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Intro and win pose
Posted: Sat Nov 05, 2022 4:07 pm
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?
Re: Intro and win pose
Posted: Tue Nov 08, 2022 9:54 pm
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
Re: Intro and win pose
Posted: Wed Nov 09, 2022 10:43 am
by niko5461
It's in the CNS so I can't find it.Can you be more specific?
Re: Intro and win pose
Posted: Wed Nov 09, 2022 4:58 pm
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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