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IMT Main => M.U.G.E.N Help => Topic started by: parham on April 29, 2017, 02:12:29 AM

Title: stage fatality mortal kombat mugen (solved)
Post by: parham on April 29, 2017, 02:12:29 AM
Hello everyone. This is my first post. Last week I learned how to work with mugen, so i'm a beginner. Now there is a problem which i don't know how to fix!

The problem is:

I just *converted cammy from street fighter the movie to a mkp character (*just changed the size and added dizzy codes). I can perform fatalities and also stage fatalities on her. But...
For example, in the dead pool stage: while doing the stage fatality, she does not disappear while falling into the pool and instead, she makes a clone out of herself right above the pool and just stands there looking. (State 0). I think it is related to the pits but i don't know how to code it. Copy pasta didn't work. Or in bell tower, she falls down but then disappears and the screen goes up and black.

Any help would be appreciated.
Title: Re: stage fatality mortal kombat mugen
Post by: parham on April 29, 2017, 04:19:13 PM
I used debug and boom... the helper for the other character catched my eye. I tested the converted character and saw no helper so copy pastaaaaa...
Here are the codes for the deadpool stage that fixed the CLONE bug. I hope they help people that face the same problem like me.


[State 9000, 1]
type = Explod
trigger1 = time = 0
anim = F3000
postype = p1
pos = -6,23
bindtime = 1
scale = 1,0.8
sprpriority = -4
ownpal = 1
trans = addalpha
alpha = 256,50+200*(var(11) = 1)

[State 9000, 1]
type = Explod
trigger1 = time = 0
anim = F3001
postype = p1
pos = -6,23
bindtime = 1
scale = 1,0.8
sprpriority = -6
ownpal = 1
trans = addalpha
alpha = 256,50+200*(var(11) = 1)

[State 9000, 1]
type = helper
trigger1 = time < 8
stateno = 4103
facing = ifelse(abs(helper(6969),parentdist x) > 380,1,1-2*(random%2))
pos = 0,-4*time
postype = p1

[State 9000, 1]
type = varset
trigger1 = time = 7
v = 26
value = 1

[State 9000, 1]
type = velset
trigger1 = time = 8
y = 0

[State 9000, 1]
type = posset
trigger1 = time = 8
y = var(57)

[State 9000, 1]
type = lifeadd
trigger1 = time = 8
value = -9999

[State 9000, 1]
type = selfstate
trigger1 = time = 8
value = 5150

[Statedef 4103]; deadpool splash
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 888

[State 9000, 1]
type = varset
trigger1 = time = 0
v = 11
value = gametime%3

[State 9000, 1]
type = varset
trigger1 = time = 0
v = 12
value = pos y+25

[State 9000, 1]
type = Explod
trigger1 = time = 0
anim = F3002
ID = 301
postype = p1
pos = 0,0
bindtime = -1
removetime = -1
scale = 1-0.2*var(11),1-0.2*var(11)
sprpriority = -4
ownpal = 1
trans = addalpha
alpha = 256,50+200*(parent,var(11) = 1)


[State 9000, 1]
type = veladd
trigger1 = time = 0
x = 1+0.3*(random%7)
y = -4-random%5

[State 9000, 1]
type = veladd
trigger1 = time > 0
y = 0.3

[State 9000, 1]
type = removeExplod
trigger1 = pos y > var(12)
ID = 301

[State 9000, 1]
type = Explod
trigger1 = pos y > var(12)
anim = F3003
postype = p1
pos = 0,0
bindtime = 1
scale = 1-0.2*var(11),1-0.2*var(11)
sprpriority = -4
ownpal = 1
trans = addalpha
alpha = 256,50+200*(parent,var(11) = 1)

[State 9000, 1]
type = destroyself
trigger1 = pos y > var(12) && vel y > 0

[Statedef 4104]; deadpool skeleton
type    = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 888
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