Eng


;triggerall = p2bodydist X > 0
triggerall = stateno = [5000,5012]
triggerall = stateno != [130,155]
x = -5

[State -2, 2234]
type = VelAdd
trigger1 = p2stateno = [400,420]
;triggerall = movetype = H
triggerall = time < 12
triggerall = p2bodydist X < 80
triggerall = p2bodydist X > 0
triggerall = stateno = [5000,5012]
triggerall = stateno != [130,155]
x = -6

[State -2, 22340]
type = VelAdd
trigger1 = p2stateno = [400,420]
;triggerall = movetype = H
triggerall = time > 4
triggerall = time < 12
triggerall = p2bodydist X < 80
triggerall = p2bodydist X > 0
triggerall = stateno = [5000,5012]
triggerall = stateno != [130,155]
x = 5

You will need to delete them.

You can also update your character with walking, running and jumping sounds by inserting the following in 1.cns right after [statedef -2]:

[State -2, 34]
type = Playsnd
trigger1 = anim = 20 && animelem = 5
trigger2 = anim = 21 && animelem = 9
value = f20,12
volumescale = 200

[State -2, 34]
type = Playsnd
trigger1 = anim = 21 && animelem = 5
trigger2 = anim = 20 && animelem = 9
value = f20,11
volumescale = 200

[State -2, 34]
type = Playsnd
trigger1 = stateno = 40 && time = 1
value = f5,154

[State -2, 34]
type = Playsnd
trigger1 = animelem = 2 || animelem = 5 || animelem = 9 || animelem = 13
trigger1 = anim = [42,43]
value = f5,150

[State -2, 34]
type = Playsnd
trigger1 = anim = 100
trigger1 = animelem = 2 || animelem = 8; depends on the animation frames
value = f5,320 + random%2
volumescale = 200

Walking, running and jumpimg speeds may seem incorrect as well, they are to be fixed in the header of the 1.cns file.
Just change the values listed below:

[Velocity]
walk.fwd  = 3.25
walk.back = -2.25
run.fwd  = 8, 0
...
jump.neu = 0,-9.5
jump.back = -4
jump.fwd = 4

[Movement]
...
yaccel = .5
...

4. Mugenversion updating.
To change the mugenversion to 1.0 succesfully, you must check all of your character's files for unnecessary z velocities. As said in Mugen 1.0 documentation:
"Search for all vel z and pos z triggers and replace with 0, or otherwise change the logic to omit the check" (mostly unused in MKP)
"Search for all velset instances in the [Statedef ...] sections and remove the third (z) parameter if it exists, e.g. velset = 0, 0, 0 becomes velset = 0, 0"
After changing this you can set the Mugenversion (in character's def file) to 1.0 with getting no errors. after that you can copy some AI sections from any of the fixed characters or write your own AI strings using the AILevel trigger.

5. New system requirements.

To work properly with the battleplan system, your character must have the following animation in his *.air file:

[Begin Action 9100]
9000,2, 0,0, -1

sprite 9000,2 is an icon for battleplan, which must be 48x59.

To work properly with the new VS system, your character must have its VS pose in at least one layer. For that, the VS pose must be placed anew as sprite 9002,0.
The animation for VS pose will be:

[Begin Action 9200]
9002,0, 0,0, -1

To finally make VS system work on your character, you must paste the following at the bottom of *.CNS file

;=============================
[Statedef 19100]; VS screen
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
anim = 888
ctrl = 0

[State 0, temp]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = intro

[State 0, clear]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = timerfreeze

[State 0, clear]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 0, offset]
type = varset
trigger1 = time = 0
v = 11
value = 146;adjust this value to move your character's VS higher

[State 0, shadow]
type = Explod
trigger1 = time = 0 
anim = 9200
ID = 901
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
bindtime = -1
sprpriority = 6

[State 0, VS]
type = Explod
trigger1 = time = 0 
anim = 9200
ID = 900
pos = ifelse(teamside = 1,-400,720),0
facing = ifelse(teamside = 1,1,-1)
postype = left
bindtime = -1
scale = 0.75,0.75
ontop = 1
ownpal = 1


[State 0, end]
type = selfstate
trigger1 = time = 0
value = 19101


To work properly with the stage fatalities, your character must have the following:

in CMD file, right after all commands for special moves or finishers:

