]
x = 6

[State 110, 6]
type = PlayerPush
trigger1 = Time = [3,20]
value = 0

[State 110, 7]
type = playsnd
trigger1 = AnimElem = 2
trigger1 = Anim = 110
value = 110,0

[State 110, 5]
type = VelSet
trigger1 = animelem = 7,>0
x = 0

[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;ROLL BACK
[Statedef 112]
type = S
movetype = I
physics = S
anim = 112;
velset = 0
ctrl = 0

[State 700,]
type = Poweradd
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = -1000

[State 700,]
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [150,151]
time = 5
add = 230,230,230

[State 1000, EnvColor]
type = EnvColor
triggerall = time = 0
trigger1 = prevstateno = [150,151]
value = 255,255,255
time = 2
under = 0

[State 110, 7]
type = playsnd
trigger1 = AnimElem = 2
trigger1 = Anim = 112
value = 110,0

[State 110, 7]
type = playsnd
trigger1 = AnimElem = 2
trigger1 = Anim = 20112
value = 20110,0

[State 112, 1]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 22

[State 110, 7]
type = playsnd
trigger1 = AnimElem = 2
value = 10,0

[State 112, 3]
type = AfterImage
trigger1 = Time = 3
time = 19
length = 6
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
FrameGap = 4
Trans = Add1

[State 112, 4]
type = SprPriority
trigger1 = Time = 8
value = -2

[State 112, 5]
type = VelSet
trigger1 = Time = [6,22]
x = -5

[State 112, 6]
type = PlayerPush
trigger1 = Time = [6,22]
value = 0

[State 110, 5]
type = VelSet
trigger1 = animelem = 6,>0
x = 0

[State 112, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;======================================
[Statedef -2]

;#ADD004BASC PIEs#
;============================================================================
; edited life & power bar
[State -2,1]
type = Helper
triggerall = !IsHelper
triggerall = !NumHelper(90900)
triggerall = !NumHelper(90901)
triggerall = !NumHelper(90902)
trigger1 = NumPartner
trigger1 = ID < Partner,ID
trigger2 = !NumPartner
ID = 90900 ; 90901 ; *
Stateno = 90900

; (* 'ID = 90901' power bar off mode)
; (* 'ID = 90901' ¤Ï¥Ñ¥ï©`¥Ð©`·Ç±íʾ¥â©`¥É)
;======================================
;--------------------------------------
; blocking/JD system helper set
[State -2,1]
type = Helper
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
triggerall = !NumHelper(99997) && !NumHelper(99998)
triggerall = Ctrl || StateNo = 40 || StateNo = 52 || StateNo = 100
triggerall = StateNo != 195500
trigger1 = Helper(90900),var(22) = 2 && Command = "holdfwd"
trigger2 = Helper(90900),var(22) = 3 && Command = "holdback"
ID = 99997 + (Helper(90900),var(22) = 3)
Stateno = 99997
IgnoreHitPause = 1
;--------------------------------------
; blocking/JD succeed!
[State -2,1]
type = ChangeState
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
triggerall = NumHelper(99997) || NumHelper(99998)
triggerall = Ctrl || StateNo = 40 || StateNo = 52 || StateNo = 100
triggerall = StateNo != 195500
trigger1 = NumHelper(99997)
trigger1 = Helper(99997),StateNo = 99996
trigger2 = NumHelper(99998)
trigger2 = Helper(99998),StateNo = 99996
value = 195500 ;; << ³É¹¦¤·¤¿•r¤Î¥¹¥Æ©`¥È(ÉÏ•ø¤­¿É)
IgnoreHitPause = 1
;--------------------------------------
; muteki
[State -2,1]
type = HitBy
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
trigger1 = NumHelper(99997)
trigger1 = Helper(99997),StateNo = [99996, 99997]
trigger2 = NumHelper(99998)
trigger2 = Helper(99998),StateNo = [99996, 99997]
value = SCA, NT, ST, HT
IgnoreHitPause = 1
;============================================================================

[State 0, DefenceMulSet]
type=DefenceMulSet
trigger1=1
value=IfElse(life<300,.6,life*.001)
ignorehitpause=1

[State -2, Spray Anim P1];µØÃæË®»¨
type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = pos Y = 0
trigger1 = time >= 0 && timemod = 16,0
persistent = 0
ID = 20
anim = F20
postype = p1
pos = 0,-5
ownpal = 1
ontop = 1
bindtime = ifelse(pos Y != 0,0,-1)
removetime = 16
pausemovetime = 999999
supermovetime = 999999

