Intro and win pose

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niko5461
Posts: 22
Joined: Tue Oct 25, 2022 2:33 pm

Intro and win pose

Post by niko5461 »

How to make a special intro play on the second or third round in turn based matches?Only on the first round the special intro plays


Also if a character has three normal intro and win poses then how to trigger only one intro and win pose every time?
UmbreonLover
Posts: 307
Joined: Wed Jan 26, 2022 12:03 am

Re: Intro and win pose

Post by UmbreonLover »

By using the CNS
"RoundState"

and other poses such as win or lose would be in the StateDef 170.

To limit the animation of multiple intro would be to use a variable, or set it up using a Round Counter to play each intro differently
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niko5461
Posts: 22
Joined: Tue Oct 25, 2022 2:33 pm

Re: Intro and win pose

Post by niko5461 »

It's in the CNS so I can't find it.Can you be more specific?
UmbreonLover
Posts: 307
Joined: Wed Jan 26, 2022 12:03 am

Re: Intro and win pose

Post by UmbreonLover »

The code can be placed anywhere inside the project, except, "***.cmd"
You can find it inside "com.cns" or in "***.st"

Intro and other rounds Intros

Code: Select all

;---------------------------------------------------------------------------
; Pre-intro
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(190)
value = 190

[State 190, 2]
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; Intro (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0

[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0

;---------------------------------------------------------------------------
Lose and Win

Code: Select all

;-------------------------------------------------------------------------------------------------------------
;This overrides common.cns (com.CNS)
; Lose Pose
[Statedef 170]
type = S					
sprpriority = -3
ctrl = 0
anim = 170					

[State 170, 1]
type = NotHitBy				
trigger1 = 1				
value = SCA					

;-------------------------------------------------------------------------------------------------------------
;This overrides common.cns (com.CNS)
;Win Pose
[Statedef 180]
type = S					

[State 180, 1]
type = ChangeState			
trigger1 = Time = 0			
value = 181					

;///////////////////////////////////////
; Victory 
[Statedef 181]
type = S					
;anim = 181					
ctrl = 0					

[State 181, Victory]
type = NotHitBy				
trigger1 = 1				
value = SCA					

[State 0, changeState]
type = ChangeState
trigger1 = Animtime = 0
value = 0
;---------------------------------------------------------------------------
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