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IMT Main => M.U.G.E.N Help => Topic started by: BLue BoMBeR on June 05, 2010, 03:50:18 PM

Title: about Mgbenz MvC2 Felicia
Post by: BLue BoMBeR on June 05, 2010, 03:50:18 PM
okay, so i downloaded mgbenz's felicia they said that it has 6 buttons, and opened her files... i saw this file "RemStates.txt" and opened it..
it says:

Code: [Select]
=============================================================================
                    REMOVED STATES AND MOVES DATABASE
=============================================================================

This document contains all removed moves of Felicia. They are removed because
are not longer used in MvC2 (She's supposed to be MvC2 style in this version).

How to add them:
----------------
Look for the CMD title in this document, copy the ChangeStates and paste them
just after the normal moves (punches and kicks) and follow the advices in the
felicia.cmd file.

Look for the CNS title and do almost the same procedure, just that you may
paste the Statedefs in felicia_n.cns.

[s]Remember that this is only for your personal use, you cannot redistribute
her with this changes unless you ask MGBenz for that.[/s]

CMD:
----------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
;triggerall = Pos Y >= 0
triggerall = stateno != 191
triggerall = stateno != 192
triggerall = P2BodyDist X < 15
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "x"; || command = "x" && command = "holdfwd"
triggerall = command != "holddown"
triggerall = stateno != 191
triggerall = stateno != 192
triggerall = p2bodydist X < 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200, 205]) && MoveContact
trigger3 = (stateno = [230, 235]) && MoveContact
trigger4 = (stateno = 400) && MoveContact
trigger5 = (stateno = 430) && MoveContact

;---------------------------------------------------------------------------
; Forward Strong Punch
[State -1, Forward Strong Punch]
type = ChangeState
value = 225
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = stateno != 191
triggerall = stateno != 192
triggerall = p2bodydist X < 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200, 215]) && MoveContact
trigger3 = (stateno = [230, 245]) && MoveContact
trigger4 = (stateno = [400, 410]) && MoveContact
trigger5 = (stateno = [430, 440]) && MoveContact

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
;triggerall = Pos Y = 0
triggerall = stateno != 191
triggerall = stateno != 192
triggerall = p2bodydist X > 15
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200, 205]) && MoveContact
trigger4 = (stateno = 400) && MoveContact

;---------------------------------------------------------------------------
; Forward Medium Kick
[State -1, Forward Medium Kick]
type = ChangeState
value = 245
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = stateno != 191
triggerall = stateno != 192
triggerall = p2bodydist X < 20
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = [200, 215]) && MoveContact
trigger3 = (stateno = [230, 235]) && MoveContact
trigger4 = (stateno = [400, 410]) && MoveContact
trigger5 = (stateno = 430) && MoveContact


CNS:
----------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 10
sprpriority = 2

[State 200, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 200, 0]
type = PlaySnd
trigger1 = (AnimElem = 2)&&(random < 300)
value = 5,0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20-var(8)/5, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 13, 10
sparkno = s9998
sparkxy = -10, -50
guard.sparkno = s9057
guard.sparkxy = -10, -50
hitsound = s1+(6*var(12)), 2-(2*var(12))
guardsound = s9, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2.2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 12

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 210

[State 210, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 210, 0]
type = PlaySnd
trigger1 = (AnimElem = 2)&&(random < 300)
value = 5,1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 35, 0
getpower = 20,10
guardflag = MA
pausetime = 13, 11
sparkno = s9999
sparkxy = -10,-65
guard.sparkno = s9057
guard.sparkxy = -10, -65
hitsound   = s1+(6*var(12)),2-(1*var(12))
guardsound = s9, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.5,-1

[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Strong Punch
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 225

; Set up Super Jump Var
[State 40, VarSet]
type = VarSet
trigger1 = AnimElem = 4
var(0) = 1

[State 225, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 200, 0]
type = PlaySnd
trigger1 = (AnimElem = 2) && (random < 300)
value = 5,4

[State 225, Explod]
type = Explod
anim = 9053
trigger1 = (animelem = 4) && (MoveHit)
pos = -20, -80
sprpriority = 3
ownpal = 1

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 30, 0
getpower = 10, 5
guardflag = MA
pausetime = 13, 11
sparkno = s9999
sparkxy = -34,-56
guard.sparkno = s9057
guard.sparkxy = -34, -56
hitsound   = s1+(6*var(12)),4-(2*var(12))
guardsound = s9, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -0.4, 0
air.velocity = -2.5,-2

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Up
damage    = 35
getpower = 20, 10
guardflag = MA
pausetime = 7, 11
sparkno = s9999
sparkxy = -10,-80
guard.sparkno = s9057
guard.sparkxy = -10, -80
hitsound   = s1+(6*var(12)),4-(2*var(12))
guardsound = s9, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.3, -14.5
air.velocity = -1.2, ifelse((enemy, Pos Y > -70), -13.5, -11)
p2stateno = 6300

; Reset Super Jump Var if launcher follow up wasn't entered
[State 40, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(0) = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 10
ctrl = 0
velset = 0,0
anim = 230

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 230, 0]
type = PlaySnd
trigger1 = (AnimElem = 2)&&(random < 300)
value = 5,0

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 25, 0
getpower = 20, 10
guardflag = MA
pausetime = 13, 11
sparkno = s9998
sparkxy = -10,-80
guard.sparkno = s9057
guard.sparkxy = -10, -80
hitsound   = s1+(6*var(12)),0
guardsound = s9, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5.2
air.velocity = -2.5,-1

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Forward Medium Kick
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 20
ctrl = 0
velset = 0,0
anim = 245

[State 245, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 245, 0]
type = PlaySnd
trigger1 = (AnimElem = 2)&&(random < 300)
value = 5,2

[State 245, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 35, 0
getpower = 20, 10
guardflag = MA
pausetime = 13, 11
sparkno = s9999
sparkxy = -10,-62
guard.sparkno = s9057
guard.sparkxy = -10, -62
hitsound   = s1+(6*var(12)),1
guardsound = s9, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-1

[State 245, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

so my problem now is, i tried to edit her cmd/cns and etc etc... and after i done that... shes still has 4 buttons.. and i dont know what to do.. pls help.. im just tired playing her with 4 buttons...
Title: Re: about Mgbenz MvC2 Felicia
Post by: -Whiplash- on June 05, 2010, 04:00:10 PM
Yes, she's four buttons, and I remember editing her to be 6 buttons, If you want, I can just send you mine.
Title: Re: about Mgbenz MvC2 Felicia
Post by: BLue BoMBeR on June 05, 2010, 04:18:48 PM
can you?  [-O<
Title: Re: about Mgbenz MvC2 Felicia
Post by: Tazzer on June 05, 2010, 04:51:19 PM
Will you send her to me also... I'd like to try her out.
Title: Re: about Mgbenz MvC2 Felicia
Post by: Astaroth on June 05, 2010, 05:58:27 PM
yes, could you send her my way as well?
Title: Re: about Mgbenz MvC2 Felicia
Post by: ZeroGX on January 19, 2011, 07:00:08 PM
 :O*D can i please have her also?
shes one of the char 2 make my roster complete
Title: Re: about Mgbenz MvC2 Felicia
Post by: JerJeon on October 03, 2015, 07:56:57 AM
Me to please!!!!! Gomen ne
Title: Re: about Mgbenz MvC2 Felicia
Post by: -Whiplash- on October 03, 2015, 03:34:09 PM
https://onedrive.live.com/redir?resid=19872598C0B4BEC0!75846&authkey=!ACHIgBeYoRVeqYs&ithint=file%2czip

There you go....

please don't bump this topic any more.
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