How do you make fire effect on some char? Cause i edit someone char [size=1pt]and of course private xD[/size]I'm new to mugen so please explain it after i open the character in FF
You're obviously very new.Does the character even have fire sprites in it? If the answer to that is no, and you absolutely MUST have fire sprites, you're going to have to start with a tutorial on how to correctly palette sprites and add them to an sff file.Sorry, not going further than that without clarification. Not that adding the effect you want is hard, but i'd hate to explain it all the way from 0-100 in a forum post.
Yes it is...The char nickname is "Fire fist Ace" xDEdit: Yea and i try to create new character but... And i also know how to change char bimp or w/e it called in to pcx xD
why are you adding more fire if he already has fire. OR do you mean pallet effects like turning the character red.
Riptide said, April 21, 2011, 10:45:01 amOR do you mean pallet effects like turning the character red.THAT!
Find this line, it could be in any of the .cns files[Statedef -2]Underneath that add [State -2, PalFX]type = palfxtrigger1 = alivetime = 5add = 100,1,1mul = 150,150,150color = 256That will need tweaking, feel free to mess with fighter factory's palFX editor you probably want something very different to what the above will achieve. Basically, play with it.
Oh wait... That makes the char is look on fire... my bad I want when the fire hit the opponent and than the char look like on fire... Like Cyanide did but the char who used fire is on fire xD
You mean you turn your opponent red?Find the hitdef for an attack that has fire. Add the followingpalfx.time = value you wish to use for how long it lastspalfx.add = above valuespalfx.mul = above valuespalfx.color = 256Should mean any hit inflicted by that move will make p2 turn red.
Cyanide said, April 21, 2011, 12:05:54 pmYou mean you turn your opponent red?Find the hitdef for an attack that has fire. Add the followingpalfx.time = value you wish to use for how long it lastspalfx.add = above valuespalfx.mul = above valuespalfx.color = 256Should mean any hit inflicted by that move will make p2 turn red.Wait, where should i put it?