Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Mugen 1.0 Upgrade => Topic started by: NX-MEN on October 14, 2011, 11:49:34 AM
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Hi guys i have 2 mugen 1.0 problems:
I use the blue screenpack
1. Emma Frost bug : when it has low life it says "Danger" and is repeated all the time
2. My classic jonny cage isnt supported by mugen 1.0
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Hi guys i have 2 mugen 1.0 problems:
I use the blue screenpack
1. Emma Frost bug : when it has low life it says "Danger" and is repeated all the time
2. My classic jonny cage isnt supported by mugen 1.0
1) I think that's a general char problem that happens at times. She probably needs an update.
2) What is the error message?
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1) ok
2) Error message: Can't open cage_pal_1.act (verde)
Error loading chars/cage/cage.def
Error loading p1
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send over the char We'll patch it right up! :thumbsup:
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send over the char We'll patch it right up! :thumbsup:
hey AC,would you mind to make a tutorial or something? I searched for a good tutorial,but i'm such a slow learner,and my english is kinda bad :( I have a lot of chars who doesn't work on 1.0.would you help me,friend?
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Here u go Acey:
http://www.mediafire.com/?khh1j8r7l97v4g9 (http://www.mediafire.com/?khh1j8r7l97v4g9)
Thanks for the help!!
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Open Cage.def
Find this:
pal1 = cage_pal_1.act (verde)
pal2 = cage_pal_2.act (rojo)
pal3 = cage_pal_3.act (azul)
pal4 = cage_pal_4.act (gris)
and replace it with this:
pal1 = cage_pal_1.act
pal2 = cage_pal_2.act
pal3 = cage_pal_3.act
pal4 = cage_pal_4.act
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Thanks a lot dude!!!
I found the solution code for emma but dont know in which file to put it in and what to change
;---------------------------------------------------------------------------
[State -2, pressstart]; - mvsc2 screen pack
type = Explod
triggerall = var(20) != 0 && roundstate < 3 && var(17)>=10
trigger1 = (gametime%60)= id && life != 0
id = 8620
anim = f220
pos = ((enemy, id)<id)*160, (id - 32)*2
postype = Left
removetime = 30;-2
bindtime = -1
sprpriority = -1
ownpal = 1
ontop = 1
scale = 0.5,0.5
[State -2, acertou a parede - som]
type = playsnd
triggerall = numtarget!=0
trigger1 = target, statetype = A && target, movetype= H;
trigger1 = target, backedgedist < 2
trigger1 = target, anim= 5030 || target, anim= 5035
trigger1 = numexplod(8250)=0
trigger1 = target, vel x < 0;movehit &&
persistent = 0;1
value = f7+(var(17)>=10),(target,vel x > 7)+(target,vel y > 7)
volume=255
ignorehitpause = 1
[State -2, acertou a parede]
type = Explod
triggerall = numtarget!=0
trigger1 = target, statetype = A && target, movetype= H;
trigger1 = target, backedgedist < 2
trigger1 = target, anim= 5030 || target, anim= 5035
trigger1 = numexplod(8250)=0
trigger1 = target, vel x < 0;movehit &&
id = 8250
anim = f70;8250
pos = -(target,const(size.air.back)),(target,const(size.mid.pos.y))
postype = P2
removetime = -2
bindtime = 1
;sprpriority = 1
ownpal = 1
ontop = 1
persistent = 0
ignorehitpause=1
;=======================================================
;Contagem de combo
;=======================================================
[State -2, VS_Combo]
type = VarSet
trigger1 = var(13) >= 3
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
var(1) = 1+(var(13)>4)+(var(13)>5)+(var(13)>7)+(var(13)>9)+(var(13)>29)+(var(13)>49)+(var(13)>69)-(var(13)=-1)
ignorehitpause = 1
[State -2, Danger]
type = VarSet
trigger1 = var(18) !=1 && roundstate=2 && life = [1,250]
var(1) = 9; * (var(13)=-1)
ignorehitpause = 1
; sound First attack
[State -2, sound2]
type = PlaySnd
triggerall = var(13)=-1; && (movehit||p2stateno = [5000,5899]);
triggerall = NumExplod(8701) =0; && var(1)=0
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger1 = var(1)=9 && var(18)=0 && life > 0; && roundstate=2
persistent = 0;1
value = f230,0;Var(1)(Var(1)!=0))
volume=255
ignorehitpause = 1
; Combo sound
[State -2, sound]
type = PlaySnd
trigger1 = NumExplod(8701) =0; && var(1)!=0
trigger1 = var(13)=0 && var(1)!=0
persistent = 0;1
value = f230,Var(1);(Var(1)!=0))
volume=255
ignorehitpause = 1
[State -2, esquerda]
type = explod
trigger1 = var(13)=0 && var(1)!=0
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = var(1)=9 && var(18)=0 && life > 0; && roundstate=2
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = f(230 + var(1))
;anim = f(231+(var(1)>4)+(var(1)>5)+(var(1)>7)+(var(1)>9)+(var(1)>29)+(var(1)>49)+(var(1)>69))
ID = 8701
postype =left
pos = 0,80;130;82
ontop = 1
bindtime = -1
removetime = 60;90
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1
[State -2, direita]
type = explod
trigger1 = var(13)=0 && var(1)!=0
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = var(1)=9 && var(18)=0 && life > 0; && roundstate=2
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = f(240+ var(1));8011;8720;
ID = 8701
postype =right
pos = -1,80;130;82
ontop = 1
bindtime = -1
removetime = 60;90
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1
[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time=0;animelemtime(1)=0;-1
trigger1 = enemynear, Hitshakeover=0;PauseTime = 1
trigger1 = p2stateno = 8000 || p2stateno = [5000,5899]
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
;trigger1 = p2movetype=H && p2stateno != [120,170]
var(13) = 1 + (var(13)=-1)
ignorehitpause = 1
[State -2, VS_Combo]
type = VarSet
;triggerall = numexplod(8701)=0
trigger1 = var(13)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(13)=-1 && stateno = [5000,5899]
var(13) = 0 - (roundstate<2)
ignorehitpause = 1
[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(13)=0
var(1) = 0
ignorehitpause = 1
[State -2, score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 8000 || p2stateno = [5000,5899]
trigger2 = var(13)=-1 && (movehit || p2stateno = 8000 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(19) = ceil(stateno/5)*var(13)+(moveguarded)+(var(13)=-1)*500
ignorehitpause = 1
[State -2, normaliza score]
type = Varset
triggerall = numpartner=1
trigger1 = var(19)< partner, var(19)
var(19) = partner, var(19)
[State -2, zera Danger]
type = VarSet
trigger2 = var(18) = 0 && life <= 250
trigger1 = var(18) = 1 && roundstate!=2
var(18) = (roundstate>1)
ignorehitpause = 1
[State -2, zera first attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit;var(13) = -1 &&
trigger1 = partner, var(13) != -1; && partner, movehit
var(13) = 0
ignorehitpause = 1
[State -2, score helper]
type = helper
stateno = 8600; helper
trigger1 = var(20)=0 && (gametime%10)=0;
pos = 0,0
postype = left
bindtime = -1
ID=8600
ownpal = 1
name = "Score"
ignorehitpause=1
[State -2, p2 acertou o chão - destroços]
type = Explod
id = 8264
triggerall = numtarget!=0 && var(17)>=10
trigger1 = target,stateno= 5100;
trigger1 = target,time= 1;
trigger1 = target,sysvar(1)>14
anim = f64
postype = P2
removetime = -2
bindtime = 1
sprpriority = 2
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1
vel=0,-2
accel=0,0.15
[State -2, p2 acertou o chão - solo]
type = Explod
triggerall = numtarget!=0 && var(17)>=10
trigger1 = target,stateno= 5100;
trigger1 = target,time= 1;
trigger1 = target,sysvar(1)>14
;id = 8263
anim = f63
postype = P2
removetime = -2
bindtime = 1
sprpriority = -4
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1
[State -2, p1 acertou o chão - destroços]
type = Explod
;id = 8264
triggerall = var(17)>=10
trigger1 = stateno= 5100 && time= 1;
trigger1 = sysvar(1)>14
anim = f64
postype = P1
removetime = -2
bindtime = 1
sprpriority = 2
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1
vel=0,-2
accel=0,0.15
[State -2, p1 acertou o chão - solo]
type = Explod
triggerall = var(17)>=10
trigger1 = stateno= 5100 && time= 1;
trigger1 = sysvar(1)>14
;id = 8263
anim = f63
postype = P1
removetime = -2
bindtime = 1
sprpriority = -4
ownpal = 1
;ontop = 1
persistent = 0
ignorehitpause=1
[State -2, contador de tempo]
type = varset
trigger1 = roundstate=1
trigger2 = roundstate=2
var(0)=(var(0)+1)*(roundstate=2)
This is by aa250!!
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Open Cage.def
Find this:
pal1 = cage_pal_1.act (verde)
pal2 = cage_pal_2.act (rojo)
pal3 = cage_pal_3.act (azul)
pal4 = cage_pal_4.act (gris)
and replace it with this:
pal1 = cage_pal_1.act
pal2 = cage_pal_2.act
pal3 = cage_pal_3.act
pal4 = cage_pal_4.act
Cage solution can also be solved this way:
pal1 = cage_pal_1.act ;(verde)
pal2 = cage_pal_2.act ;(rojo)
pal3 = cage_pal_3.act ;(azul)
pal4 = cage_pal_4.act ;(gris)
The semicolons let the engine know to ignore following information on that line, that way you can use it for descriptive purposes, like in case you forgot what colors the pals are, you can go to the .def and look.
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state-2.cns file you'll find similar code and you can just change it wit hte new code.
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Thanks a lot guys!!!