In RMM Pharaoh Man, for example, I use an animation between the rounds, so its a simple changeanim:; There isn't anything in the Data group you need to change at this point ; in the tutorial. The Mugen Fighters Guild. That's odd. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11640 times) Started by Ricepigeon, October 20, 2015. Logged ClubSyN-X-TReME. serpenter. That is, the controller is being activated everytime the trigger condition is true. ChangeAnim2 is like ChangeAnim, except this controller should. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. remove_id is the ID number of the explods to remove. Mugen constantly monitors these Statedefs without the character having to be in them. I'd like to apply ChangeAnim on P2 after hitting P1. [State 0, ChangeAnim] type = ChangeAnim trigger1 = !Time value = 1500 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Anim = 1500 && !AnimTime value = 1505 edit the trigger like you need. The number of frames in KOF is 2 (with the last frame at time = -1), but I believe that this is a looping anim in JJBA. So basically i need help creating a custom pause menu for my characters. Dragon Ball Zenkai by Era Studios. 5, players no longer are required to buy a raid ticket to enter. - "Iaigiri" & "Iagari Low" does the same damage & has the same range regardless of the punch button strength, same goes with the "Tsuji Hayate" follow up to the "Karame Dama" and the "Kirisute Gomen" throw (I know, it´s a beta, so you will. trigger1 = Vel Y > 1. [State value = *** 3. EDIT: To fix the blocking, copy this into the 1. The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger1 = helper(941),FrontEdgeBodyDist <= 0. Flowering Crocosmia plants sprout from her head, giving her what looks like. Very nice thank you leandro ! It works very well. ) You're using mugen's default double jump and its reading the fly state as an aerial state it can jump from, usually because of ctrl = 1. Now the second set of sprites will use group numbers and sprite numbers as such:. So it won't work, unless inside a full game. 2. MYTHOS CHARACTERS CAN NOW BE USED WITH ANY OTHER MUGEN CHARACTER!! R7. value = yaddi. Re: characters goes flying down of the screen. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. buffer. In your throw state, the animation will loop until either a ChangeState or ChangeAnim is triggered. If it doesn't work properly, try the 3. 915. cns should NOT be empty. If ctrl_flag is 0, then the helper does not have access to command input, and does not inherit State -1. If you were using a "command. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. By default mugen uses standards for items up to 5 digits so let's take the simplest 6 digit number, which will be 10,000. For each changeanim or changeanim2 in a custom state, use this value = "wtf" + helper(8874),var(40) * 10000 Where "wtf" is the anim you would have put your opponent into. Ryo Hazaki. To more easily find a topic. Many years before I made DCvM screenpack, today I bring you an updated version with mugenhook and reshade, basecode (Only works with mugen 1. The Mugen Fighters Guild Forum » Help » M. Animtime is frequently used during the change of animation during states as well. Summary and Final Words about Helpers . Time counts how much time has passed. 7K subscribers in the mugen community. ChangeAnim2 is like ChangeAnim, except this controller should. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. cns file, Mugen will read it instead of the common1. Megaman X Synthesis by ApselHaven. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. IS there anyway to match up the afterimage/changeanim to a Targetstate instead of my own anim, or IS there anyway detect or stop the afterimage/changeanim when my Ryu is in a targetstate? *sorry if all that sounds a bit confusing. changeanimを独立させないといけないし、 アニメは(基本的に)個別ステート毎に用意しないといけないしで。 こんなくらいかなー 見直してみるとものすごく読みにくい文章だね(==;I'd like to apply ChangeAnim on P2 after hitting P1. In case it's helpful in figuring this out, I also use ReShade 3. As for falling through the ground, as Cyanide said, this can only happen if the physics is set to S or N (or. G. Triggers if the player is not a helper-type character. DestroySelf is not valid for non-helper characters. distance = speed * (time / X) , this alters the distance, so to nullify the X we can simply multiply. wav sound file data from existing commercial fighting games, which is then imported into the mugen engine. 14 | アニメーションを変更します。 