[Command]
name = "stage"
command = /$D,x
time = 30

Right before ";Stand block section"

[State -1, stage]
type = selfstate
triggerall = roundstate = 2
triggerall = statetype = S || statetype = C
triggerall = ctrl
triggerall = p2bodydist x < 10 && p2stateno = 9010 && numhelper(6969) > 0
trigger1 = var(50) = 0 && command = "stage"
trigger2 = var(50) = 1 && random%30 < AILevel
value = 4000
1.How it works.
Anytime you insert a blood helper, it displays the blood depending on the stateno you specify.
The sample code looks like this:

[State, blood]
type = Helper
trigger1 = ...; (your trigger, depending on situations)
stateno = xxx; (state number, one of the listed below)
pos = 0, 0 ; (position offset, doesnt work with fixed helpers, see below)
postype = p1; (or p2, specifies player for position offset)
facing = 1; (or -1, specifies the direction of flying blood)

2.Existing helpers.
Group helpers are pre-set groups of blood fragments used in common cases. Most of them only require the stateno to be specified. However if you want to create your custom blood effects (or design blood effects for finishing moves), you can combine the samples in any quantity and variety for different effects.

group helpers:
27 - for punches, combos, etc. (fixed position)
28 - for uppercut and/or roundhouse (fixed position)
29 - same but shorter, less blood
30 - for jumpkick
31 - same as roundhouse, adjustable offset (defaults are 50, -90)

bones:
6900 - all bones exploding (for brutality)
6901 - skull
6902 - ribcage
6903 - left arm
6904 - right arm
6905 - left foot
6906 - right foot
6907 - bone
6908 - bone with meat
6909 - meat with small bone

notable blood samples (adjustable):
7150 - for moves like Scorpion's spear, slashes etc.
7200 - simple blood fragment flying randomly
7201 - blood splat on ground
7202 - blood fragment falling straight down
7220-7224 - blood fragments (like 7200) with varying speed

blood samples, used for fatalities:
7400 - blood fragment for slashes like Baraka's shredder move
7410 - long blood trail for moves like Scorpion's slice fatality
7420 - swinging blood fragment for strong roundhouse moves
7430 - blood spilling for moves like Jax arm rip
7440 - blood explosion
7441 - three blood explosions in a horizontal row
7442 - three blood explosions in a vertical row
7443 - small blood pool (after decapitation etc.)
7444 - bigger blood pool
7450 - blood sphere falling down (torso rip etc.)
7460 - blood spilling upwards (good for decapitations)

7470 - mk2 head fragment
1. Why is it needed.
For testing/trial purposes, the released characters have their finishers with the easiest commands possible.
However when you try to bring back their original (classic) inputs for finishers, sometimes it just doesn't work.
In easiest cases there's just not enough time specified for the long command:

[Command]
name = "command"
command = X,X,X
time = YY

In most cases 10 ticks is enough for one button, so if a command consists of three buttons, optimal time will be 30.
In other cases time is not the reason since characters may enter some basic states like block or jump, where the specified trigger are harder or impossible to work.

Here are your basic triggers:

triggerall = statetype = S
triggerall = ctrl = 1
triggerall = roundstate = 2
trigger1 = command != "run"

2. If a command has the Up button in it. Character may enter the jump state where statetype is not S or even ctrl is turned off. For this situation the triggers will need some changes:

triggerall = statetype = S || statetype = A
triggerall = (ctrl = 1 && statetype = S) || stateno = 40 || (stateno = 50 && time < 3)
triggerall = roundstate = 2
trigger1 = command != "run"

if you want the move to work in block, use next line updated:

triggerall = (ctrl = 1 && statetype = S) || stateno = 40 || (stateno = 50 && time < 3) || (stateno = [120,159])

3. If a command has the Run button in it and doesnt work, it just needs you to delete the following line:

trigger1 = command != "run"

4. If a command is long, has the Down button in it and doesnt work 100% clear. Character may enter crouching state for some time, so the changes you need:

triggerall = statetype = S || statetype = C
triggerall = ctrl = 1
triggerall = roundstate = 2
trigger1 = command != "run"

5. If a command has the Block button in it, you need to make your move possible after entering the blocking states:

triggerall = statetype = S
triggerall = ctrl = 1 || stateno = 120 || (time < 7 && stateno = [130,139])
triggerall = roundstate = 2
trigger1 = command != "run"
Уведомление