collapse

Author Topic: Multiple Questions  (Read 905 times)

0 Members and 1 Guest are viewing this topic.

Offline Shoryunator

  • Initiate
  • **
  • Posts: 41
  • Country: Netherlands nl
  • Last Login:October 25, 2016, 04:33:08 AM
Multiple Questions
« on: December 25, 2013, 09:01:00 AM »
Some characters start with a set amount of super bar, how do you change that?

Thanks in advance
« Last Edit: December 30, 2013, 06:08:41 PM by Shoryunator »



Offline Cyanide

  • MUGEN Content Architect
  • *****
  • Posts: 813
  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: Amount of super bar at start
« Reply #1 on: December 25, 2013, 05:05:16 PM »
Either in the intro state, or in state -2 there will be

type = powerset

Search through all documents for that. Change it to

type = null

Just in case you ever want to turn it back on.

Offline Shoryunator

  • Initiate
  • **
  • Posts: 41
  • Country: Netherlands nl
  • Last Login:October 25, 2016, 04:33:08 AM
Re: Amount of super bar at start
« Reply #2 on: December 26, 2013, 09:20:39 AM »
Thanks for the answer, and could someone be so kind to answer the following questions?
1. Some characters have very fast stun recovering time, how can I change that?
2. Some characters have a different mode when you press start in the select screen, how can I disable that?

Offline Cyanide

  • MUGEN Content Architect
  • *****
  • Posts: 813
  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: Amount of super bar at start
« Reply #3 on: December 26, 2013, 04:10:31 PM »
As in, they actually go to a stunned state? Normally that's state 5300 if people have coded it into their own characters. (i have established this is generally a bad idea and will no longer do it myself)

Search for statedef 5300, post the changestate triggers at the end of it here so we can see what it's using and advise the best way to change it. Disabling the stun code would be a pain to do properly.

For 2, search for a varset making use of the palno trigger. For example

trigger1 = palno = [7,12]

Set that to null as well, should resolve 99% of it.

Offline Shoryunator

  • Initiate
  • **
  • Posts: 41
  • Country: Netherlands nl
  • Last Login:October 25, 2016, 04:33:08 AM
Re: Multiple Questions
« Reply #4 on: January 02, 2014, 09:01:41 AM »
I have another question (sorry for all these questions :l).
How can I let a character use the hitsparks from the fight file instead of the character's own hitsparks?

Offline DEMONKAI

  • The Visionary and IMT's
  • Contributor
  • ****
  • Posts: 8335
  • Country: United States us
  • Last Login:October 11, 2022, 09:44:18 PM
  • Never limit your vision as a creator!!
    • DTHECHEMIST
    • D THE CHEMIST
    • Demonkai's Mugen
Re: Multiple Questions
« Reply #5 on: January 02, 2014, 02:55:10 PM »
sparkNo =0
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Cyanide

  • MUGEN Content Architect
  • *****
  • Posts: 813
  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: Multiple Questions
« Reply #6 on: January 02, 2014, 09:26:50 PM »
using sparks from the fight file rather than the characters .sff and .air is managed by using the S prefix on the sparkno parameter, so

SparkNo = S100
would use anim 100 from your characters .air

Sparkno = 100
Would use anim 100 (if it exists) from fightfx.air. I assume you know what values you want.

Tags: M.U.G.E.N 
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Justice League Seattle Stage by Vegaz by LightFlare
[September 23, 2024, 12:14:06 PM]


Ancient Gears Stage 1.1 & 1.0 by MatreroG
[September 20, 2024, 11:59:18 AM]


Classic VS : Balrog by ELECTRO
[September 17, 2024, 04:48:07 PM]


Justice League Metropolis Stage by Vegaz by LightFlare
[September 16, 2024, 11:57:49 AM]


Ultimate Mai Shiranui (FF2 & FF3) by nickfurry
[September 15, 2024, 02:27:53 AM]


thunderstrike eric masterson by Blagoy
[September 12, 2024, 02:41:33 PM]


Justice League Gotham Stage by Vegaz by LightFlare
[September 11, 2024, 09:41:42 AM]


Lasombra's IKEMEN Go Interactive Stages' WIP Topic and Releases by Lasombra Demon
[September 07, 2024, 03:06:46 AM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[September 06, 2024, 01:27:09 PM]


Justice League Flash Stage by Vegaz by LightFlare
[September 03, 2024, 10:30:40 AM]

* IMT Calendar

September 2024
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4 5 6 7
8 9 10 11 12 13 14
15 16 17 18 19 20 21
22 23 [24] 25 26 27 28
29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal