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Author Topic: How to remove the round 2 intro in a character?  (Read 1817 times)

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Offline Insert Account Name

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How to remove the round 2 intro in a character?
« on: March 15, 2021, 04:15:58 AM »
Hello everyone. I have a character that has been edited and now I want to remove his round 2 intro. But how do I do that? I've been looking everywhere. No matter state I remove, the intros won't work anymore.



Offline O Ilusionista

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Re: How to remove the round 2 intro in a character?
« Reply #1 on: March 15, 2021, 06:07:27 AM »
Round 2 intro? The only way I know is to modify the state 5900, which happens before the rounds. But you shouldn't remove it

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Re: How to remove the round 2 intro in a character?
« Reply #2 on: March 15, 2021, 06:27:41 AM »
Round 2 intro? The only way I know is to modify the state 5900, which happens before the rounds. But you shouldn't remove it

Is there a way to remove it or modify the state so it won't start the round 2 intro? Either way, it's probably on -2 or the config file.

Offline O Ilusionista

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Re: How to remove the round 2 intro in a character?
« Reply #3 on: March 15, 2021, 08:24:42 AM »
The thing is: there isn't a hardcoded "Round 2 intro". The way you do this is by changing the state 5900.
If you take a look at your common1.cns, you will see this:

Code: [Select]
;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

That state happens before any round, so this is why there is a code to reset the variables.

Take a look at your state 5900 - remember that if you can override states in Mugen, so if your char has a state 5900 in any .cns file, Mugen will read it instead of the common1.cns under data folder - and see if there is any animation change.

In RMM Pharaoh Man, for example, I use an animation between the rounds, so its a simple changeanim:

Code: [Select]
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !time
value = 5900
persistent = 0

You can do some cool things there. For example, in the next RMM build, Quint will execute a custom animation during that state if he loses the first round - because he dies on the first round and travel back in time for the second round.

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Re: How to remove the round 2 intro in a character?
« Reply #4 on: March 15, 2021, 08:48:49 AM »
this is difficult for me. :-@ :( :-w


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Re: How to remove the round 2 intro in a character?
« Reply #5 on: March 18, 2021, 06:36:17 AM »
Thanks for the help Ilu. Unfortunately, I didn't find it. Too difficult to fix it. Not your feedback, but the character itself. The Japanese guys just made us to difficult to make a normal CNS file. Thanks anyway.

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