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Modifying Explods in a full game fightfx (Read 656 times)

Started by jamielashley, June 02, 2008, 04:20:54 pm
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Modifying Explods in a full game fightfx
#1  June 02, 2008, 04:20:54 pm
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Hi guys

Im creating a full game, and I have characters who share the same subsytem (naturally). If I have images which I want to modify in a specific character, say I wanted the image to "blink", effectively modifying the explod to add fx to a set, can I do that using the fightfx, or do I have to put those set of sprites in each character? Everytime I code it, I get the same problem, the fx is not modified, furthermore sometimes the colour is a little off.

Can anyone assist?
Re: Modifying Explods in a full game fightfx
#2  June 02, 2008, 10:58:13 pm
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You're using modifyexplod? Modifyexplod is iffy.

If it's a full game you can put things into the fightFX. You can either make them act correctly through animation. Or code it in as the explod sctrl gives you access via the F prefix.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Modifying Explods in a full game fightfx
#3  June 03, 2008, 07:35:26 pm
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Thanks for responding Cy

I already have the images in my fightfx, and I have programmed the Explod sctrl as a helper to the character. So that effectively the first part of the helper uses Explod, but when I want to introduce a variable, for example Full Power, do I have to set another Explod or use a variable for full power and palfx to do this?

What I want is when the character reaches full power, the bar will effectively blink slowly. The explod ctrl works fine, but when the variable (full power and life is < 450) is introduced, nothing happens

eg.

[Statedef 4000]
anim = X
ctrl = 0

[State 4000, 1]
type = Explod
trigger1 = !NumHelper(4000) && var(15)
anim = f4000
pos = 0,0
palfx.time = var(40)*
palfx.add = 255*var(6),255*var(6),255*var(6)

Where var(40) is full power, statedef is triggered at the beginning of the round irregardless

Does this describe what you meant? (Should have included actual coding but im not using my pc at the moment)
Re: Modifying Explods in a full game fightfx
#4  June 03, 2008, 11:10:43 pm
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
No that's ok. Var(40) = max power. Does the helper, or the parent set this? If it's the parent the helper doesn't know about it and you'll need to use parent, var(40) instead.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.