mugen changeanim. I think I know of a good way to fix this. mugen changeanim

 
I think I know of a good way to fix thismugen changeanim  Enter the game folder, go into the folder called “ data ” and then inside the folder “ mugen1 “

ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. The Mugen Fighters Guild. type = ChangeAnim;trigger1 = !animexist(5130);trigger1 = !animexist(5131) trigger1 = Anim = 5131 trigger1 = AnimTime = 0 value = IfElse(SelfAnimExist(5111), 5111, 5110). ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Like Dislike : Mr. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form. The three will activate all at the. 0/1. sm666 Refuses to work on mugen 1. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. value = 4000. type = ChangeAnim. [State 10000, ChangeAnim] type = ChangeAnim trigger1 = 1 value = 5002 [State 10000, End] type = changestate The first step to "install" this system is to open up your . AIR is a text file format that describes a set of animations. 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. Ie each quarter is a 320x240 block. As I said in my WIP thread I has a fine scripter helping me. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. 97 followers. value = 1524. . after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. The mugen standards for these animations numbers are similar to the sprite groups listed above. U. " Some Variable Tips 1. value = anim + 10000. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. The Mugen Fighters Guild - Explod Help [Solved]. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. The anim in Vertical Spinning is now 5250 -5251 (the chars in MUGEN that have these sprites now recognize that anim), if not, launcher or fall sprites will run with SELFANIMEXIST code. True on the first game-tick that the player's animation. N. For example, when making throws, use this to. Enemy raid units' HP were nerfed on Update 5. ChangeAnim2 is like ChangeAnim, except this controller should. [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. type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim. What about just using a changeanim that kicks in when you are in the turning animation? Like this: [State 0, ChangeAnim] type = ChangeAnim trigger1 = anim=5 && var(x)=value when unarmed value = insert your alt. Guy out of Mugen's memory by using the DestroySelf controller in State 9507,3. so far it is 100% effective. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Replace your two chunks of similar code with this one. You have your first transformation as the main mugen animation numbers. " Some Variable Tips 1. 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. 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. Where you actually include each required animation in your . The first step to "install" this system is to open up your . 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. Going to respond to both because they're a bit related. cns in her folder (not the one in your MUGEN data's folder), and where it says. . このように9005番をバスターやられと認識している技の場合、9005のanimが存在するだけで対応します。. I'd like to apply ChangeAnim on P2 after hitting P1. For example, when making throws, use this to. Don't use a variable if you don. Re: character transofrmations #3 November 01, 2007, 07:42:02 PM. Also learn how to code plzkthx. E. cns or the . Set the ChangeAnim value to your desired animation. U. You can use this, to read how to have FF3 tell you some errors. IO, M. trigger2 = numhelper = 0 && time > 53. [Statedef 820] type = A movetype= H physics = NTo count the time until the current animation ends. threshold)The char I am working on has two stand animations, of which can be chosen in the config text document. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12122 times) Started by Ricepigeon, October 20, 2015. If you don't even know the very basics of AI, you might want to study that first before even. 1] MUGEN Techniques 11 - Animation Acquisition Technique: Anim Acquisition Purpose: Discover. [Data] life = 1000 attack = 100 defence = 100 fall. no:1, stance 1 no:2, stance 2 How can I set it so every time it goes into state 0, it picks a different animation from 1 or 2?In p2 selfstates -like throws by the opponent- always shows the 5000's gethit sprites. I'd like to apply ChangeAnim on P2 after hitting P1. The Mugen Fighters Guild. persistent = 0 ;<-- Added this line. Welcome to my "Master" Class of the MUGEN State Controls!This video contains all of the " C " Sctrls. 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. 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. value = 0. G. Value = anim. " While working with Jones and adding AI to KlonoaD, I'm going to Update Renamon's Sprites and change her system to MVC1. Time counts how much time has. 2. Trigger1 = animelemtime (last frame number) = 5. Also, Captain Sword is fixed in some hitdef. walking, running, jumping, you're either using the core common1. For example, when making throws, use this to. Trigger1 = animelemtime (last frame number) = 5. 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. [Statedef 820] type = A movetype= H physics = N velset = 0,0The Mugen Fighters Guild. . MvC Adict!! Upload Captain Commando in the web page with Hyper Captain Storm fixed. 初心者だから気持ちが分かるのさ. If omitted, the player's animation will remain unchanged. put "value = 132" underneath all that, then save. this sends you to 20041 if you press back. 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. Don't use a variable if you don. I would like to add an additional stand animation. バスター系の技でバスターやられにはならない技も自力で対応させること. Which was made by the fan Dark Night on the Mugen platform with many characters, moves and amazing powers. I'd like to apply ChangeAnim on P2 after hitting P1. say Balrog claws at me with light punch and its 2 frames long, it seems to use my sound on each frame. trigger1 = Anim != 132". If it doesn't work properly, try the 3. That's odd. 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. ChangeAnim2 is like ChangeAnim, except this controller should. 7K subscribers in the mugen community. 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. ITCH. Re: How to freeze P2's position and animation? #2 13 years ago. g. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12045 times) Started by Ricepigeon, October 20, 2015. x=3. Command Definitions section has [Remap], [Defaults], and [Command]. Begin Action Number 0 is the stance, Begin Action Number 200 is Light Punch. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. For each changeanim or changeanim2 in a custom state, use this value = "wtf" + helper(8874),var(40) * 10000. His fighting style is characterized as being reckless and erratic. If called by a helper-type character, DestroySelf causes that character to be removed from the field of play. mugen goes back and forth for 2500 loops. If it doesn't work properly, try the 3. The zoffset parameter is inappropriately named, but has been left unchanged for compatibility purposes. 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. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. 2. time" to 1. I think I know of a good way to fix this. def with any text editor such as notepad for example. So your stand animation would = 0 and the transformer stand animation would be 10000; turn = 5 , transformed turn =10005 etc. Set a var I would use 10000 and 20000 as the values. type = Changeanim trigger1= vel x =0 trigger1= vel y >= 0 trigger1= anim !=. 0+, go to the common1. 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 = 220 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. (SOLVED) retaining previous custom animation during custom state? (Read 1113 times) Started by Ricepigeon, February 17, 2011, 08:39:59 PM[WIN/1. 0). Set a var I would use 10000 and 20000 as the values. 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. Super armour needs to be built into the character. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Subject: R7. Is there a way to change to airjump anim and keep the normal jump anim the same? ???The Mugen Fighters Guild. Re. (e. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 8234 times) Started by Ricepigeon, October 20, 2015. g. Jim Hoffman (Used with Permission) Moss covers this giant sleeping woman like a snug green blanket. Francis Rattenbury. 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. buffer. You have your first transformation as the main mugen animation numbers. BUT what I think you're really looking for is, (enemynear(0), AnimElemNo(0)=1) Required parameters: anim = [F]anim_no (int) anim_no specifies the number of the animation to play back. MvC Adict!! Upload Captain Commando in the web page with Hyper Captain Storm fixed. time" larger than 1 to make commands more lenient, have no fear! Set a var I would use 10000 and 20000 as the values. ChangeAnim2 is like ChangeAnim, except this controller should. 14) ChangeAnim - State Controller Reference(version 1. Replace your two chunks of similar code with this one. 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. - "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 take. 123 followers [Dragonball] DbzArena by SellimD. ChangeAnim2 is like ChangeAnim, except this controller should. ChangeAnim2 is like ChangeAnim, except this controller should. In this video I'll show you how to put sprites into the an. 1. To Reproduce. Sounds, helpers, explods, even changeanims. zoffsetlink = elem_ID If this parameter is specified, it links the zoffset value to the y-position of a background element with the. U. Download game Anime Mugen New free Google Driver link / Free Download. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. ;Using blank anim with CLSN2 box ignorehitpause = 1 [State H. ChangeAnim2 is like ChangeAnim, except this controller should. trigger1 = root. see alexei helped me and he forgot to mention that -2/-3 part to me to. N wiki; 不具合・対策まとめ - MUGENの便覧; ChangeAnim - State Controller; ChangeAnim - 東方夢幻館; ChangeAnim - 地球の応接間The Mugen Fighters Guild. distance = speed * (time / X) , this alters the distance, so to nullify the X we can simply multiply. If it doesn't work properly, try the 3. 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). To send it back to the start. 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. movetype= A. If it doesn't work properly, try the 3. The Mugen Fighters Guild. I'm using mugen 1. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form. Logged ClubSyN-X-TReME. Replace your two chunks of similar code with this one. 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. Author Topic: Mugen character flying code (Read 1081 times) 0 Members and 1 Guest are viewing this topic. Some of this content may still be online, but a lot of it was lost years ago. From personal testing, when calling RemoveExplod from a helper with a specified ID, only Explods that are owned by that. 04. I'd like to apply ChangeAnim on P2 after hitting P1. 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. They were called cheap sometimes . In M. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. The mugen standards for these animations numbers are similar to the sprite groups listed above. - back dash needs a landing sound. Code: trigger1 = AnimTime = 0. 他にバスター系の技を持つキャラで相手のCNSに手を加えなければならいものや、. 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. g. Seriously, you're asking really basic questions here. During the title cards, his totem is the. Time counts how much time has passed. type = Changeanim trigger1 = time = 20 value = anim elem = 3 [State 1600, standing state]; return to normal type = ChangeState trigger1 = animtime = 0 value = 0. trigger2 = command = "holdback". But for some reason, instead of the animation, it instead retrieves the sprite info: ie. Don't use a variable if you don. Also learn how to code plzkthx. 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. cns or the . 5; Changes the character horizontal movement to 3. [state 2200] type = changeanim2. Edited May 12, 2022 by kil0-meter. EDIT: To fix the blocking, copy this into the 1. ChangeAnim2 is like ChangeAnim, except this controller should. back + your ground. Locate the PlaySnd that occurs when your desired phenomena occurs. Triggers if the player is not a helper-type character. the main intention of this pack is to. Set a var I would use 10000 and 20000 as the values. In RMM Pharaoh Man, for example, I use an animation between the rounds, so its a simple changeanim: 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. N for animating characters, backgrounds, life bars and more. [State 26000, ChangeAnim] type = ChangeAnim. You need to set the animation element. Elem = 1. U. . The input from the keyboard/controller is matched up to commands in the Command Definitions, then the State Entry kicks in. to make it back to standing anim the way you want it, obviously use. Greetings guys, this regards my character Punishous. Char will throw a Gas Granade. You can copy and paste the statedef 50 from it, and paste it into your. value =anim. If your keyboard doesn't. Seriously, you're asking really basic questions here. State -1 generally contains state controllers that determine state transition rules based on user input (commands). [Timestamps]0:00 Intro0:22 ChangeAnim2:18 ChangeAnim26:2. Optional parameters: flag2 = flag2_name 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 three will activate all. 04. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. 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. 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. value = 1524. [state 2200] type = changeanim2. trigger1 = Vel Y > 1. For N. You need to put a portrait which shares colors with the char, so whenever the char transforns (it its Mugen 1. Memo. The Mugen Fighters Guild. G. 0). 5 Update! MYTHOS -- Shiruzato's Original Project July 10th 2016, 3:55 am. Like for e. In the heart of battle. Estoy siempre listo para un desafío. " Some Variable Tips 1. I would like to add an additional stand animation. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. E. !time means if the time of the state does NOT equal a number other than 0. trigger1 = AnimTime = 0. mugendatacommon1. The Mugen Fighters Guild. Open notepad. The character is sent flying towards the wall. 6 Mugen is a 2D pk game PC. cns file, Mugen will read it instead of the common1. Email this topic View printable version. For. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. The Mugen Fighters Guild. 85,0. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 9074 times) Started by Ricepigeon, October 20, 2015. distance = speed * (time / X) , this alters the distance, so to nullify the X we can simply multiply. E. The Mugen Fighters Guild. Seriously, you're asking really basic questions here. StageInfo Group zoffset = v_dist v_dist is the vertical distance of the ground level from the top of the screen, given in pixels. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. elem= time*varX. Then you must be triggering ChangeAnim repeatedly instead of once. Is there a way to change to airjump anim and keep the normal jump anim the same? ???Why does MUGEN 1. Change its values so that it corresponds to the new sound you want. N Help » help in coding shun goku satsu « previous next. Here are the optional KOF anim standards: 5900 - Counter Wire. Go to edit>replace and paste it into "find what" box. The AIR format is used widely throughout M. trigger1 = helper (941),Movehit = 1. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. trigger1 = Time = 50. Replace your two chunks of similar code with this one. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. type = changeanim triggerall = anim != 4500 <-----This is animation of the character obviously trigger1 = root,anim = 5000 trigger2 = root,anim = 5001 trigger3 = root,anim = 5002 value = 4500 But do understand below the 4500 state def number is the same as its anim number in this situationMUGEN 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. Correct times and frmes as needed. MARVEL VS CAPCOM INFINITE 2020 screenpack by Mazemerald. 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. 9, Dragon Ball Z Super Butoden 2, Jus Fighters on itch. value =anim. By changing those numbers you can increase, decrease or stretch sprites individually within a stage. 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. 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. My "Hit back while guarding (stand)" Animation is 5 frames, 20 ticks. Mugen community gone with all that content removed. Id just make a new anim though. trigger2 = numhelper = 0 && time > 53. Sorry about this but, i'm not really good in explaining stuff, since !ishelper and gametime is most common. trigger1 = anim = 200 && animtime = 0. cns under data folder - and see if there is any animation change. Enter the game folder, go into the folder called “ data ” and then inside the folder “ mugen1 “. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. Then for trasnformation 2, just add animations that are all the same numebrs but plus 10000, and then for 2000 etc. Initiate; Posts: 179;. [State 5150, ChangeAnim2] ; state custom dead animation (I can't find Kyo Hit_liedead state [5150] so I instead try to search for state that has 11,1 snd (death sound) and place this. to make it slower do the other way around smaller. Enma Ishi optional. Crouch changes] type = changeanim trigger1 = facing = -1 trigger1 = anim = 5 trigger1 = anim != 10005 value = 10005 Retrieved from ". ChangeAnim2 is like ChangeAnim, except this controller should. ChangeAnim2 is like ChangeAnim, except this controller should. sparkno = 40 KO. If it doesn't work properly, try the 3. Some beta feedback (all tested in MUGEN 1. The Mugen Fighters Guild. Don't use a variable if you don. For example, when making throws, use this to. These are the only allowable states with negative numbers. Default MUGEN AI just randomly inputs commands, increasing the difficulty just makes that AI mash faster. Customize: Each section (' [SelectBG 0]', ' [SelectBG 1]') is an image and you can change their properties: tile, velocity, window and so. N there is no magic button. In the game there are 490 characters with full skills like the PC game, this is the version you can have fun with your favorite characters. Re: Need Help in Add Max-on Mode kof 2002 UM style in my chars !! Shame on you! @ AkiraSenpou: Fighter Factory 3 might be able to tell you what's wrong. The purpose of an RC release is to allow users to test the software and provide feedback. 0 is specified by the GameWidth and GameHeight parameters in mugen. Elem = 1. if I got 2 different stances. 2. Removed 3ha's other modes (Jin and Galford mode) Slicing optional animations. But IIRC if you do a focus in SF4 and the opponent jumps over you tapping back back still dashes backwards. Re: Need help on adding aura effect on a character. Now the second set of sprites will use group numbers and sprite numbers as such:. Just a butcher on a mission; All of this has already been tested, so far it is 100% effective. High Speed (fiber optic). 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. Some beta feedback (all tested in MUGEN 1. Delete the changeanim and add your explods. walking, running, jumping, you're either using the core common1. 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. the bonus char is still missing an ex special and a couple more supers, i will change the voice fx's to something else too. If you were using a "command. AnimElemNo is comparing your time to the Number of the frame displayed. Log inFind games tagged Anime and mugen like Koragusu Fighters Project, The Jump Ultimate Stars Of The Battle VER. Thunderbert said, 8 years ago. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. Mugen just seems to like it better. Notice how the problem appears in him. The Mugen Fighters Guild. Now the second set of sprites will use group numbers and sprite numbers as such:. 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.