hey i know this isn’t a request forum but could anyone hook me up with a gracy
character i’ve looked for her and i’ve found 2 sites with her i forget which ones but both sites the dl was down…could some one email me her? nameless619@yahoo.com i’d really appreciate it…
The character creator put in the silence on purpose. I don’t remember if NGBC had music silence during the winning poses, but the silence seems necessary for the intro. Strangely, he uses the same code for both (I’ve only checked Marco):
[State 1]
type = AssertSpecial
;triggerall = Win
trigger1 = RoundState != 2 && RoundsExisted = 0
trigger2 = RoundState >= 3 && RoundsExisted != 0
flag = nomusic
The code basically reads:
trigger1 = RoundState != 2 && RoundsExisted = 0
If the game is not at the state where characters are intended to fight (RoundState != 2) and (&&) it’s the first round (RoundsExisted = 0), then disable background music (type = AssertSpecial; flag = nomusic).
trigger2 = RoundState >= 3 && RoundsExisted != 0
If the game is at a state beyond where characters are intended to fight (RoundState >= 3) and (&&) it’s the second or higher round (RoundsExisted != 0), then disable background music (type = AssertSpecial; flag = nomusic).
If you want to disable the sound pause for the ending and not the intro, open Marco_nbc.cns in notepad, find that section of code (search tab, find “nomusic”), then replace the above code with this:
[State 1]
type = AssertSpecial
trigger1 = RoundState < 2 && RoundsExisted = 0
flag = nomusic
Hey guys i’m a mugen newbie. I’ve learned how to download and install characters, stages, and stage music into the default mugen setup.
However i’m running into trouble when it comes to custom screenpacks and getting them to function right. For some screen packs i have to delete the current mugen files in the “data” folder first, and then add the screen packs data files to them. For others i have to leave default data files in when adding the data files from the screen pack…anyway…
One screenpack i’m trying to figure out right now is the “EVE Battle: Everything Vs Everything”. I choose it because of its large roster select screen. But one of the problems i’m having is: How in the hell do i get past that stupid “Category” screen, and onto the actual character select? I always hit that screen with a list of groups(SNk,capcom,mech) and then CANNOT go any further…
Anyone use that EVE Battle screenpack? Suggestions please.
I recently started coding stages, check out my website for a couple of my creations.
Right now i’ve started using the World Warriors X screenpack. Seems cool and i’ve got most of it worked out. But how would i add music to the character select screen&Vs screen? Any suggestions please?
I was wondering the same thing for a while. But just a while ago I found out that the character selection with 804 slots is in a folder in your data folder called “EVEvolve”, and if you replace the Select and System def files in that folder with the ones in your main data folder, you should be able to use that character select screen. Or you can just read the read me file in the “EVEvolve” folder.
Just make sure you make a copy of the characters in your Select def file, so you won’t have to re-type everything.
I’ve been trying to adjust a character named Gradriel to work on WinMugen. After some researching and work, the character’s almost ready. I just need to figure out how to fix the following:
Error parsing trigger1, 1
Error parsing [State -2]
Error in [State -2]
Below is the section of the cns file that pertains to the error.
[Statedef -2]
;A|A
[State -2]
type = Helper
trigger1 = numhelper(7000) = 0
trigger1 = numhelper(7100) = 0
trigger1 = stateno = 0
helpertype = normal
id = 7000
name = "arel"
stateno = 7000
pos = -180
ownpal = 1
;_[W
[State -2]
type = PlaySnd
triggerall = Random >= 200
triggerall = Time = 1
trigger1 = anim = 5000
trigger2 = anim = 5001
trigger3 = anim = 5002
trigger4 = anim = 5012
value = 0, 4
[State -2]
type = PlaySnd
triggerall = Time = 4
trigger1 = anim = 5100, 5161
value = 0, 4
;Wv,n
[State -2]
type = PlaySnd
triggerall = time = 10
trigger1 = stateno = 40
value = 2, 2
[State -2]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 105
value = 2, 2
[State -2]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
trigger3 = stateno = 245
value = 2, 1
What am I missing!?
the problem is here,
[State -2]
type = PlaySnd
triggerall = Time = 4
trigger1 = anim = 5100, 5161
value = 0, 4
the correct way should be this,
[State -2]
type = PlaySnd
triggerall = Time = 4
trigger1 = anim = [5100,5161]
value = 0, 4
Awesome! Thanks alot that did it.
Thank you. The character works now!
Now I gotta try and fix the character from freezing whenever you backdash.
Awesome! Over the years i’d heard of MUGEN but thought it would be too damned complicated to get working on my own. Its actually pretty easy. Lately i’ve been an addict, downloading and trying out characters.
So much cool original stuff too, like Megaman characters re-made into fighters for Mugen.
At first i was planning to have them on that spiffy World Warriors X screenpack, but now i think i’ll have to go with the EVE battle to hold my collection.
Is there a way to make a character do more damage? I have chrysais frol alins vs predator and he has a roll super that can hit over 100times if you press away from the enemy just as you first conect, but the damage, even from the hardest attack is lest than a hard punch from other characters.
And how do you edit character files to change which buttons do what? I have 2 characters that are 4-button, but their burtons are like this
lp lk
hp hk
I want them kof style without messing up the controls for ALL the other characters in options, like this
lp hp
lk hk
Can someone help?
Go into chars/<The character you want changed> and open their .cns file. Look for this:
[Data]
life = 1000
attack = 100
Change the attack value.
The latest version of MUGEN seems to have made this much easier than before. I have never tried this method yet. Open your character’s .cmd file. Look for the section [Remap]. If it doesn’t exist, make one above the [Command] sections. Assuming your buttons are configured as ABC = LowMidHigh kicks and XYZ = LowMidHigh punches for the other characters, [Remap] would look like this:
[Remap]
x = x
y = a
z = z
a = y
b = b
c = c
s = s
Kyo, long time no see! What have I missed in the scene since I “quit”? I stopped keeping up to date after I lost all my characters, but WinMUGEN has rekindled my interest. Is there any way to get it working with PS2-PC adapters? I used to play on DOSMUGEN with a Gravis Gamepad Pro, but the game doesn’t recognize my adapter or controller.
The Damned: Unfortunately, there is no universal setting for juggle limits. However, you can edit the juggle limit for each individual character in their self-titled .cns file (ex. EvilKen.cns). Make sure that you don’t lower the limit to the point that air moves/supers start whiffing, though. If you want “infinite” combos/juggles, simply change the “jugglecheck =” to 9999. Forgive my lack of clarification, as it’s been years since I’ve tinkered around with this game. Perhaps Kyo can be of more assistance.
Sup again. I never really played attention to character releases, so I don’t know if anything is new. MUGEN Dev. is now merged with MUGEN Guild. New WinMUGEN crack stops the game from ending in 15 minutes. My old characters don’t work well in WinMUGEN. That’s all I know.
I used to have a Gamepad Pro. Worst 10 bucks I ever spent. With WinMUGEN, as long as Windows recognizes your control, it should, too. I used a PS1-PC and PS2-PC (One hates analog stuff and the other hates digital input. Weird.) adaptor at the same time last week in a Babel Sword session. Worked smoothly.
SSJ had it right for the most part. It’s in the [Data] section of the character’s .cns file. Example:
[Data]
life = 1000
attack = 100
defence = 40
fall.defence_up = 50
liedown.time = 40
airjuggle = 99999999
Change airjuggle to whatever you want. There was a bug with “helpers” being used as projectiles with juggling. Some helpers would ignore juggle values since they were technically their own character. Either there will be no change in infinite juggles on certain projectiles, or special work-around coding might be included to make sure they do not juggle. If the latter is the case, the only way to remove it is to check the helpers themselves and edit by hand for each case. This is assuming the bug still exists.
Edit You can also find [Statedef -3] and add this state controller to it:
[State -3]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck
Should I annouce my compliations here from now on?
Thank you so much. Finally I can beat som ass with my boy chrys!
No this thread is fine the way it is.
@ Kyo
I rather code projectiles as helpers anyway and it seems the no jugglecheck Sctrl when asserted fixed a flaw I was having with and edited attack I made for my newer version of Hiryu. Just wanted to say thanks, I learned something new.
“Goes back to coding for now”
Also I wouldn’t mind posting my WIPs here just to show the projects im working on. Dunno if there is a section for that.
Is ther a way for me to fight every charater in my select screen before the game ends? it’s too short in team mode.