Forum MUGENATION: mr karate, ramdom shin mr karate - Forum MUGENATION

Salta al contenuto

Pagina 1 di 1
  • Non puoi iniziare una nuova discussione
  • Non puoi rispondere a questa discussione

mr karate, ramdom shin mr karate

#1 L   helpdesk 

  • Chan
  • Punto
  • Gruppo: Membro
  • Messaggi: 91
  • Iscritto: 09-November 04

Inviato 29 April 2006 - 17:54

Hi mugenfriends, got a question, i have this mr karate char, that can change into shin mr karate, holding start during the char select screen.
This char can do the rembu reambu move, only on time per fight, i think that it must have a state with that setting.
First i like to know if the rembu reambu move issue can be change and i like to know if this char can turn into shin mr karate as the default char?

Is to big to upload it.... what files do you need to see this???? or give me an email to sent it.
thanks.....
0

#2 L   Nobun 

  • Horse Rider Skull Phantom. Rarely Here.
  • Gruppo: SuperModeratore
  • Messaggi: 4898
  • Iscritto: 11-July 04

Inviato 06 May 2006 - 16:46

Probably there is a var setted for that move...

Search the state of that move and search for "VarSet" or "VarAdd" instructions adn see what var used

v = 1 (menas use var(1))
value = 2 (means that var(1) is settet to 2)

See if in CMD [State -1] uses one of the var setted like a trigger1 or triggerall

triggerall = var(1) = 0

if so try to remove the trigger (put a ; before line of trigger you want to remove)...

---

Question 2: probably not. This becouse, I think, the author uses the trigger PalNo to decide what version of char to use (that means that all depends of what color you choose)...
when you use START you are using palettes 7-12...
0

#3 L   helpdesk 

  • Chan
  • Punto
  • Gruppo: Membro
  • Messaggi: 91
  • Iscritto: 09-November 04

Inviato 17 May 2006 - 19:47

Nobun, su May 6 2006, 16:46, detto:

Probably there is a var setted for that move...

Search the state of that move and search for "VarSet" or "VarAdd" instructions adn see what var used

v = 1 (menas use var(1))
value = 2 (means that var(1) is settet to 2)

See if in CMD [State -1] uses one of the var setted like a trigger1 or triggerall

triggerall = var(1) = 0

if so try to remove the trigger (put a ; before line of trigger you want to remove)...

---

Question 2: probably not. This becouse, I think, the author uses the trigger PalNo to decide what version of char to use (that means that all depends of what color you choose)...
when you use START you are using palettes 7-12...
<{POST_SNAPBACK}>

Ok this is what i did
[state -1, gate]
type = changestate
value = 3100
;triggerall = var(12) = 0
;triggerall = var(59) = 0
;triggerall = roundstate = 2
triggerall = command = "ranbu3"
triggerall = (100*life/const(data.life))>=0
;triggerall = var(53) = 0
triggerall = statetype != a
trigger1 = ctrl || ((stateno = 100 || stateno = 101) && animelem=2,>0)
;trigger2 = stateno = 200 && ((animelem=3,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger3 = stateno = 201 && ((animelem=3,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger4 = stateno = 211 && ((animelem=3,>0 && animelem=5,<0) || (var(48) = 1 || var(48) = 2))
;trigger5 = stateno = 221 && ((animelem=5,>0 && animelem=6,<0) || (var(48) = 1 || var(48) = 2))
;trigger6 = stateno = 400 && ((animelem=2,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger7 = stateno = 410 && ((animelem=3,>0 && animelem=6,<0) || (var(48) = 1 || var(48) = 2))
;trigger8 = stateno = 420 && ((animelem=5,>0 && animelem=7,<0) || (var(48) = 1 || var(48) = 2)) && !var(12)
;trigger9 = stateno = 420 && ((animelem=2,>0 && animelem=3,<0) || (var(48) = 1 || var(48) = 2)) && var(12)
;trigger10 = stateno = 430 && ((animelem=3,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger11 = stateno = 325 && (var(48) = 1 || var(48) = 2)
;trigger12 = stateno = 335 && (var(48) = 1 || var(48) = 2)
;trigger13 = stateno = 340 && (var(48) = 1 || var(48) = 2)
;trigger14 = stateno = 350 && (var(48) = 1 || var(48) = 2)
;trigger15 = stateno = 355 && (var(48) = 1 || var(48) = 2)
;trigger16 = stateno = 360 && (var(48) = 1 || var(48) = 2)
;trigger17 = stateno = 365 && (var(48) = 1 || var(48) = 2)
;trigger18 = stateno = 1400 && (var(48) = 1 || var(48) = 2) && var(46)
;trigger19 = stateno = 1500 && (var(48) = 1 || var(48) = 2) && var(46)
;trigger20 = stateno = 1700 && (var(48) = 1 || var(48) = 2) && var(46)
;trigger21 = stateno = 2200 && (var(48) = 1 || var(48) = 2) && var(46)
But it seams like nothing was change....
Do i did something wrong?
0

