mugen changeanim. In the states where it needs to loop and is not an explod. mugen changeanim

 
In the states where it needs to loop and is not an explodmugen changeanim 0 and above

type = changeanim trigger1 = animtime = 0 value = 0 But neither of those 2 chars (Raoh and Shin) won. Everything that I caught has been said, but I'd also like to add that the animation for both forms's close heavy punch is wrong. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. 57 followers. You have much time in your hands. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12058 times) Started by Ricepigeon, October 20, 2015. Orochi Herman: MUGEN Creator, Producer Video Editor and Web Programmer And possibly more other shady things lolThe char I am working on has two stand animations, of which can be chosen in the config text document. For example: ;Got Hit [statedef 4000] type = A movetype= H physics = N anim = 5150 velset = 0,0 [state 2200] type = changeanim2 trigger1 = !time ;anim = 5150 value = 4000 or [state 2200] type = changeanim2 trigger1 = time = 0 value = 4000 That may be the only problem; you might just have to use a more specific trigger. The Mugen Fighters Guild. What's done so far: Bishamon/Oboro Bishamon mode change. If you were using a "command. You can try the "persistent = 0" in the ChangeAnim or "trigger1 = anim != (the action number)". trigger1 = var(0) = 1. U. The 'F' prefix is optional: if included, then the animation is played back from fight. Format: GameHeight. To send it back to the start. " Some Variable Tips 1. def with any text editor such as notepad for example. elemno = var (yaddo) where yaddi is the number of the yadda animation and yaddo is a variable where you put the element number. Re: Need help on adding aura effect on a character. 0 is specified by the GameWidth and GameHeight parameters in mugen. trigger1 = AnimTime = 0. The Mugen Fighters Guild. So here's my first real MUGEN project, Bishamon/Oboro Bishamon! My edit from 3ha's Bishamon and E-FRY's Oboro Bishamon. If omitted, removes all explods owned by the player. trigger1 = Vel Y > 1. the end of the action has been. the bonus char is still missing an ex special and a couple more supers, i will change the voice fx's to something else too. 3. Hm. This includes Terriermon as a limited striker and Guilmon for a Cross-Over Special and MAX Bar Duo Tag Special with Timed Unlimited. the changeanim above works but only uses the first frame of 8002 (it. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12145 times) Started by Ricepigeon, October 20, 2015. You could code something similar. In RMM Pharaoh Man, for example, I use an animation between the rounds, so its a simple changeanim: type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. 0 for no control, nonzero for control. Elem = 1. For example, when making throws, use this to. Email this topic View printable version. 1). trigger1 = target (11121),ishelper! Trigger1 = target (11121),alive! [State 0, TargetState] ; state that change p2 animation If they are dead. (e. Typically, anims like the one you are describing are triggered to change by the trigger "animtime = 0" or "!animtime" (same thing. G. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. The dimensions of the game space at a zoom factor of 1. value = 20041. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form. the velocity thing is too damn tricky, though; this is what i currently have: for a constant velocity we have: distance = speed * time , so to have the distance be the same when time is being divided by an X factor. Mugen just seems to like it better. I'd like to apply ChangeAnim on P2 after hitting P1. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. For example: ;Got Hit [statedef 4000] type = A movetype= H physics = N anim = 5150 velset = 0,0 [state 2200] type = changeanim2 trigger1 = !time ;anim = 5150 value = 4000 or [state 2200] type = changeanim2 trigger1 = time = 0 value = 4000 That may be the only problem; you might just have to use a more specific trigger. E. The Mugen Fighters Guild. BUT what I think. AIR is a text file format that describes a set of animations. here's what. 2. Don't use a variable if you don. In your throw state, the animation will loop until either a ChangeState or ChangeAnim is triggered. Don't use a variable if you don. If it doesn't work properly, try the 3. This will ensure the buffer system can correctly read what the player is inputting at any specific moment in time. zoffsetlink = elem_ID If this parameter is specified, it links the zoffset value to the y-position of a background element with the. Notice how the problem appears in him. If you want to then change from anim 250 to 251, in the same state, you would have another ChangeAnim controller with trigger "trigger1 = anim = 250 && !animtime"!Animtime is exactly the same as "animtime = 0" Animtime represents as a negative value how much time remains before the animation ends. 3. E. buffer. 