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Shining

Shining


Posts : 4994
Join date : 2013-03-26
Age : 44
Location : Italy

magnetic shield Empty
PostSubject: magnetic shield   magnetic shield EmptyMay 31st 2016, 7:49 pm

i would my magneto 's magnetic shield spend more energy to be created by him
i think they are right file ...how i should modify it to make magneto spend more mind energy when he creates magnetic shield?

;Magnetic Shield
[Statedef 4121]
type = U
movetype= A
physics = N
juggle = 2
;poweradd=
velset = 0,0
;anim = 4121
ctrl = 0
sprpriority = 2
facep2 = 1


[State 4121]
type = null;NotHitBy
trigger1 = 1
value = SCA


[State 4121]
type = null;PlayerPush
trigger1 = 1
value = 0

[State 4121]
type = null;ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0


[State 4121]
type = null;AssertSpecial
trigger1 = 1
flag = nobg
flag1 = nofg

[State 4121]
type = null;Helper
trigger1 = Time = 0
stateno = 33120
ownpal = 1



[State 4121]
type = Varset
trigger1 = Time = 0
var(57) = 1

[State 4121]
type = Helper
trigger1 = Time = 0
stateno = 24120
id = 24120
ownpal = 1


[State 4121]
type = PalFx
trigger1 = Time = [1,20]
time = 8
add = 64,32,64
sinadd = 64,32,64,30


[State 4121]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4120,0



[State 4121]
type = ChangeState
trigger1 = AnimTime = 0
value = 3002
ctrl = 1
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Chimoru

Chimoru


Posts : 623
Join date : 2012-06-05
Age : 43
Location : Detroit

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyMay 31st 2016, 8:25 pm

Shining wrote:
i would my magneto 's magnetic shield spend more energy to be created by him
i think they are right file ...how i should modify it to make magneto spend more mind energy when he creates magnetic shield?

;Magnetic Shield
[Statedef 4121]
type    = U
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
;anim = 4121
ctrl = 0
sprpriority = 2
facep2 = 1

;Magnetic Shield
[Statedef 4121]
type    = U
movetype= A
physics = N
juggle  = 2
;poweradd=
velset = 0,0
;anim = 4121
ctrl = 0
sprpriority = 2
facep2 = 1

See the line I made in bold highlight?  Poweradd?

If you make it -1000, it will use 1 Hyper Power Bar
If you make it -2000, it will use 2 Hyper Power Bars?

Understand?  If you want a move to ADD to your Hyper Guage, remove the -

poweradd=1000
ADDS a Bar when you perform that move.

poweradd=-1000
Spends a bar when you perform that move.

You also have to get rid of the ; before the poweradd=

The ; turns the code off and makes it ignored.

It should look like:

;Magnetic Shield
[Statedef 4121]
type    = U
movetype= A
physics = N
juggle  = 2
poweradd= -1000
velset = 0,0
;anim = 4121
ctrl = 0
sprpriority = 2
facep2 = 1

Also, FYI, with the ; in from of the anim line, you also have the animation deactivated.  Did you want that?  If not, delete the ;
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Shining

Shining


Posts : 4994
Join date : 2013-03-26
Age : 44
Location : Italy

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 1st 2016, 4:57 am

done thanks a lot chimoru you are the best... -2000, he use 2 Hyper Power Bars
but when he is at 1 hyper power bar he can make magnetic shield too
why?
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Chimoru

Chimoru


Posts : 623
Join date : 2012-06-05
Age : 43
Location : Detroit

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 1st 2016, 5:38 am

That's something you have to change in the command (CMD) file too.

MY Magneto has a line like this:

[State -1,Magnetic Shield]
type = ChangeState
value = 4120
triggerall = command = "Magnetic Shield"
triggerall = !Var(59)
triggerall = power >= 2000
triggerall = numhelper(24120) = 0
trigger1 = ctrl

Look at these lines.

triggerall = command = "Magnetic Shield"
Means he has to do the command for "Magnetic Shield"

triggerall = power >= 2000
Means that he ALSO has to have 2 hyper bars or greater.

If your action is set to "power = 1000" , it means it only REQUIRES you to have ONE bar, even though when he actually does it it might use 2.  You have to make just the COST of the action and the REQUIREMENT to use it are the same.

So MY Magneto has a "power >= 2000" in his CMD file as a REQUIREMENT

AND

He also has a poweradd = -2000 in his CNS file as the COST

Understand?  If they are not the same, then he may need 2 bars to be able to do it, but only spend 1, or vice versa.
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Shining

Shining


Posts : 4994
Join date : 2013-03-26
Age : 44
Location : Italy

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 1st 2016, 8:26 am

thanks a lot chimoru
and to decrease hyper grevity grab velocity?
magnetic shield Senza_10

;Hyper Grav Start
[Statedef 21360]
type = A
movetype = A
physics = N
anim = 21361
ctrl = 0
sprpriority = 3
velset = 0,0

[State 21360]
type = VarSet
trigger1 = Time = 0
var(2) = parent,stateno

[State 21360]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21360]
type = ChangeState
trigger1 = AnimTime = 0
value = 21362


[State 21360]
type = DestroySelf
trigger1 = Parent,stateno != var(2)

;------------------------------------------------------------------------------------------------------------
;Hyper Grav
[Statedef 21362]
type = A
movetype = A
physics = N
anim = 21362
ctrl = 0
sprpriority = 4
velset = 0,0
hitcountpersist = 1


[State 21362]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 21362]
type = Turn
trigger1 = facing != Parent,facing

[State 21362]
type = HitBy
trigger1 = 1
value = SCA,AP

[State 21362]
type = HitOverride
trigger1 = 1
stateno = 21369
attr = SCA,AP
slot = 0
time = -1

[State 21362]
type = HitDef
attr = A, ST
;trigger1 = Enemynear,Stateno != 21370
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
damage = 3*(Root,var(30)),floor(Root,var(30)/2)
animtype = Medium
priority = 3, Hit
hitflag = MAF-
guardflag = MA
pausetime = 0,0
sparkxy = -10,-10
hitsound = S1,1
guardsound = S4,0
sparkno = S(8210+random%2)
guard.sparkno = S8430
ground.type = High
;ground.slidetime = 15
;ground.hittime = 15
;ground.velocity = 0,0
;air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
;fall = 1
;air.fall = 1
;fall.recover = 0
;fall.animtype = Up
;p2stateno = 9020
getpower = ifelse(MoveHit,40,15),ifelse(MoveHit,40,0)
p1stateno = 21370
p2stateno = 21380
id = 1360


[State 21362]
type = VelAdd
trigger1 = Time > 0
x = P2dist x + random%50 - 0.9*(P2dist x + random%50)

[State 21362]
type = VelAdd
trigger1 = Time > 0
y = P2dist Y + random%50 - abs(enemynear,const(size.mid.pos.y)) - 0.9*(P2dist Y-abs(enemynear,const(size.mid.pos.y)) + random%50)

[State 21362]
type = VelAdd
trigger1 = p2dist x > p2dist y && Vel Y > 1
y = -0.5

[State 21362]
type = VelAdd
trigger1 = p2dist x < p2dist y && Vel Y > 0
y = 0.5

[State 21362]
type = VelSet
trigger1 = Vel X > 7
x = 7


[State 21362]
type = VelSet
trigger1 = Vel X < -7
x = -7


[State 21362]
type = VelSet
trigger1 = vel Y > 7
y = 7

[State 21362]
type = VelSet
trigger1 = Vel Y < -7
y = -7

[State 21362]
type = ChangeState
trigger1 = Time = 120;Parent,Var(28) = 0
trigger2 = MoveContact
value = 21369
ignorehitpause = 1


;------------------------------------------------------------------------------------------------------------
;Hyper Grav End
[Statedef 21369]
type = A
movetype = I
physics = N
anim = 21363
ctrl = 0
sprpriority = 4
velset = 0,0


[State 21369]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21369]
type = DestroySelf
trigger1 = Time = 12


;------------------------------------------------------------------------------------------------------------
;Hyper Grav
[Statedef 21370]
type = A
movetype = I
physics = N
anim = 21370
ctrl = 0
sprpriority = 4
velset = 0,0
hitcountpersist = 1

[State 21370]
type = Turn
trigger1 = facing != Parent,facing

[State 21370]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 21370]
type = AssertSpecial
trigger1 = 1
flag = noshadow


[State 21370, Bind 1]
type = TargetBind
trigger1 = 1
pos = 0,-20


[State 21370]
type = VelSet
trigger1 = Time = 0
x = 3
y = -3

[State 21370]
type = VelAdd
trigger1 = Time > 0
x = ParentDist X + 50 - 0.9*(ParentDist X + 50)

[State 21370]
type = VelAdd
trigger1 = Time > 0
y = ParentDist Y + 80 - abs(const(size.mid.pos.y)) - 0.9*(ParentDist Y-abs(const(size.mid.pos.y)) + 80)

[State 21370]
type = VelAdd
trigger1 = ParentDist X > ParentDist Y && Vel Y > 1
y = -1

[State 21370]
type = VelAdd
trigger1 = ParentDist X < ParentDist Y && Vel Y < 0
y = 0.5

[State 21370]
type = VelSet
trigger1 = Vel X > 7
x = 7


[State 21370]
type = VelSet
trigger1 = Vel X < -7
x = -7


[State 21370]
type = VelSet
trigger1 = vel Y > 7
y = 7

[State 21370]
type = VelSet
trigger1 = Vel Y < -7
y = -7


[State 21370]
type = TargetLifeAdd
trigger1 = Time = 89
value = -5*(Root,Var(30))


[State 21370]
type = PowerAdd
trigger1 = Time = 89
value = 50


[State 21370]
type = TargetState
trigger1 = Time = 90
trigger2 = NumTarget(1360)
trigger2 = Target(1360),life <= 0
value = 859

[State 21370]
type = ChangeState
trigger1 = Time = 90
trigger2 = NumTarget(1360)
trigger2 = Target(1360),life <= 0
trigger3 = !NumTarget(1360)
value = 21369



;---------------------------------------------------------------------------
;Hyper Grav Grab

[Statedef 21380]
type = A
movetype= H
physics = N
velset = 0,0
sprpriority = -2

[State 21380]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0


[State 21380]
type = ChangeAnim2
trigger1 = Time = 0
value = 21380


[State 21380]
type = null;Turn
trigger1 = facing = enemynear,facing


[State 21380]
type = null;SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 21380]
type = DestroySelf
trigger1 = ishelper
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carpa5




Posts : 1388
Join date : 2012-06-04

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 1st 2016, 9:43 am

ey shinning share that magneto lol
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Shining

Shining


Posts : 4994
Join date : 2013-03-26
Age : 44
Location : Italy

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 1st 2016, 1:59 pm

https://www.4shared.com/archive/tzp4U8sOba/MVC2_Magneto.html
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Chimoru

Chimoru


Posts : 623
Join date : 2012-06-05
Age : 43
Location : Detroit

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 2nd 2016, 6:36 pm

You want to change how fast they move?  You'd have to play with the VelSet numbers until they behave like you want them to.  Might have to keep changing and testing. You want them to move slower?  I'm not sure what exactly you're asking.  

Maybe change this part:

[State 21362]
type = VelSet
trigger1 = Vel X > 7
x = 7


[State 21362]
type = VelSet
trigger1 = Vel X < -7
x = -7


[State 21362]
type = VelSet
trigger1 = vel Y > 7
y = 7

[State 21362]
type = VelSet
trigger1 = Vel Y < -7
y = -7


Try changing the 7s to 5s and the -7s to -5s and see if it helps.  If I'm correct by thinking this is what you want, I mean.
Slower by lowering the numbers, faster by increasing, I think. I'm not sure. I'm not good at moves like this.
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Shining

Shining


Posts : 4994
Join date : 2013-03-26
Age : 44
Location : Italy

magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield EmptyJune 3rd 2016, 8:10 am

thanks a lot chimoru!!!! perfect advices...
now the last !!! i would have end on his flight mode!!! always he can flyes ; give him a time to end his flight please

[Statedef 1330]
type = A
movetype= I
physics = N
juggle = 3
poweradd= 20
ctrl = 0
velset = 0,-4
anim = 1330
sprpriority = 2



[State 1330]
type = VarSet
trigger1 = Time = 0
var(54) = 1

[State 1330]
type = ChangeState
trigger1 = AnimTime = 0 && var(54) >= 1
value = 1335
ctrl = 0


;---------------------------------------------------------------------------
;Flight Cancel
[Statedef 1331]
type = A
movetype= I
physics = N
juggle = 3
poweradd= 20
ctrl = 0
velset = 0,0
;anim = 44
sprpriority = 2


[State 1331]
type = ChangeAnim
trigger1 = Time = 0
value = 44
elem = 9


[State 1331]
type = VarSet
trigger1 = Time = 0
var(54) = 0


[State 1331]
type = VelAdd
trigger1 = Pos Y < 0
y = 0.35



[State 1331]
type = CtrlSet
trigger1 = Time = 1
value = 1


[State 1331]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Flight End
[Statedef 1332]
type = A
movetype= I
physics = A
juggle = 3
;poweradd= 40
ctrl = 1
velset = 0,0
;anim = 1332
sprpriority = 2

[State 1332]
type = ChangeAnim
trigger1 = Time = 0
value = 44
elem = 9

[State 1332]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Flight after S Jump
[Statedef 1333]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 1333]
type = PlaySnd
trigger1 = Time = 1
value = 710,0
channel = 1

[State 1333]
type = Explod
trigger1 = Time = 1
anim = 7055

[State 1333]
type = Explod
trigger1 = Time = 1
anim = 7055
facing = -1


[State 1333]
type = Explod
trigger1 = Time = 1
anim = 7022
sprpriority = 4


[State 1333, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 1333, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 1333, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 1333, 4]
type = null;VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y) - 3

[State 1333, 4]
type = null;VelSet
trigger1 = AnimTime = 0
x = (P2Dist X)*0.07
y = (P2Dist Y)*0.07

[State 1333, 5]
type = null;VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 1333, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1334
ctrl = 0


;---------------------------------------------------------------------------
; Super Jump Up
[Statedef 1334]
type = A
physics = N


[State 1334, 4]
type = null;VelSet
trigger1 = 1;Time = 0
y = -11


[State 1334, 4]
type = VelSet
trigger1 = Time = 0
y = -15;-13

[State 1334, 4]
type = VelAdd
trigger1 = 1
y = 0.35;0.4



[State 1334]
type = veladd
triggerall = vel x <= 4
trigger1 = var(59)
trigger1 = p2bodydist x >= 0
persistent = 4
x = .9


[State 1334]
type = veladd
triggerall = vel x >= -4
trigger1 = var(59)
trigger1 = p2bodydist x <= 0
persistent = 4
x = -.9


[State 1334,4]
type = null;VelAdd
triggerall = command = "holdfwd"
trigger1 = sysvar(1) = 1
trigger1 = vel X <=4
trigger2 = sysvar(1) = -1
trigger2 = Vel X <= -.4
x = .2

[State 1334,5]
type = null;VelAdd
triggerall = command = "holdback"
trigger1 = sysvar(1) = -1
trigger1 = Vel X >= -4
trigger2 = sysvar(1) = 1
trigger2 = Vel X >= .4
x = -.2

[State 1334, 1]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1


[State 1334]
type = Explod
trigger1 = Time%4 = 0
trigger1 = Time >= 4
trigger1 = Vel Y < 0
anim = 7056
pos = 0,0
random = 50,0
ontop = 1

[State 1334]
type = Explod
trigger1 = Time%2 = 0
trigger1 = Time >= 12
trigger1 = Vel Y < 0
anim = 7057+random%3
pos = 0,0
random = 60,0
ontop = 1


[State 1334, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 1334, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 1334]
type = turn
trigger1 = p2dist x < -5


[State 1334]
type = ChangeState
trigger1 = Vel Y > -1
value = 1330

;---------------------------------------------------------------------------
; Flight
[Statedef 1335]
type = A
physics = N
anim = 0
velset = 0,0
movetype= I
sprpriority = 2
ctrl = 1



[State ]
type = Helper
trigger1 = NumHelper(6000) = 0
trigger1 = Anim = 0
stateno = 6000
id = 6000



[State 1335]
type = Turn
trigger1 = FrontEdgeDist < 15
trigger2 = enemy(0),facing = facing
trigger2 = Time%4 = 0


[State 1335]
type = PosAdd
trigger1 = Pos Y > -10
y = -4

[State 1335]
type = VarSet
trigger1 = 1
sysvar(1) = 0


[State 1335]
type = VarSet
trigger1 = Time = 0
var(1) = 0

[State 1335]
type = null;ChangeAnim
trigger1 = Anim = [41,43]
persistent = 0
value = Anim + 3

[State 1335]
type = VarSet
trigger1 = p2bodydist x != 0
var(1) = ifelse((p2bodydist y/p2bodydist x = [0.4,0.8]),1,0)


[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist x > 200
value = 1340


[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist x < 70
value = ifelse(BackEdgeDist > 70,1345,1340)

[State 1335]
type = ChangeState
trigger1 = var(59) && Screenpos Y > 100
trigger1 = !var(1)
trigger1 = p2bodydist y < 170;240
value = 1342


[State 1335]
type = ChangeState
trigger1 = var(59)
trigger1 = !var(1)
trigger1 = p2bodydist y > 340;480
value = 1344

[State 1335]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist x > 200
sysvar(1) = 1