パラメーター value = . Also, for some weird reason, my laptop won't use the GPU to run MUGEN but the Intel graphics card, though the game still runs fine for the most part (maybe a littler more image tearing than if run by the GPU). trigger1 = helper (941),Movehit = 1. trigger2 = command = "holdback". reached. ChangeAnim2 is like ChangeAnim, except this controller should. Customize: Each section (' [SelectBG 0]', ' [SelectBG 1]') is an image and you can change their properties: tile, velocity, window and so. N. Don't take me wrong, it is a nice try, just not the holy grial of. I feel like mugen doesnt have enough ryu's. You have your first transformation as the main mugen animation numbers. Like Dislike : Mr. Value = anim. Open notepad. 1. Game Introduction. 死ぬほど使いやすい。. Then you must be triggering ChangeAnim repeatedly instead of once. trigger1 = AnimTime = 0. Considering that the "normal" value is 1 and correspond to the x,y strings or "width,height". The dimensions of the game space is specified by the GameWidth and GameHeight parameters in mugen. E. type = ChangeAnim. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11458 times) Started by Ricepigeon, October 20, 2015. If you want to then change from anim 250 to 251, in the same state, you would have another ChangeAnim controller with trigger "trigger1 = anim = 250 && !animtime" !Animtime is exactly the same as "animtime = 0" Animtime represents as a negative value how much time remains before the animation ends. Set a var I would use 10000 and 20000 as the values. Email this topic View printable version. I feel like mugen doesnt have enough ryu's. 6 Mugen is a 2D pk game PC. Value = anim. The mugen standards for these animations numbers are similar to the sprite groups listed above. #4 12 years ago. Also, Captain Sword is fixed in some hitdef. 0+, go to the common1. 1b. elem= time*varX. Format: GameHeight. ChangeAnim2 is like ChangeAnim, except this controller should. You would not then use an animation, but assemble it with changeanim2's. I hate coding helpers. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. This is the line you have to add to modify the sprite scale; "scalestart = 0. AnimElemNo is comparing your time to the Number of the frame displayed. The first step to "install" this system is to open up your . animelem = 2, = 35 is the same as saying animelemtime (2) = 35 And animelem = 2 is the same as animelemtime (2) = 0. ChangeAnim2 is like ChangeAnim, except this controller should. If mugen crashes it'll let you know [State 1601, destroyself] is bad, but which one will it be??? vVv Ryuko718 Updated 10/31/22 vVv. . I tried using Kung fu man as a reference and I haven't learned anything thus far and every tutorial video I watch just shows colors changing and now how to actually /set/ or /add/ palettes. cns found in the data folder of your mugen, or you're overriding it in your character's cns (what you've done by adding in your own state 20). Thunderbert said, 8 years ago. type = changeanim trigger1 = moveguarded = 12 value = anim elem = 7 [State 1050, 7] type = playerpush trigger1 = movehit || p2stateno = 5120. If we want the controller to be activated only once, we will need to add a line: Code: [State 310, 1] type = PosAdd. trigger1 = target (11121),ishelper! Trigger1 = target (11121),alive! [State 0, TargetState] ; state that change p2 animation If they are dead. 0 + 1. RemoveExplod (SCTRLs) Removes all of a player's explods, or just the explods with a specified ID number. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. [state 2200] type = changeanim2. AnimElemNo is comparing your time to the Number of the frame displayed. AnimElemTime knows what frame is displayed and is waiting for the actual tic, or split second, to activate something. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. friction line:; GUARD (start) [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged [State 120, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = statetype = S value = 120. N there is no magic button. IO, M. G. You have much time in your hands. I saw a concept for a jojo fighting game where Diavolo, the main villain of part 5, is able to do this crazy complicated ability that i wont get into. So far, it works with no issues. Statedef -1 is in the CMD file. For example, "AnimElem = 1" will trigger the first tick a player changes to an animation, but will not trigger on the tick that it loops. You need to set the animation element. Some of this content may still be online, but a lot of it was lost years ago. If it doesn't work properly, try the 3. 9, Dragon Ball Z Super Butoden 2, Koragusu Fighters Project, Jus Fighters on itch. trigger1 = anim != Root,anim value = Root,animelemno(0) ignorehitpause = 1 [State 0, StateTypeSet] type = StateTypeSet ;This is so your helper is read as S statetype when your character's statetype is S. Go to edit>replace and paste it into "find what" box. The Mugen Fighters Guild. The Mugen Fighters Guild. Edited May 12, 2022 by kil0-meter. so. say Balrog claws at me with light punch and its 2 frames long, it seems to use my sound on each frame. So here's the tricky part Animelem = 2, AnimElemNo (0) = 2, and AnimElemTime (2) = 0 are almost exactly the same thing. it /seems/ like you can't but I've never come across something actually /impossible/ to achieve in mugen. Dragon Ball Kai Fighters by The-DBK-Team. Re. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Set the ChangeAnim value to your desired animation. In this example reduces the size by 15%. True on the first game-tick that the player's animation. cns file, Mugen will read it instead of the common1. 5, an expansion to R7, has been released!! Check the video's description for download links! Intro Stuff:I know this is what i have to do, but using the coding i know is not having any effect. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper. ) Much like the sprite groups, the most important animations here that depend on the mugen standards are the stance (0), Turns (5-6) and the Get Hits (5000 - 5072)Take a look at your state 5900 - remember that if you can override states in Mugen, so if your char has a state 5900 in any . type = changeanim. AnimElemTime knows what frame is displayed and is waiting for the actual tic, or split second, to activate something. type = ChangeAnim Trigger1 = SelfAnimExist(44) value = 44 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44) value = 41 [State 45, 3] type = VarSet trigger1 = Time = 0. Mugen just seems to like it better. ChangeAnim2 is like ChangeAnim, except this controller should. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. The game space is defined as the currently-visible area of the stage in which players interact. Let me know if any of this is too confusing, or if anyone can explain this in a simpler way than have I. (59)<=0; This is a trigger. Sounds, helpers, explods, even changeanims. ChangeAnim2 is like ChangeAnim, except this controller should. Mugen's pause function is activated by pressing the "Pause" button on your keyboard. If you want to then change from anim 250 to 251, in the same state, you would have another ChangeAnim controller with trigger "trigger1 = anim = 250 && !animtime" !Animtime is exactly the same as "animtime = 0" Animtime represents as a negative value how much time remains before the animation ends. This will ensure the buffer system can correctly read what the player is inputting at any specific moment in time. For example: ;Got Hit [statedef 4000] type = A movetype= H physics = N anim = 5150 velset = 0,0 [state 2200] type = changeanim2 trigger1 = !time ;anim = 5150 value = 4000 or [state 2200] type = changeanim2 trigger1 = time = 0 value = 4000 That may be. Replace your two chunks of similar code with this one. g. These are the only allowable states with negative numbers. walking, running, jumping, you're either using the core common1. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. And even then every state with super armour also requires this. " [State 132, 1] type = ChangeAnim. changestate, then trigger with life >= lifemax / 2 as one or required condition, the other trigger might be command != a (or whatever) to make it fill faster, either add bigger number in lifeadd value or add persistent =1. type = SelfState. Replace your two chunks of similar code with this one. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. persistent = 0 ;<-- Added this line. Typically, anims like the one you are describing are triggered to change by the trigger "animtime = 0" or "!animtime" (same thing. Depending on the details of what you want to do and on the animations you use, you may not need. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000,. 1. The commands involve facing. The 'F' prefix is optional: if included, then the animation is played back from fight. the changeanim above works but only uses the first frame of 8002 (it. Each MUGEN character additionally has three special states, numbered -1, -2, and -3. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. ChangeAnim2 is like ChangeAnim, except this controller should. The Mugen Fighters Guild. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. For example: [StateDef 190] ;=====; ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬. It should be something like this: 3. Big Bang Beat ~Revolution~ (ビッグバンビートレボリューション) The answer lies. 0 and it's been driving me crazy for hours on end. Open his cns and change his ground. Value = anim. StageInfo Group zoffset = v_dist v_dist is the vertical distance of the ground level from the top of the screen, given in pixels. I'd like to apply ChangeAnim on P2 after hitting P1. Example: Code: ; Change to the player's own standing state, and give player control. 1. Replace your two chunks of similar code with this one. 存在しないアニメ. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. Iori should be 10225 - 6 instead of 10225 - 1 in the same spot. or. Sorry about this but, i'm not really good in explaining stuff, since !ishelper and gametime is most common. Type = changeanim. 