#4 L   helpdesk 

  • Chan
  • Punto
  • Gruppo: Membro
  • Messaggi: 91
  • Iscritto: 09-November 04

Inviato 23 May 2006 - 16:17

helpdesk, su May 17 2006, 19:47, detto:

Nobun, su May 6 2006, 16:46, detto:

Probably there is a var setted for that move...

Search the state of that move and search for "VarSet" or "VarAdd" instructions adn see what var used

v = 1 (menas use var(1))
value = 2 (means that var(1) is settet to 2)

See if in CMD [State -1] uses one of the var setted like a trigger1 or triggerall

triggerall = var(1) = 0

if so try to remove the trigger (put a ; before line of trigger you want to remove)...

---

Question 2: probably not. This becouse, I think, the author uses the trigger PalNo to decide what version of char to use (that means that all depends of what color you choose)...
when you use START you are using palettes 7-12...
<{POST_SNAPBACK}>

Ok this is what i did
[state -1, gate]
type = changestate
value = 3100
;triggerall = var(12) = 0
;triggerall = var(59) = 0
;triggerall = roundstate = 2
triggerall = command = "ranbu3"
triggerall = (100*life/const(data.life))>=0
;triggerall = var(53) = 0
triggerall = statetype != a
trigger1 = ctrl || ((stateno = 100 || stateno = 101) && animelem=2,>0)
;trigger2 = stateno = 200 && ((animelem=3,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger3 = stateno = 201 && ((animelem=3,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger4 = stateno = 211 && ((animelem=3,>0 && animelem=5,<0) || (var(48) = 1 || var(48) = 2))
;trigger5 = stateno = 221 && ((animelem=5,>0 && animelem=6,<0) || (var(48) = 1 || var(48) = 2))
;trigger6 = stateno = 400 && ((animelem=2,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger7 = stateno = 410 && ((animelem=3,>0 && animelem=6,<0) || (var(48) = 1 || var(48) = 2))
;trigger8 = stateno = 420 && ((animelem=5,>0 && animelem=7,<0) || (var(48) = 1 || var(48) = 2)) && !var(12)
;trigger9 = stateno = 420 && ((animelem=2,>0 && animelem=3,<0) || (var(48) = 1 || var(48) = 2)) && var(12)
;trigger10 = stateno = 430 && ((animelem=3,>0 && animelem=4,<0) || (var(48) = 1 || var(48) = 2))
;trigger11 = stateno = 325 && (var(48) = 1 || var(48) = 2)
;trigger12 = stateno = 335 && (var(48) = 1 || var(48) = 2)
;trigger13 = stateno = 340 && (var(48) = 1 || var(48) = 2)
;trigger14 = stateno = 350 && (var(48) = 1 || var(48) = 2)
;trigger15 = stateno = 355 && (var(48) = 1 || var(48) = 2)
;trigger16 = stateno = 360 && (var(48) = 1 || var(48) = 2)
;trigger17 = stateno = 365 && (var(48) = 1 || var(48) = 2)
;trigger18 = stateno = 1400 && (var(48) = 1 || var(48) = 2) && var(46)
;trigger19 = stateno = 1500 && (var(48) = 1 || var(48) = 2) && var(46)
;trigger20 = stateno = 1700 && (var(48) = 1 || var(48) = 2) && var(46)
;trigger21 = stateno = 2200 && (var(48) = 1 || var(48) = 2) && var(46)
But it seams like nothing was change....
Do i did something wrong?
<{POST_SNAPBACK}>

just ad a few triggerall an trigger1 and it has the final move ready for any time.
And to use always shin mr karate just, i pit the ; beafore any others act. exept for the 7 and 12, and hasn't have to select it pressing star any more.. :-))) tks.....
0

Condividi questa discussione:


Pagina 1 di 1
  • Non puoi iniziare una nuova discussione
  • Non puoi rispondere a questa discussione

2 utenti stanno leggendo questa discussione
0 utenti, 2 ospiti, 0 utenti anonimi