Optional Animation Standards (Read 222919 times)

Started by Bizarro Santamorphman, February 16, 2012, 03:40:11 am
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Re: Optional Animation Standards
#121  December 05, 2017, 03:36:53 am
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So, I'm actually wondering about this. I was looking at Yu-toharu's site at custom states, and couldn't find any information on this one at all. Yes, it is the Sexy KO animation. I'm not doing any sprites for this, but was wondering what exactly the animations for this are? I've only seen it twice, once in SYD's Kung Fu Girl, and once in Choiyer's Haruhi (shudders). What I have is from KFG:

From what I could find from KFG:

[Begin Action 25030]
25030, 0, 0, 0, 5

[Begin Action 25035]
25030, 1, 0, 0, 7

[Begin Action 25050]
25030, 2, 0, 0, -1

[Begin Action 25100]
25030, 6, 0, 0, 1

[Begin Action 25160]
25030, 5, 0, -10, 3

[Begin Action 25110]
25030, 7, 0, 0, 5
25030, 8, 0, 0, 5
25030, 9, 0, 0, 5
25030, 10, 0, 0, 5
25030, 11, 0, 0, 5
25030, 12, 0, 0, 1

Haruhi does it in a weirder way, and I'm not sure how MUGEN actually handles these. As much as I don't like looking in Haruhi's SFF, I did learn that other things can be made to happen during the animation as separate objects. But yeah...anyone that's done these animations and/or added them to characters know if this is how those work??
Re: Optional Animation Standards
#122  December 05, 2017, 05:10:40 pm
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While this thread's being bumped, I'd like to mention that I've recently updated the first post with a thorough documentation of several new animation standards. I think I've got pretty much all the major standards (still gotta add the Z2 anims, though), but I'm not sure if it's worth adding every single animation that's listed here.
Re: Optional Animation Standards
#123  December 07, 2017, 04:13:27 pm
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I updated the Cused to include the states needed for flying cursed chars like when Morrigan is turned into a bat.
Re: Optional Animation Standards
#124  December 12, 2017, 07:36:13 am
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Much appreciated on that, JNP~ It's nice to see that this was updated while I wasn't looking heh. As to you, JMan, probably not? Some of those I don't even know if they're used at all, or that often. Tiki's Divinestone seems to be used a lot in JP characters I've noticed, though it's only with Tiki so...

As to my question, I'd like to amend it a bit. In addition to what I asked, is there a way to set it based on a timer. For instance, if the character is defeated before 20 seconds or something, then a specific animation happens?? Doesn't even have to be Sexy KO for this one (though it's something I'm still investigating for exchange of help), could be any animation in general I suppose.
Re: Optional Animation Standards
#125  September 20, 2018, 03:41:39 am
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More animations:
Eyedol by Mike Obrecht:
-Humiliation Dance: Animation 29902
      It doesn't matter how many ticks this animation is as far as what I know but  the last tick can't have a time of -1.
-Screen Smack-There's two parts for this.
      -Part 1: Flying towards screen: Animation 29907
            The last tick must end with a time of -1.
      -Part 2: Hit the screen: Animation 29908
            It must have a tick with a time of -1. Do not use sprite with a group of 29908 because of the next animation for when there's one that exists.
-For a Chief Thunder No Mercy: Animation 29908 with a sprite from group 29908.
      The Animation must have a tick with a time of -1. Don't know why Obrecht did this, but ok.

Juano16 fatalites can be seen here as a HTML file download.