5 pixels per frame. ChangeAnim2 is like ChangeAnim, except this controller should. I'm using mugen 1. Raging Ken by Ryon. Then for trasnformation 2, just add animations that are all the same numebrs but plus 10000, and then for 2000 etc. E. Also learn how to code plzkthx. cfg. Then you must be triggering ChangeAnim repeatedly instead of once. Copy last 3 values (60,0, 3 in this case, wth 60 being X pos, 0 being Y pos and 3 being time value) along with commas between them. Raids is a mode accessible from Neo-Tokyo. Re: Jerky movement. value =anim. N there is no magic button. Also, the helper will inherit its root's State -1. . the stages are in localcoord = 420,240 and the chars are in localcoord = 384,224 it fits everything with a great and very suitable looking. Here all the code. State -2 contains other state controllers that need to be checked every tick. type = Changeanim trigger1= vel x =0 trigger1= vel y. For example: ;Got Hit [statedef 4000] type = A movetype= H physics = N anim = 5150 velset = 0,0 [state 2200] type = changeanim2 trigger1 = !time ;anim = 5150 value = 4000 or [state 2200] type = changeanim2 trigger1 = time = 0 value = 4000 That may be the only problem; you might just have to use a more specific trigger. Seems the sound effect is playing twice really fast for some reason, as if its playing with every frame the opponent uses for each attack. Yes No Ok . ChangeAnim2 is like ChangeAnim, except this controller should. Code: [State Transformed] ;Change animation to transformed animation. Add a ChangeAnim that triggers when your HP is less than 40%. I know this is what i have to do, but using the coding i know is not having any effect. You can try the "persistent = 0" in the ChangeAnim or "trigger1 = anim != (the action number)". Re: How to freeze P2's position and animation? #2 13 years ago. type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20. So awhile back, i must have edited something on my character but i cant remember what it is. Hey all, I have intended to have any opponent that -- when in a get-hit, custom state -- changes its animation triggered by a series of animation element numbers instructed from the causative player's program. For example, when making throws, use this to. Elem = 1. type = changeanim trigger1 = root, stateno = 230 value = var(0) +1 ;notice that the armor helper animation is next to the attack in the anim file . Orochi Herman: MUGEN Creator, Producer Video Editor and Web Programmer And possibly more other shady things lolThe char I am working on has two stand animations, of which can be chosen in the config text document. trigger1 = helper (941),Movehit = 1. But now my character is stuck and looping in the standing turning animation after P2 jumps over him. 0 Test it in other versions at your own risk. Default MUGEN AI just randomly inputs commands, increasing the difficulty just makes that AI mash faster. Where you actually include each required animation in your . Trigger1 = animelemtime (last frame number) = 5. i have started to add transformations to my haracters, using the code from here: DCvM screenpack for 10th Anniversary June 28th 2022, 5:51 am. For example, when making. 2. Now the second set of sprites will use group numbers and sprite numbers as such:. io, the indie game hosting marketplace. ITCH. In M. ChangeAnim2 is like ChangeAnim, except this controller should. MUGEN will automatically "deassert" each flag at every game tick, so you must assert a flag for each tick that you want it to be active. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11827 times) Started by Ricepigeon, October 20, 2015. Begin Action Number 0 is the stance, Begin Action Number 200 is Light Punch. 7. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. Optional parameters: ID = id_no (int) id_no specifies an ID. [State 0, ChangeAnim] type = ChangeAnim trigger1 = !Time value = 1500 [State 0, ChangeAnim] type = ChangeAnim trigger1 = Anim = 1500 && !AnimTime value = 1505 edit the trigger like you need. ” It would be tough to make it work against every characterAkumaTh Initiate Posts: 34 Last Login:March 22, 2017, 04:00:01 PM Adding Super Armor? « on: August 29, 2007, 06:33:01 PM » I wanted to add super armor to a character so it can be a much more challenging fight (like Juggernaut or the Hulk). Hm. For example, when making throws, use this to. For example, when making throws, use this to. Subject: New release of Ikemen go 99. The game space is defined as a spatial mapping to the visible area of the screen in which players interact. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form. 7K subscribers in the mugen community. x = 10. : [Statedef 150] type = ChangeState value = 151 + 2* (command = "holddown") [State 150, Hi to Lo] The Mugen Fighters Guild - Adding New Sound Effect to "Hit back while guarding". Enma Ishi optional. (e. elem= time*varX. What's done so far: Bishamon/Oboro Bishamon mode change. E. Confirm current anim is complete before changing to another one. Here all the code. Over 2000 tutorials in total. Some beta feedback (all tested in MUGEN 1. type = changeanim trigger1 = ishelper(150) value =. I'd like to apply ChangeAnim on P2 after hitting P1. (e. the velocity thing is too damn tricky, though; this is what i currently have: for a constant velocity we have: distance = speed * time , so to have the distance be the same when time is being divided by an X factor. I haven't tested the rest of those Fatal Fury 1 characters but at a guess I'd say I'd have the same problems. ). sff. 79 followers. Re: character transofrmations #3 November 01, 2007, 07:42:02 PM. For each changeanim or changeanim2 in a custom state, use this value = "wtf" + helper(8874),var(40) * 10000 Where "wtf" is the anim you would have put your opponent into. Make a test with KFM. cns under data folder - and see if there is any animation change. 真祖-真の祖先。. Mugen community gone with all that content removed. I'd like to apply ChangeAnim on P2 after hitting P1. type = ChangeAnim triggerall = Anim != 1902 trigger1 = command = "holdback" value = 1902 1902 has 3 frames but only the first one is showing (i meant that it is not animating) i already tried adding persistent = 0 and/or time = 0 trigger (either or both of these result in anim 1902 not shown at all on screen)I know this is what i have to do, but using the coding i know is not having any effect. New #1 8 years ago. That may be the only problem; you might just have to use a more specific trigger. value = 4000. The purpose of an RC release is to allow users to test the software and provide feedback. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. Removed 3ha's other modes (Jin and Galford mode) Slicing optional animations. 3. Like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. - back dash needs a landing sound. To send it back to the start. " Some Variable Tips 1. If you want the commands to not follow facing then you'll need to make the appropriate changes in the command. reached. This will ensure the buffer system can correctly read what the player is inputting at any specific moment in time. 4. ChangeAnim triggerall = Roundstate = 4 && !Animtime && Stateno = 5150 && Selfanimexist(9030). ChangeAnim2 is like ChangeAnim, except this controller should. hence the +1 elem = var(1) ignorehitpause = 1 [State 7360, anim]; same here but if u want to add it to a different attack repeat the procedure type = changeanim trigger1 = root, stateno = 220Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. Don't use a variable if you don. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. " While working with Jones and adding AI to KlonoaD, I'm going to Update Renamon's Sprites and change her system to MVC1. The MUGEN Docs Master Thread. the velocity thing is too damn tricky, though; this is what i currently have: for a constant velocity we have: distance = speed * time , so to have the distance be the same when time is being divided by an X factor. The char I am working on has two stand animations, of which can be chosen in the config text document. Memo. 0). U. Which was made by the fan Dark Night on the Mugen platform with many characters, moves and amazing powers. Elem = 1. And while anim is 1902 it's not 1900. Game Anime Mugen New is a 2D pk game developed by DarkNight for mobile devices and PC. If you don't even know the very basics of AI, you might want to study that first before even. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. The fox who doesn't know where he's going. If omitted, removes all explods owned by the player. Triggers when the animation-time is equal to the animation. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12058 times) Started by Ricepigeon, October 20, 2015. Also learn how to code plzkthx. E. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. vVv Ryuko718 Updated 10/31/22 vVvMUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11707 times) Started by Ricepigeon, October 20, 2015. . Just a butcher on a mission; All of this has already been tested, so far it is 100% effective. You could code something similar. Set a var I would use 10000 and 20000 as the values. The mugen standards for these animations numbers are similar to the sprite groups listed above. Is there a way to change to airjump anim and keep the normal jump anim the same? ???The Mugen Fighters Guild. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. so far it is 100% effective. You have a massive problem if. air file. The story follows a boy named Tanjiro as.