[State 1335]
type = VarSet
trigger1 = command = "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist x < 70
sysvar(1) = -1


[State 1335, 3]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = command = "holdup"
sysvar(1) = 2


[State 1335, 3]
type = VarSet
trigger1 = command = "holdback"
trigger1 = command = "holdup"
sysvar(1) = -2



[State 1335, 3]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command = "holdup"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist y < 170
sysvar(1) = 3

[State 1335, 3]
type = VarSet
trigger1 = command = "holddown"
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger2 = var(59)
trigger2 = !var(1)
trigger2 = p2bodydist y > 340
sysvar(1) = -3



[State 1335, 3]
type = VarSet
trigger1 = command = "holdfwd"
trigger1 = command = "holddown"
sysvar(1) = 4

[State 1335, 3]
type = VarSet
trigger1 = command = "holddown"
trigger1 = command = "holdback"
sysvar(1) = -4

[State 1335, 3]
type = null;ChangeAnim
trigger1 = anim != 103
value = 103
persistent = 0

[State 1335, 3]
type = null;ChangeAnim
triggerall = anim != 102
trigger1 = sysvar(1) = 0
value = 102
persistent = 0

[State 1335]
type = null;ChangeAnim
triggerall = anim != 101
trigger1 = sysvar(1) = 1
trigger2 = sysvar(1) = 2
value = 101
persistent = 0


[State 1335]
type = VarSet
trigger1 = command = "x" && command = "y"
var(1) = 4

[State 1335]
type = ChangeAnim
triggerall = anim != 20
trigger1 = sysvar(1) = 1
value = 20

[State 1335]
type = ChangeAnim
triggerall = anim != 21
trigger1 = sysvar(1) = -1
value = 21


[State 1335]
type = ChangeAnim
triggerall = anim != 1337
trigger1 = sysvar(1) = 2
value = 1337

[State 1335]
type = ChangeAnim
triggerall = anim != 1338
trigger1 = sysvar(1) = -2
value = 1338


[State 1335]
type = ChangeAnim
triggerall = anim != 1336
trigger1 = sysvar(1) = 3
value = 1336


[State 1335]
type = ChangeAnim
triggerall = anim != 1335
trigger1 = sysvar(1) = -3
value = 1335


[State 1335]
type = ChangeAnim
triggerall = anim != 1334
trigger1 = sysvar(1) = 4
value = 1334

[State 1335]
type = ChangeAnim
triggerall = anim != 1339
trigger1 = sysvar(1) = -4
value = 1339


[State 1335]
type = VelSet
trigger1 = sysvar(1) = 0
y = 0
x = 0

[State 1335]
type = VelSet
trigger1 = sysvar(1) = 1
x = const(velocity.walk.fwd.x)
y = 0

[State 1335]
type = VelSet
trigger1 = sysvar(1) = -1
x = const(velocity.walk.back.x)
y = 0

[State 1335]
type = VelSet
trigger1 = sysvar(1) = 2
x = 4
y = -5+5*(ScreenPos Y < 120)



[State 1335]
type = VelSet
trigger1 = sysvar(1) = -2
x = -4
y = -5+5*(ScreenPos Y < 120)




[State 1335]
type = VelSet
trigger1 = sysvar(1) = 3
y = -5+5*(ScreenPos Y < 120)
x = 0


[State 1335]
type = VelSet
trigger1 = sysvar(1) = -3
y = 5-5*(Pos Y > -20)
x = 0


[State 1335]
type = VelSet
trigger1 = sysvar(1) = 4
y = 5-5*(Pos Y > -20)
x = 4


[State 1335]
type = VelSet
trigger1 = sysvar(1) = -4
y = 5-5*(Pos Y > -20)
x = -4


[State 1335]
type = VarSet
trigger1 = Time = 0
var(6) = 0


[State 1335]
type = null;PlaySnd
trigger1 = sysvar(1) != 0
trigger1 = var(6) != sysvar(1)
value = 100,5


[State 1335]
type = null;VarSet
trigger1 = sysvar(1) != 0
trigger1 = var(6) != sysvar(1)
var(6) = sysvar(1)


[State 1335]
type = ChangeAnim
triggerall = anim != 0
trigger1 = sysvar(1) = 0
value = 0

[State 1335]
type = ChangeState
trigger1 = var(54) = 0
value = 1331
ctrl = 0

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magnetic shield Empty
PostSubject: Re: magnetic shield   magnetic shield Empty

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