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;A'ight, maggots. You wanna know what makes ;An army outta single people?

It requires them ;to merge together and fight with PASSION! ;Fighting side by side, they shall. And ;for freedom, their cause! ;============How to give your character the Army Feature======= ;Contents ;What is Army Feature? ;What do I do first? ;Step 1: Army Spawn Source and state -3s ;Step 2: The Common state and pointer ;Step 3: life bar loss and fading out ;Step 4: Spawn Source Animation ;Known Bugs ;Special Thanks! ;=========================What is Army Feature?============= ;Army Feature is something put into characters such as ;Most_Mysterious's Rox Howard clones in which you fight multiple ;clones of one character instead of a linear fight against one. ;This code doesn't necessarily need to be used to create ;clones of a character. You can also make large varieties ;of enemies as well, and lots of other fun things :P ;=========================What do I do first?============= ;First, go into your character's constants and change his/her ;defense stat to 100 for accuracy's sake. If you want, you ;may change their other stats too, but defense is the most ;important ;=============================Step 1===================== ;-------------Army Spawn Source and state -3s------------;Copy all of the below (until you reach step 2) and ;put it at the bottom of the character's CNS file ;You may want to read some of it in case you want to customize ;certain parameters [statedef -3] [state -3] type = changestate ;forces the actual fighter to serve as a spawn mechanism trigger1 = !ishelper trigger1 = stateno != 95673 trigger1 = roundstate = 2 value = 95673 [State -3, ScreenBound] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 ;makes it so the screen doesn't move based on the spawn source, allowing you to see in vertically large battlefeilds ignorehitpause = 1 persistent = 1 [State -3] type = Turn ;a simple fix so the troops will face their foe triggerall = p2dist x < 0

trigger1 = ctrl ;this right here is modifiable. It determines how much ;life is depleted from the bar when a troop is defeated [state -3] type = lifeadd trigger1 = var(21) value = -100 ;change this to whatever amount you like [state -3] type = varset trigger1 = 1 ;autosets this variable to zero so the bar doesn't go down complete ly when a troop is defeated v = 21 value = 0 ;This stuff here is the reason for the glitches, but ;it's the quickest solution I could think of at the ;time. It removes worse glitches though, so be happy [state -3] type = changestate trigger1 = win trigger1 = !ishelper value = 0 ctrl = 1 ;same as the above [state -3] type = changestate trigger1 = lose trigger1 = !ishelper value = 5150 ctrl = 1 ;same as two above [state -3] type = ctrlset trigger1 = roundstate > 2 value = 1 ;you get the picture [state -3] type = selfstate trigger1 = roundstate > 2 value = 0 ctrl = 1 ;Note that if your character already has this state, ;you'll need to change it up a little [statedef 95673] type = S ctrl = 0 movetype = I physics = N anim = 95673 [State 95673, PosSet] type = PosSet trigger1 = enemy,screenpos x <= 160 x = 500 ;Makes the spawn source all the way in a corner to prevent certain probl

ems y = -500 ;makes the spawn source unviewable [State 95673, PosSet] type = PosSet trigger1 = enemy,screenpos x > 160 x = -500 ;Makes the spawn source all the way in a corner to prevent certain prob lems y = -500 ;makes the spawn source unviewable [State 95673, Helper] type = Helper triggerall = roundstate = 2 trigger1 = numhelper(127) < 4 ;determines how many characters can be onscreen (f our). Change this to whatever you like trigger1 = gametime%300 = 0 ;determines rate of character spawn trigger2 = numhelper(127) = 0 ;makes the character spawn when no more are on the feild change this to negative one if you want no auto spawn, or remove it compl etely so you ALWAYS have the maximum amount of troop on the screen. helpertype = player name = "Clone" ID = 127 stateno = 83645 pos = random%200 - random%200,0 ;makes the character drop onto a random position postype = p1 facing = 1 keyctrl = 1 ownpal = 1 [statedef 83645] [state 83645] type = lifeset trigger1 = 1 value = 100 ; this is how much health the troop starts with. Change it if you li ke. If you want the character to have more than the maximum health, you'll need to increase the character's life in the constant file, than come back here and s et it again [state 83645] type = changestate trigger1 = life > 0 value = 50 ;makes the character fall from the sky ;----------------------------End of step one------------;=========================STOP COPYING!!!!!!!!=========== ;-----------------------------Step 2--------------------;===============The Common state and pointer============= ;NOTE: if your character already has a "common" state file, ;then skip this part, and go to step 3 ;Copy and paste the Common1.cns file in your Mugen data folder, ;and paste it into the character's folder. Next, you must ;rename it to something like this ;ILikeJam.cns ;then add this to the character's DEF file

;Note, the name is only an example, but you can use it ;if you like ^_^ common = ILikeJam.cns ;--------------------------End of Step 2--------------;=============life bar loss and fading out============= ;-----------------------------Step 3------------------;Go into your character's Common states and paste these ;under their statedef 5150 (search for it using Ctrl + F) ;What I mean by under the statedef 5150, I mean EVERYTHING ;under the statedef 5150 until you have an empty line of space [state 5150] type = parentvarset trigger1 = time = 0 v = 21 value = 1 ;this makes the life go down when an opponent is defeated [State 5150, Trans] type = Trans ;this makes the character "fade away" trigger1 = 1 trans = addalpha alpha = 256-time*4,256 + time*4 [state 5150] type = destroyself ;This makes the character dissappear entirely to make room fo r more characters trigger1 = time = 64 ;--------------------------End of Step 3--------------;-----------------------------Step 4------------------;====================Spawn Source Animation============ ;This part is easy, just open your character's AIR file ;using notepad and copy and paste this in there ;Invisible [Begin Action 95673] -1,-1, 0,0, 1 ;=========================End of Step 4============ ;If you have any problems doing this, DON'T BE AFRAID! ;Let me know so I can help you out. I'm not here to ;simply give you a code and that's it, I'm here to ;improve it and let you have fun afterwards, since ;NeoKamek appears not to be... no offense ;=========================End of tutorial========== ;====================Known Bugs==================== ;Before the start of the round, the Army team might attack ;you first. This problem is less glaring when you skip ;the intros. ;Being put into a custom state before the round starts ;may cause you to be defensless afterwards. Simply get ;hit by an attack that doesn't put you in a custom state ;or guard an attack to be able to attack again

;At the end of the round, you may get stuck in a custom state. ;This will last for about half a minute and then the round ;will end. No big deal :P ;------------------Special Thanks-----------------;Creaters of Army feature ;Most_Mysterious: For creating the Rox Howard Clones ;NeoKamek: For expanding upon Most_Mysterious's idea ;Thank you for inspiring me to go out and kick some ;butt in mugen and develop my own code for Army feature ;Friends of Markyjoe1990 ;Ampchu ;FloofieKun ;Dragonkenji ;GhostSonic ;legoman727 ;WhooshingKnight ;LightMatt ;Speedy9199 ;GigaBowserX ;ShinRyuu82 ;FireKong89 ;wiebowappo ;Thank you all for being my buddies since the time you ;met me! You're all super awesome! ^_^ ;If I haven't listed you, you either aren't a friend ;or you and me just started

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