[State -2, 1];µØÃæË®»¨ÒƳý
type = removeexplod
trigger1 = pos Y != 0
ID = 20

[State -3, ÂäµØË®»¨]
type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = Time = 1
trigger1 = StateNo =99 || StateNo =766|| StateNo =3411|| StateNo =3420|| StateNo =197
trigger2 = StateNo = 1152 ||stateno =1202||stateno = 1252||stateno = 1352 ||stateno =1310 ||stateno =3402 ||stateno =1311
trigger3 = stateno = 1002 ||stateno = 1052 ||stateno = 1106||stateno = 1156 ||stateno =3306||stateno = 5200
trigger4 = stateno = 3206 ||stateno =3210 ||stateno =3230 ||stateno =3220 ||stateno =3232 ||stateno =3310 ||stateno =3110
ID = 22
anim = F22
postype = p1
pos = 10,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2
pausemovetime = 999999
supermovetime = 999999

[State -3 , ÂäµØÉùЧ]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo =99 || StateNo =766|| StateNo =3411|| StateNo =3420|| StateNo =197
trigger2 = StateNo = 1152 ||stateno =1202||stateno = 1252||stateno = 1352 ||stateno =1310 ||stateno =3402 ||stateno =1311
trigger3 = stateno = 1002 ||stateno = 1052 ||stateno = 1106||stateno = 1156 ||stateno =3306||stateno = 5200
trigger4 = stateno = 3206 ||stateno =3210 ||stateno =3230 ||stateno =3220 ||stateno =3232 ||stateno =3310 ||stateno =3110
value = F47,(0+(StageVar(info.author) = "water"))

;======================================
[State -3, Slow Down]
type = SuperPause
triggerall = RoundState = 2
triggerall = Helper(99999),var(56)>0
triggerall = !(((stateno=3000)||(stateno=3050)||(stateno=3100)||(stateno=3200))&&(time=[1,28]))
trigger1 = ProjHitTime(1044) = [14,26]
trigger2 = ProjHitTime(1045) = [14,26]
Anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1
ignorehitpause = 1

[state noairguard]
type = AssertSpecial
trigger1 = 1
flag = noairguard

; run stop sound
[State -3, 4]
type = StopSnd
trigger1 = stateno!= 100
channel = 4

;
; »´¨üÀ»
[State -3, 1.2]
type = PlaySnd
triggerall = Time = 1
triggerall = alive
triggerall = Random <= 600;use random
trigger1 = stateno = 5001
trigger1 = anim = 5000;
trigger2 = stateno = 5001
trigger2 = anim = 5010;
trigger3 = stateno = 5011
trigger3 = anim = 5020 ;
value = 12+random%3,0
channel = 0
volume = 80

; ¤¤¨üÀ»
[State -3, 1.3]
type = PlaySnd
triggerall = Time = 1
triggerall = alive
triggerall = Random <= 400;use random
trigger1 = stateno = 5001
trigger1 = anim = 5001;
trigger2 = stateno = 5001
trigger2 = anim = 5011;
trigger3 = stateno = 5011
trigger3 = anim = 5021;
value = 13+random%2,0
channel = 0
volume = 80

; ­«¨üÀ»
[State -3, 1.4]
type = PlaySnd
triggerall = Time = 1
triggerall = alive
triggerall = Random <= 400;use random
trigger1 = stateno = 5001
trigger1 = anim = 5002
trigger2 = stateno = 5001
trigger2 = anim = 5012
trigger3 = stateno = 5011
trigger3 = anim = 5022
value = 15+random%3,0
channel = 0
volume = 80

[State 200, 3] ; PIUNCH
type = PlaySnd
triggerall = (Time = 2)
trigger1 = stateno=200 ||stateno =205 ||stateno=220||stateno=225||stateno=400||stateno=420
trigger2 = stateno=600 ||stateno =605 ||stateno=620||stateno=625
value = 3,3

[State 200, 3] ;KICK
type = PlaySnd
triggerall = (Time = 2)
trigger1 = stateno=210 ||stateno =215 ||stateno=230||stateno=235||stateno=410||stateno=430
trigger2 = stateno=610 ||stateno =615 ||stateno=630||stateno=635
value = 3,4

[State 200, 2]
type = PlaySnd
triggerall = (Time = 2) && (random < 800)
trigger1 = stateno=200 ||stateno =210 ||stateno=400||stateno=410||stateno=600||stateno=610
trigger2 = stateno=205 ||stateno =215 ||stateno=605||stateno=615
value = 200,0+random%2

[State 200, 2]
type = PlaySnd
triggerall = (Time = 2) && (random < 800)
trigger1 = stateno=220 ||stateno =230 ||stateno=420||stateno=430||stateno=620||stateno=630
trigger2 = stateno=225 ||stateno =235 ||stateno=625||stateno=635
value = 220,0+random%2

[State 3102, 2]
type = AfterImage
trigger1 = movetype = H
time = 0
timeGap = 2
frameGap = 2
length = 1

[State -3, Slow Down]
type = Pause
triggerall = RoundState = 2
triggerall = !(((stateno=3000)||(stateno=3050)||(stateno=3100)||(stateno=3200))&&(time=[1,30]))
trigger1 = ProjHitTime(1000) = [12,18]
trigger2 = ProjHitTime(1300) = [12,20]
trigger3 = ProjHitTime(1350) = [12,20]
trigger4 = ProjHitTime(1005) = [12,20]
trigger5 = ProjHitTime(1055) = [12,20]
trigger6 = ProjHitTime(3010) = [12,20]
trigger7 = ProjHitTime(3080) = [12,28]
Anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1

[State -3, Slow Down]
type = Pause
triggerall = RoundState = 2
triggerall = !(((stateno=3000)||(stateno=3050)||(stateno=3100)||(stateno=3200))&&(time=[1,30]))
triggerall = movehit =1
trigger1 = stateno = [1400,1405]
trigger1 = time = [0,8]
trigger2 = stateno = [1450,1455]
trigger2 = time = [0,8]
trigger3 = stateno = [1410,1460]
trigger3 = time = [0,4]
trigger4 = stateno = 3505
trigger4 = time = [0,114]
anim = -1
sound = -1
time = 1
darken = 0
p2defmul = 1

;---------------
;Í£Ö¹Åܲ½×ã¼£Éù
;---------------
[State -3, 4]
type = StopSnd
trigger1 = stateno!= 100
channel = 4
ignorehitpause = 1
;---------------
;¿ÕÖÐÎÞÓ°×Ó
;---------------
[State -3, 4]
type = AssertSpecial
trigger1 = statetype = A
flag = noshadow
ignorehitpause = 1


[State -2, ×ó]
type = removeExplod
triggerall = NumExplod(7003) != 0
trigger1 = var(55) < 100
trigger2 = roundstate != 2
ignorehitpause=1
ID = 7003


[State -2, ×ó]
type = removeExplod
triggerall = NumExplod(7004) != 0
trigger1 = var(55) < 200
trigger2 = roundstate != 2
ignorehitpause=1
ID = 7004

[State -2, ×ó]
type = removeExplod
triggerall = NumExplod(7005) != 0
trigger1 = var(55) < 300
trigger2 = roundstate != 2
ignorehitpause=1
ID = 7005


[State -2, ×ó]
type = removeExplod
triggerall = NumExplod(7002) != 0
trigger1 = var(55) < 100
trigger2 = roundstate != 2
ignorehitpause=1
ID = 7002

[State -2, ×ó]
type = RemoveExplod
triggerall = NumExplod(7010) != 0
trigger1 = roundstate != 2
trigger2 = Var(51)!=1
ignorehitpause=1
ID = 7010

[State -2, ×ó]
type = RemoveExplod
triggerall = NumExplod(7000) != 0
trigger1 = roundstate != 2
ignorehitpause=1
ID = 7000

[State 190, 0] ;1 mode
type = VarSet
trigger1= 1
v = 7
value = 0


[State 1100, 0]
type = Helper
triggerall = enemy(0),NumProjID(12144) !=0
trigger1 = NumHelper(12144) =0 && partner,NumHelper(12144) =0
name = "FIRE"
helpertype = normal
postype = p2
id = 12144
pos = enemy(0),fvar(1)+60,0
stateno = 1021
shadow = 128,128,128
sprpriority = 5
keyctrl = 0
ownpal = 1


[State 1100, 0]
type = Helper
triggerall = enemy(0),NumProjID(12145) !=0
trigger1 = NumHelper(12145) =0 && partner,NumHelper(12145) =0
name = "FIRE"
helpertype = normal
postype = p2
id = 12145
pos = enemy(0),fvar(1)+60,0
stateno = 1061
shadow = 128,128,128
sprpriority = 5
keyctrl = 0
ownpal = 1

[State -2, 4];ÌøԾϵͳÏà¹Ø
type = varadd
trigger1 = 1
v = 15
value = -1

;---------------------------------------------------------------------------
;===========================================================================
[Statedef -3]
;===========================================================================
;---------------------------------------------------------------------------

[State -3, 2];ÌøԾϵͳÏà¹Ø(ÆÕͨÌø)
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) <= 0
value = F40, 0
channel = 13

[State -3, 2];ÌøԾϵͳÏà¹Ø£¨´óÌø/СÌø£©
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) > 1
value = F40, 1
channel = 13

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AH´óÉñµÄ´óÌøϵͳ
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, 5]
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 15
value = 20

[State -3, 5]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 15
value = 0

[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 16
value = 1

[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 16
value = 0

[State -3, 5]
type = VelAdd
trigger1 = stateno = 50
trigger1 = anim = 41
trigger1 = time = 1
trigger1 = var(15) >= 1
y = -0.6

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(15) >= 1
x = 4.5
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(15) >= 1
x = -4.5
;y = -9

[State -3, 5]
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(16) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(15) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;--------------------------------------------
;--------------------------------------------------------------
;¹âЧ´úÂ뿪ʼ
;--------------------------------------------------------------
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;¹âЧ³õʼλÖÃ
;--------------------------------------------------------------
[Statedef 23680]
type = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999

[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1

[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192

[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;¹âЧ×ó
;--------------------------------------------------------------
[Statedef 23681]
type = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;¹âЧÓÒ
;--------------------------------------------------------------
[Statedef 23682]
type = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;¹âЧ´úÂë½áÊø
;--------------------------------------------------------------
avatar
Zadkiel-Yamil
Novato
Novato
Posts : 73
Likes : 1
Join date : 05/05/2014
Sexo : Masculino

Re: Ayuda a copiar Intro

el Miér 6 Ago 2014 - 19:52
Excahm escribió:
Mr_White escribió:Pierdes tu tiempo nadie te ayudara! nadie ayuda en este foro y los pocos que comentan lo explican a medias  kini 





Gracias tu comentario fue el mas util de hoy "bravo".
Si no te gusta a ti como se ayuda en este foro eres libre de no pedir ayuda y ahorrale a los demas tiempo que tan siquiera hacen el intento de ayudar incluso si saben poco.


y si mejor, dejan de pelear y me explican :p en que me estoy equivocando de antemano gracias! XD
avatar
Excahm
ADMINISTRADOR
ADMINISTRADOR
Posts : 3187
Likes : 197
Join date : 26/12/2012
Sexo : Masculino

"Hiding in the middle of the night, Jack the Ripper!"
http://excahmmugen.blogspot.mx/

Re: Ayuda a copiar Intro

el Miér 6 Ago 2014 - 21:35
Borros los comentarios fuera de lugar Sorry por el off-topic.

Solo un pesamiento (No hagos chars del todo solo stages) pero revisa si escribiste correctamente el P2Name "Crawdo" a por lo regular en los DEF de los chars vienen dos nombres que seria "name" y "DisplayName" el segundo solo es para lo que se mostrara en las lifebars el primero es para los codigos tambien que las letras esten tal al cual.

Sorry es todo lo que puedo decir.
avatar
Zadkiel-Yamil
Novato
Novato
Posts : 73
Likes : 1
Join date : 05/05/2014
Sexo : Masculino

Re: Ayuda a copiar Intro

el Miér 6 Ago 2014 - 22:50
Excahm escribió:Borros los comentarios fuera de lugar Sorry por el off-topic.

Solo un pesamiento (No hagos chars del todo solo stages) pero revisa si escribiste correctamente el P2Name "Crawdo" a por lo regular en los DEF de los chars vienen dos nombres que seria "name" y "DisplayName" el segundo solo es para lo que se mostrara en las lifebars el primero es para los codigos tambien que las letras esten tal al cual.

Sorry es todo lo que puedo decir.


ya me fije y si esta bien escrito el nombre :(
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Re: Ayuda a copiar Intro

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