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• PalFX codes • (Read 17826 times)

Started by O Ilusionista, January 07, 2005, 01:47:43 pm
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• PalFX codes •
#1  January 07, 2005, 01:47:43 pm
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vasculhando os meus backups, achei um tutorial que eu fiz em 2002 sobre pafx, após esta cansado de ver grandes chars com palfx horriveis.

Seaching in my backups, I've found a tutorial that I've made at 2002 about PalFx, after being tired to see great chars with poor palfx :)

================================
Efeitos de PalFX - PalFx Effects
================================

Autor: O Ilusionista
Page: http://bmt.mgbr.net
Data: 09/04/2002

Estes efeitos são para serem usados num HitDef, ou seja, o oponente sofre este efeito após ter sido golpeado pelo seu lutador.

Você pode usá-los livremente, mas seria legal se colocasse meu nome em algum lugar :-)

This effect are for be used in HitDef, or either, the opponet suffer this effect after being hitted by your fighter.
You can use they freely, but it would be nice if you put my name somewhere :-)

============================
PalFX de fogo - Fire PalFx:
============================
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

============================
PalFx de gelo - Ice PalFx:
============================
palfx.time = 40
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
palfx.invertall = 1

================================================
PallFx de veneno (verde) - Poison PalFX (green):
================================================
palfx.time = 40
palfx.add = 0,100,50
palfx.mul = 20,120,24
palfx.sinadd = 85,110,55,10
Palfx.color = 0
palfx.invertall = 1

================================================
PallFx de veneno (roxo) - Poison PalFx (purple):
================================================
palfx.time = 40
palfx.add = 100,0,100
palfx.mul = 120,20,124
palfx.sinadd = 85,110,55,10
Palfx.color = 0
palfx.invertall = 1

=================================================
PalFx de choque (azulado) - Shock PalFx (bluish):
=================================================
palfx.time = 40
Palfx.add = 100,100,180
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1

=====================================================
PalFx de choque (preto e branco) - Shock PalFx (B&W):
=====================================================
palfx.time = 40
Palfx.add = 100,100,100
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1

===========================
PalFx Evil (vermelho - red)
===========================
palfx.time = 40
Palfx.add = -0,-200,-200
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
Palfx.invertall = 1

===========================
PalFx Evil (roxo - purple):
===========================
palfx.time = 40
Palfx.add = -0,-200,-0
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
Palfx.invertall = 1

====================================================

A maioria tem um look SNK. Para deixá-los no estilo da CAPCOM, basta retirar a linha Palfx.invertall = 1. Eu não atualizei este código, mas em breve eu coloco mais coisas.

Most of them have a SNK look. To make them in Capcom style, just remove the line Palfx.invertall = 1. I don't had updated this codes, but I will put something new soon.

[]s
Last Edit: January 07, 2005, 01:51:06 pm by O Ilusionista
Re: ? PalFX codes ?
#2  January 07, 2005, 06:24:36 pm
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Re: • PalFX codes •
#3  January 07, 2005, 07:37:26 pm
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yeah, I know that PalFX codes. But these are far away different.
Re: ? PalFX codes ?
#4  January 07, 2005, 10:43:47 pm
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I know, I just linked Sander's site as a reference for alternate PalFX values
XGargoyle: Battle posing since 1979
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Re: • PalFX codes •
#5  January 07, 2005, 11:37:54 pm
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oh, ok , sorry  --;
Re: ? PalFX codes ?
#6  August 05, 2007, 11:31:05 pm
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palfx.time = 32
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1

Re: • PalFX codes •
#7  July 23, 2008, 04:26:32 am
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So you add this to a character's hitdef, and when the move hits, it does the effect to the enemy.
That's the gist of it, right?
Well, is there a code for when your character gets hit by any move?

JozoTheBoogey

Re: • PalFX codes •
#8  July 23, 2008, 11:02:03 am
You should put what's pal.add for, you know, for the others figure it out.

BC

Re: • PalFX codes •
#9  August 22, 2008, 11:00:38 pm
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Quote
This effect are for be used in HitDef, or either, the opponet suffer this effect after being hitted by your fighter.
#


he said it was for use in the hitdef.

pal.add is simple, adding colour, 0,0,0   (red,green,blue)
Retired from mugen but not development
Re: • PalFX codes •
#10  May 21, 2015, 01:17:56 am
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HUGE MEGABUMP because apparently MugenBR is going to shut down and take down all of its sites with it, so I wanted to make sure Sander71113's BurnPalFX codes were posted here. Just to clarify, I didn't write any of this, I just formatted the text and hosted the images on imgur.

Quote
BETTER BURN PALFX   *October  27, 2001
You may have noticed that my characters use a unique burn palfx. Since a few other creators are already using it, I might as well add it here. I am about to share one of my trademark effects on my works.

     
Yellow/Orange Burn:                                       
Palfx.time      = Whatever you want here.           
Palfx.add       = 40,-70,-200                             
Palfx.sinadd   = 40,30,0,10                               
Palfx.color     = 0                                             
Palfx.invertall = 1                                           


Blue/Violet/Crimson Burn:
Palfx.time      = Whatever you want here.
Palfx.add       = -104,-104,7
Palfx.sinadd   = 56,56,0,10
Palfx.color     = 0
Palfx.invertall = 1
You can fool around with the values to get any kind of color you want..
See some of the custom Palfx I used for Yamazaki:
 
         
Red/Blood Burn:                                                
Palfx.time      = Whatever you want here.                   
Palfx.add       = 7,-200,-200                             
Palfx.sinadd   = 30,30,0,10                             
Palfx.color     = 0                                           
Palfx.invertall = 1                       
                 

Dust/Gray Burn:
Palfx.time      = Whatever you want here.           
Palfx.add       = -100,-100,-100
Palfx.sinadd   = -10,-10,-10,10
Palfx.color     = 0
Palfx.invertall = 1

PERSONAL NOTES:
I hope this will help M.U.G.E.N. KOF developers. So we can enjoy better characters,  and so that I can stop wasting my time working on characters. :P
Re: • PalFX codes •
#11  May 27, 2015, 04:07:14 pm
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Thanks, and thanks for the bump!  Did not know of these suggested effects, besides examining them from other characters.

Re: • PalFX codes •
#12  March 28, 2017, 08:08:54 pm
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[State 718, PalFX] ;Fade to Darker fade to brighter
type = PalFX
trigger1 = time = 0
time = 15                     
add = 0,0,0
mul = 164,164,164
sinadd = -65,-65,-65,26  ;adjust the "26" to lengthen or shorten the pulsating
invertall = 0
color = 256
ignorehitpause = 1

[State 718, PalFX];Black and White Negative
type = PalFX
trigger1 = time = 0
time = 5
add = 0,0,0
mul = 200,200,200
sinadd = 55,55,55,0
invertall = 1
color = 0

My black and white negative looks similar to Sander71113's Dust/Gray Burn.
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Re: • PalFX codes •
#13  March 28, 2017, 08:17:55 pm
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This will make a pretty neato rainbow effect.

[State 1811, Rainbow]
type = PalFX
trigger1 = 1
time = 1
add = Floor(sin(GameTime/8)*64),Floor(sin((GameTime-85)/8)*64),Floor(sin((GameTime-170)/8)*64)

I used this with AllPalFX to give the stage a "dance club" feeling during a win pose
Spoiler: used as AllPalFX (click to see content)