5, players no longer are required to buy a raid ticket to enter. In M. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. 暇だから初心者の自分が講座を書く. type = ChangeAnim trigger1 = command != "holdup" trigger1 = command != "holddown" trigger1 = Anim != 1900 value = 1900 You have this. The commands involve facing. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper. time" to 1. State -1 generally contains state controllers that determine state transition rules based on user input (commands). 2. Cyberdyne. #4 12 years ago. so far it is 100% effective. E. to make it slower do the other way around smaller. 1] MUGEN Techniques 11 - Animation Acquisition Technique: Anim Acquisition Purpose: Discover. RenamonD V2 (Done!) #1 12 years ago. Value = anim. The mugen standards for these animations numbers are similar to the sprite groups listed above. This is the line you have to add to modify the sprite scale; "scalestart = 0. The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger1 = helper(941),FrontEdgeBodyDist <= 0. Hey what's up? This is Ace and welcome to the third video of my MUGEN character creation tutorial. I know this is what i have to do, but using the coding i know is not having any effect. value = 4000. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. Memo. Mugen Tutorial - Throws. The Mugen Fighters Guild. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. (59)<=0; This is a trigger. Estoy siempre listo para un desafío. Type = changeanim. Everything M. So here's the tricky part Animelem = 2, AnimElemNo (0) = 2, and AnimElemTime (2) = 0 are almost exactly the same thing. air file. Don't take me wrong, it is a nice try, just not the holy grial of. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. You have a massive problem if. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. [State 1200, Vel] type=velset. Play with the settings, it's really fun. I would put everything in that's it's own little chunk. G. But IIRC if you do a focus in SF4 and the opponent jumps over you tapping back back still dashes backwards. You may need an ignore hit pause at the bottom of each one. 4. 0), the portrait will get the new palette (with yellow hair). N Clash Mash 1. So your stand animation would = 0 and the transformer stand animation would be 10000; turn = 5 , transformed turn =10005 etc. The number of frames in KOF is 2 (with the last frame at time = -1), but I believe that this is a looping anim in JJBA. ChangeAnim2 is like ChangeAnim, except this controller should. 1 month bus transit pass: $85. Set the ChangeAnim value to your desired animation. For "defeat" sound, you don't need any MUGEN code, you may just add or change your Group#11&Index#0 to your . U. In M. persistent has a default value of 1, meaning that the controller is activated. E. air file. say Balrog claws at me with light punch and its 2 frames long, it seems to use my sound on each frame. MYTHOS CHARACTERS CAN NOW BE USED WITH ANY OTHER MUGEN CHARACTER!! R7. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Thunderbert said, 8 years ago. Id just make a new anim though. U. There currently exists a small bug in the DestroySelf SCTRL that, when called by a helper that has a target, usually a helper-based projectile that hit. So awhile back, i must have edited something on my character but i cant remember what it is. Sounds, helpers, explods, even changeanims. Begin Action Number 0 is the stance, Begin Action Number 200 is Light Punch. Code: trigger1 = AnimTime = 0. For example, when making throws. Im new to the coding scene, and have started getting into mugen a bit. Trinity MUGEN Forum News and Announcements News Kung Fu Girl + All Chars Update; Kung Fu Girl + All Chars Update. The MUGEN Docs Master Thread. Let me know if any of this is too confusing, or if anyone can explain this in a simpler way than have I. Find games tagged Anime and mugen like The Jump Ultimate Stars Of The Battle VER. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Then you must be triggering ChangeAnim repeatedly instead of once. ChangeAnim2 is like ChangeAnim, except this controller should. ChangeAnim] type = ChangeAnim trigger1 = !Time value = 5150 [State 5150, Screen] type = ScreenBound trigger1 = Anim != 171 value = 0Custom Character Pause Menu. Re. AnimElemNo is comparing your time to the Number of the frame displayed. type = changeanim trigger1 = ishelper(150) value =. MCM これが無いとほぼ不可能です。. movetype= A. Jim Hoffman (Used with Permission) Moss covers this giant sleeping woman like a snug green blanket. The character is sent flying towards the wall. Set the ChangeAnim value to your desired animation. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Replace your two chunks of similar code with this one. to make it so that she DOES work in 1. Set the ChangeAnim value to your desired animation. U. Is there a way to change to airjump anim and keep the normal jump anim the same? ???The Mugen Fighters Guild. io, the indie game hosting marketplace. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. [Timestamps]0:00 Intro0:22 ChangeAnim2:18 ChangeAnim26:2. #12 7 years ago. 2. Also, for some weird reason, my laptop won't use the GPU to run MUGEN but the Intel graphics card, though the game still runs fine for the most part (maybe a littler more image tearing than if run by the GPU). N for animating characters, backgrounds, life bars and more. The Mugen Fighters Guild. I recently added a new attack animation (No hyper). Also, Captain Sword is fixed in some hitdef. ChangeAnim2 is like ChangeAnim, except this controller should. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. trigger1 = root. U. 5 Update! MYTHOS -- Shiruzato's Original Project July 10th 2016, 3:55 am. 0 and above. Open notepad. If ctrl_flag is 0, then the helper does not have access to command input, and does not inherit State -1. Re: character transofrmations #3 November 01, 2007, 07:42:02 PM. enemy(0), name = "char" && enemy(0), authorname = "authorname" might benefit from it. type = ChangeAnim;trigger1 = !animexist(5130);trigger1 = !animexist(5131) trigger1 = Anim = 5131 trigger1 = AnimTime = 0 value = IfElse(SelfAnimExist(5111), 5111, 5110). Why do my characters keep changing their colours is there a way to fix this?This category should contain characters that have appeared in manga (Japanese comics) and anime (Japanese animated series/movies). Locate the PlaySnd that occurs when your desired phenomena occurs. Re. 赤さんのMUGEN部屋; 戯けた暇人の掃き溜め的な何か; ふざけてる人のふざけてる文章; 無限町の小さな工場; 軟骨カレーをmugenで食す; ワーグナーの気ままなブログ; mugenの底ら辺; 純白の制作日記; このブログのページは見つかりません; skeletonの雑記; 風の赴く. value = 1524. - "Iaigiri" & "Iagari Low" does the same damage & has the same range regardless of the punch button strength, same goes with the "Tsuji Hayate" follow up to the "Karame Dama" and the "Kirisute Gomen" throw (I know, it´s a beta, so you will. U. [State 1601, destroyself]. Triggers if the player is not a helper-type character. type = changeanim trigger1 = root, stateno = 230 value = var(0) +1 ;notice that the armor helper animation is next to the attack in the anim file . 0). Then open the system. For example, when making throws, use this to. Triggers every 5th game tick. reached. I know this is what i have to do, but using the coding i know is not having any effect. Re: [SOLVED] How to remove Explod Type State when changing state #4 January 03, 2011, 09:35:08 PM. To send it back to the start. enemy(0), name = "char" && enemy(0), authorname = "authorname" might benefit from it. . It ll simplify my work a lot. 4. Throwing in MUGEN. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to. I tried using Kung fu man as a reference and I haven't learned anything thus far and every tutorial video I watch just shows colors changing and now how to actually /set/ or /add/ palettes. Re: Ryu SFV inspired wip #18 February 24, 2018, 03:46:33 AM. Here are the optional KOF anim standards: 5900 - Counter Wire. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11827 times) Started by Ricepigeon, October 20, 2015. Divide it into 4. trigger1 = time = 0. What's done so far: Bishamon/Oboro Bishamon mode change. trigger1 = helper (941),Movehit = 1. air),; whereas ChangeAnim always changes the player to an action in his; own AIR file. The input from the keyboard/controller is matched up to commands in the Command Definitions, then the State Entry kicks in. 85,0. Greetings guys, this regards my character Punishous. Required parameters;;. (SOLVED) retaining previous custom animation during custom state? (Read 1113 times) Started by Ricepigeon, February 17, 2011, 08:39:59 PM[WIN/1. Depending on the details of what you want to do and on the animations you use, you may not need the variable. Over 2000 tutorials in total. ;Using blank anim with CLSN2 box ignorehitpause = 1 [State H. trigger1 = Time = 50. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. Begin Action Number 0 is the stance, Begin Action Number 200 is Light Punch. y=-4; Changes the character vertical movement to -4 pixels per frame. type = ChangeAnim. You may need an ignore hit pause at the bottom of each one. Time counts how much time has passed. The solution lies on making your CLSNs horizontally large enough so that they fully cover your width (your ground. ChangeAnim2 is like ChangeAnim, except this controller should. ChangeAnim2 is like ChangeAnim, except this controller should. Sadly,. changestate, then trigger with life >= lifemax / 2 as one or required condition, the other trigger might be command != a (or whatever) to make it fill faster, either add bigger number in lifeadd value or add persistent =1. The Mugen Fighters Guild - [SOLVED] Characters special intro. 9. Share this topic:Join date : 2012-08-17. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. View the memberlist. Meal for 2 including drinks at a pub / mid-range restaurant: $100 + service. State -2 contains other state controllers that need to be checked every tick. Trigger1 = animelemtime (last frame number) = 5. cns file, under the crouch. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 8563 times) Started by Ricepigeon, October 20, 2015. In RMM Pharaoh Man, for example, I use an animation between the rounds, so its a simple changeanim:; There isn't anything in the Data group you need to change at this point ; in the tutorial. ITCH. ; ChangeAnim is that ChangeAnim2 changes the player's animation to; an action in the AIR file of the attacker (in this case, kfm. So basically i need help creating a custom pause menu for my characters. Mugenite. Raids is a mode accessible from Neo-Tokyo. Id just make a new anim though. Author Topic: Mugen character flying code (Read 1081 times) 0 Members and 1 Guest are viewing this topic. E. 79 followers. [State 0, ChangeAnim] type = ChangeAnim ;This is so the helpers animation is the exact same as your characters animation. Normal Bishamon. or. The Moss Lady. Copying in some simple stuff isn't enough. If you want to then change from anim 250 to 251, in the same state, you would have another ChangeAnim controller with trigger "trigger1 = anim = 250 && !animtime" !Animtime is exactly the same as "animtime = 0" Animtime represents as a negative value how much time remains before the animation ends. Don't use a variable if you don. Correct times and frmes as needed. [state 2200] type = changeanim2. Add a ChangeAnim that triggers when your HP is less than 40%. Make a test with KFM. type = changeanim trigger1 = root, stateno = 230 value = var(0) +1 ;notice that the armor helper animation is next to the attack in the anim file . Value = anim. Many years before I made DCvM screenpack, today I bring you an updated version with mugenhook and reshade, basecode (Only works with mugen 1. Elem = 1. The dimensions of the game space is specified by the GameWidth and GameHeight parameters in mugen. For N. serpenter. G. how to have two animation in changeanim (Read 2449 times) Started by demongorne, May 21, 2015, 07:36:05 PM. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000,. vVv Ryuko718 Updated 10/31/22 vVvMUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11707 times) Started by Ricepigeon, October 20, 2015. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. Just a butcher on a mission; All of this has already been tested, so far it is 100% effective. Seriously, you're asking really basic questions here. Don't use a variable if you don. Re: Iori Yagami. 6 Mugen free Google Driver link / Free Download. MvC Adict!! Upload Captain Commando in the web page with Hyper Captain Storm fixed. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. air),; whereas ChangeAnim always changes the player to an action in his; own AIR file. 初心者だから気持ちが分かるのさ. type = changeanim triggerall = anim != 4500 <-----This is animation of the character obviously trigger1 = root,anim = 5000 trigger2 = root,anim = 5001 trigger3 = root,anim = 5002 value = 4500 But do understand below the 4500 state def number is the same as its anim number in this situation keyctrl = ctrl_flag (boolean) If ctrl_flag is 1, then the helper is able to read command input from the player (e. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. Also, Captain Sword is fixed in some hitdef. 123 followers [Dragonball] DbzArena by SellimD. The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger1 = helper(941),FrontEdgeBodyDist <= 0. reached. action's looptime, ie. I'd like to apply ChangeAnim on P2 after hitting P1. G. !time means if the time of the state does NOT equal a number other than 0. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Mugen community gone with all that content removed. I would like to add an additional stand animation. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Crouch changes] type = changeanim trigger1 = facing = -1 trigger1 = anim = 5 trigger1 = anim != 10005 value = 10005 Retrieved from. 9, Dragon Ball Z Super Butoden 2, Jus Fighters on itch. Like Dislike : Mr. ini and set bHookAnimatedPortraits. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Both Mugen and Jin accompany Fuu in her search for "the samurai who smells of sunflowers. " Some Variable Tips 1. In the states where it needs to loop and is not an explod. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Create a copy of the system. They were called cheap sometimes . after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. 2. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. trigger1= anim=1200 && animelem=1. Re: Need Help in Add Max-on Mode kof 2002 UM style in my chars !! Shame on you! @ AkiraSenpou: Fighter Factory 3 might be able to tell you what's wrong. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. Steps to change the slot size. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Subject: New release of Ikemen go 99. Normal Bishamon. I'd like to apply ChangeAnim on P2 after hitting P1. Log inFind games tagged Anime and mugen like Koragusu Fighters Project, The Jump Ultimate Stars Of The Battle VER. . You have your first transformation as the main mugen animation numbers. Also learn how to code plzkthx. [State 5150, ChangeAnim2] ; state custom dead animation (I can't find Kyo Hit_liedead state [5150] so I instead try to search for state that has 11,1 snd (death sound) and place this. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 10584 times) Started by Ricepigeon, October 20, 2015. air for some extra; comments. The Mugen Fighters Guild. バスター系の技でバスターやられにはならない技も自力で対応させること. value = 9505 this is the taunt animation [State 9504, 5] type = ChangeState. Also learn how to code plzkthx. N there is no magic button. And even then every state with super armour also requires this. 5; Changes the character horizontal movement to 3. type = ChangeAnim trigger1 = RoundState = 0 value = 192 [State 192, 2] type = AssertSpecial trigger1 = 1 flag = Intro [State 192, 3] type = playsnd trigger1 = animelem = 2 value = s8701, 6 [State 192, 4] type = ChangeState trigger1 = AnimTime = 0The Mugen Fighters Guild. Each MUGEN character additionally has three special states, numbered -1, -2, and -3. Then you must be triggering ChangeAnim repeatedly instead of once. Francis Mawson Rattenbury (11 October 1867 – 28 March 1935) was a British architect although most of his career was spent in British Columbia, Canada, where he designed the province's legislative building among other public commissions. snd MUGEN sound file. RemoveExplod (SCTRLs) Removes all of a player's explods, or just the explods with a specified ID number. The anim in Vertical Spinning is now 5250 -5251 (the chars in MUGEN that have these sprites now recognize that anim), if not, launcher or fall sprites will run with SELFANIMEXIST code. MARVEL VS CAPCOM INFINITE 2020 screenpack by Mazemerald. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. 7K subscribers in the mugen community. So here's my first real MUGEN project, Bishamon/Oboro Bishamon! My edit from 3ha's Bishamon and E-FRY's Oboro Bishamon. N Clash Mash 1. So, i was making a code to make the character changeanim when it hits the opponent. - back dash needs a landing sound. The 'F' prefix is optional: if included, then the animation is played back from fight. 3. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Go to edit>replace and paste it into "find what" box. I think I know of a good way to fix this. If your keyboard doesn't. You could put the opponent into a custom state that does an attack animation and step through the elements with changeanim, then step back through them to “reverse time. ChangeAnim2 is like ChangeAnim, except this controller should. N there is no magic button. I would like to add an additional stand animation. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. For MUGEN 1. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. If you don't even know the very basics of AI, you might want to study that first before even. I think I know of a good way to fix this. [SOLVED] Add 2 Animations "type = ChangeAnim2" at the same time on same statedef (Read 2227 times) Started by delweynes, January 03, 2011, 05:15:53 PMvalue =anim. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. Iori should be 10225 - 6 instead of 10225 - 1 in the same spot. Judging from your screenshot, Iori is currently in his animation 5110, which is the default liedown animation, a required animation (check the common1 file, 5150 uses 5110 if the character doesn't have any liedead animation 5140). Some beta feedback (all tested in MUGEN 1. Detailed steps to reproduce the beh. def. G. command != holdback is also != holdup and holddown. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. ChangeAnim] type = ChangeAnim trigger1 = var(0) = 1 value = 8002 var(0) = 1 means the char will "transform" by changing colors (remappal in state -2) but for a certain state, i want to use another anim when the char has changed palettes. Don't use a variable if you don. value = 4000. ctrl = 0. E. type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim. back to 25 and ground. 7K subscribers in the mugen community. Going to respond to both. The changeanim sctrl has an "elem =" parameter that you can use for this. To count the time until the current animation ends. [SOLVED] Add 2 Animations "type = ChangeAnim2" at the same time on same statedef (Read 2238 times) Started by delweynes, January 03, 2011, 05:15:53 PMMUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11221 times) Started by Ricepigeon, October 20, 2015. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper.