In 18+ Mugen, there is a insect raper character named "Yarimusi." It is very old character, so maybe this character is outdated. One of Yarimusi's special finishing move is, abducting the victim character to the egg-laying chamber, and laying egg to finish the game. However, whatever character I try, I cannot see the opponent during this finishing move.
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I attached the debug mode screen shot. From lower left of the screenshot, we can see "ACTIONID: 776" and "STATE NO: 6062". From screenshot, you can see that the opponent victim character become invisible.
Inside the Yarimusi.air file, I can see
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;
[Begin Action 776]
-1,0, 0,0, 6000
So I look for State 6062. In this case, I found multiple cns files contains State 6062 keyword. Those are YarimusiB, YarimusiD, YarimusiE, YarimusiF, YarimusiG, YarimusiG2, YarimusiH, and YarimusiHelper cns files. Among them, I can see YarimusiH.cns contains 77 State 6062 contents, and YarimusiG2.cns contains 50 State 6062 contents. Yarimusi.cmd provide following list of files:
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[Files]
Cmd = Yarimusi.cmd.txt ;入力コマンド定義ファイルの登録
Cns = YarimusiA.cns ;基本ステータス情報ファイルの登録
St = YarimusiA.cns ;動作プログラムファイルの登録(最大10個くらい増やせます(St,St0,St1,St2......))
St0 = YarimusiB.cns ;動作プログラムファイルの登録(最大10個くらい増やせます(St,St0,St1,St2......))
St1 = YarimusiHelper.cns ;States
St2 = YarimusiC.cns
St3 = YarimusiD.cns
St4 = YarimusiE.cns
St5 = YarimusiF.cns
St6 = YarimusiG.cns
St7 = YarimusiH.cns
StCommon = common1.cns ;コモン動作プログラムファイルの登録
Sprite = Yarimusi.sff ;複数のPCX画像を1パック化したスプライトファイルの登録
Anim = Yarimusi.air ;アニメーションファイルの登録
Sound = Yarimusi.snd ;複数のWAV音声を1パック化したサウンドファイルの登録
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[State 6062, キャラ消し]
type = AssertSpecial
trigger1 = 1
flag = invisible
[State 6062, アニメ変え]
type = changeanim
trigger1 = time = 120
value = 2012
[State 6062, ]
type = targetState
trigger1 = Time = 120
value = 18210
...
[State 6062,0]
type = Explod
trigger1 = Time = 120
id = 2010
ownpal = 0
sprpriority = -1
pos = 35, -20
postype = p1
bindtime = -1
anim = 2012
removetime = 300
scale = 1.0, 1.0
[State 6062,0]
type = Explod
trigger1 = Time = 120
id = 2011
ownpal = 0
sprpriority = 4
pos = 35, -20
postype = p1
bindtime = -1
anim = 2013
removetime = 300
scale = 1.0, 1.0
[State 6062, キャラ消し]
type = ScreenBound
trigger1 = 1
value = 0
[State 6062, 位置変更]
type = TargetBind
trigger1 = time = 120
pos = 49, -49
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 6 || AnimElem = 7 || AnimElem = 8
value = 8150, 2
[State 6062,0]
type = removeExplod
trigger1 = Time = 300
id = 2011
[State 6062,0]
type = removeExplod
trigger1 = Time = 300
id = 2010
...
[State 6062, 位置変更]
type = TargetBind
trigger1 = time >= 0
pos = 49, -49
[State 6062, キャラ消し]
type = ScreenBound
trigger1 = 1
value = 0
[State 6062, キャラ消し]
type = AssertSpecial
trigger1 = 1
flag = invisible
...
[State 6062,0]
type = Explod
trigger1 = Time = 0
id = 2010
ownpal = 0
sprpriority = 4
pos = 35, -20
postype = p1
bindtime = -1
anim = 2010
removetime = 1200
scale = 1.0, 1.0
[State 6062,0]
type = Explod
trigger1 = Time = 0
id = 2011
ownpal = 0
sprpriority = -1
pos = 35, -20
postype = p1
bindtime = -1
anim = 2011
removetime = 1200
scale = 1.0, 1.0
...
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 14 || AnimElem = 20 || AnimElem = 26
trigger2 = AnimElem = 32 || AnimElem = 38 || AnimElem = 44 || AnimElem = 50
trigger3 = AnimElem = 56 || AnimElem = 62 || AnimElem = 68 || AnimElem = 74
trigger4 = AnimElem = 80 || AnimElem = 86 || AnimElem = 92 || AnimElem = 98
trigger5 = AnimElem = 104 || AnimElem = 110 || AnimElem = 116 || AnimElem = 122
trigger6 = AnimElem = 128 || AnimElem = 134 || AnimElem = 140
trigger7 = AnimElem = 146 || AnimElem = 152 || AnimElem = 158
trigger8 = AnimElem = 164 || AnimElem = 170
value = 8150, 2
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 4 || AnimElem = 11 || AnimElem = 17 || AnimElem = 23
trigger2 = AnimElem = 29 || AnimElem = 35 || AnimElem = 41 || AnimElem = 47
trigger3 = AnimElem = 53 || AnimElem = 59 || AnimElem = 65 || AnimElem = 71
trigger4 = AnimElem = 77 || AnimElem = 83 || AnimElem = 89 || AnimElem = 95
trigger5 = AnimElem = 101 || AnimElem = 107 || AnimElem = 113 || AnimElem = 119
trigger6 = AnimElem = 125 || AnimElem = 131 || AnimElem = 137 || AnimElem = 143
trigger7 = AnimElem = 149 || AnimElem = 155 || AnimElem = 161 || AnimElem = 168
trigger8 = AnimElem = 181
value = 8150, 3
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 181
value = 8150, 1
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173 || AnimElem = 175 || AnimElem = 177 || AnimElem = 179
value = 3652, 0
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 0, 6
[State 6062]
type = PlaySnd
trigger1 = AnimElem = 173
value = 1, 2
...
[State 6062, キャラ消し]
type = ScreenBound
trigger1 = 1
value = 0
[State 6062, キャラ消し]
type = AssertSpecial
trigger1 = 1
flag = invisible
...
I really hope to resolve this missing opponent. May I ask where to begin with this information to fix this issue? How can I resolve this problem of missing/invisible opponent character during this move for Yarimusi?