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palfx for an explod (Read 633 times)

Started by vgma2, December 24, 2008, 02:40:55 pm
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palfx for an explod
#1  December 24, 2008, 02:40:55 pm
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I'm experimenting with palfx and explods.

Is it posble to have a explod use an palfx?
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What did it see . . .
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What did it do . . .
Re: palfx for an explod
#2  December 24, 2008, 02:58:25 pm
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it's possible but you'd be changing the actual players pal too.

Just use a helper with ownpal=1 then give it it's palfx in it's own state, thats the only efficient way without affecting your actual players pallet..
Re: palfx for an explod
#3  December 24, 2008, 03:29:51 pm
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mugen's unfriendly to me, it says that anim = F9999 is not a trigger XP.

the code is in the common1.cns I'm using kamek's common1.

I'm just messing with the HCF (NOT half circle foward) bg.
Quote
And "Reality" is unveiled.
What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: palfx for an explod
#4  December 30, 2008, 10:53:30 pm
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I know what some people are thinking about m last post. "WT* is this!?!?"

well here's the code.

[mcode]
;==============================================================================
; KO Helper
;==============================================================================
[Statedef 1338000003]

[State 1338: Invisibo]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 1338: Invincibo]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

;[State KO: Sound]
;type = PlaySnd
;trigger1 = !Time
;value = F11, 0
;ignorehitpause = 1
;abspan = 0

;[State KO: SMAAAASH]
;type = PlaySnd
;trigger1 = !Time
;value = F5, 6
;ignorehitpause = 1
;abspan = 0

;[State KO: clap]
;type = PlaySnd
;trigger1 = !Time
;value = F555, 5
;ignorehitpause = 1
;abspan = 0
;loop=1

;[State KO: wind]
;type = PlaySnd
;trigger1 = !Time
;value = F750, 2
;ignorehitpause = 1
;abspan = 0
;loop=1

;[State KO: cheer]
;type = PlaySnd
;trigger1 = Time = 50
;value = F951, 0
;ignorehitpause = 1
;abspan = 0

;[State KO: Flash]
;type = EnvColor
;trigger1 = Time < 16
;trigger1 = !(Time % 2)
;time = 1
;ignorehitpause = 1
;flag = nomusic

;[State KO: Pause]
;type = Pause
;triggerall = Root, Name != "Zeeky H. Bomb" || Root, StateNo != 3202
;trigger1 = !Time
;time = 50
;ignorehitpause = 1
;movetime = 50
;flag = nomusic; = Time = 50

;[State KO: No Slowdown]
;type = AssertSpecial
;trigger1 = 1
;flag = nokoslow
;flag2=nomusic  ;Time = 50
;ignorehitpause = 1

;[State KO: Revive]
;type = LifeAdd
;triggerall = matchover
;trigger1 = time = 50
;value = 1
;kill = 1
;absolute = 0
;ignorehitpause =
;persistent =



;[State KO: BG Fix]
;type = BGPalFX
;trigger1 = Time = 0
;invertall = 1
;color = 128
;mul = 128, 128, 128
;time = 50
;flag = nomusic

;[State KO: BG Fix]
;type = BGPalFX
;trigger1 = Time = 0
;invertall = 1
;color = 128
;mul = 128, 128, 128
;time = 50
;flag = nomusic

;[State KO: BG FIX]
;type = BGPalfx
;trigger1 = Time = 0
;add = 50,50,150
;sinadd = 10, 10, 10
;time = 50
;invertall = 1

[State KO: HC Finish!]
type = Null;PlaySnd
trigger1 = !Time
trigger1 = Root, Stateno = [3000, 4999]
value = F11, 1
ignorehitpause = 1
abspan = 0

[State -2, Begin Speedlines]
type = Helper
triggerall = NumHelper(1338000004) = 0
trigger1 = Root, Stateno = [3000, 4999]
trigger1 = RoundState = 3
;anim = F840
ID = 1338000004
stateno = 1338000004
name = "HC Finish!"
pos = 160,-120
postype = left
;facing = facing
supermovetime = 9999
pausemovetime = 9999
ownpal = 1

;==============================================================================
; Hyper Combo Finish
;==============================================================================
[Statedef 1338000004]
anim = F9999
statetype = I
physics = N

[State 1338: Invisibo]
type = AssertSpecial
trigger1 = 1
flag = invisible
ignorehitpause = 1

[State 1338: Invincibo]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1

[State KO: HC Finish!]
type = PlaySnd
trigger1 = !Time
value = F11, 1
ignorehitpause = 1
abspan = 0


[State KO: HC Finish!2]
type = PlaySnd
;trigger1 = !Time
trigger1 = Time = 40
volume = 255
time = 90
value = F11, 2
ignorehitpause = 1
abspan = 0

;[State KO: No Slowdown]
;type = AssertSpecial
;trigger1 = !Time
;flag = NoKOSlow
;flag2=nomusic  ;Time = 50
;ignorehitpause = 1

[State 996, Explod!]
type = Explod
trigger1 = Time = 0
anim = F835
ID = 996
;pos = 160, 120
pos = 0,0
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -3
ignorehitpause = 1
;ownpal = 1
;palfx.sinadd = 120, 120, 60, 60

[State 996, Explod!]
type = Explod
trigger1 = Time = 0
anim = F840
ID = 996
pos = 160, 120
pos = 0,0
postype = left
bindtime = -1
removetime = -1
supermovetime = 9999
pausemovetime = 9999
sprpriority = -4
palfx.time = 9999
palfx.sinadd = 120, 120, 60, 60

;[State 996, Explod!pic]
;type = Explod
;trigger1 = Time = 0
;spr = 9000,0
;ID = 996
;pos = 160, 120
;pos = 0,0
;postype = left
;bindtime = -1
;removetime = -1
;supermovetime = 9999
;pausemovetime = 9999
;sprpriority = -3

;[State 996, PalFX]
;type = PalFX
;time = 9999
;trigger1 = !Time
;sinadd = 120, 120, 60, 60
;ignorehitpause = 1

[State 996, PalFX]
type = PalFX
time = 9999
trigger1 = Time = 0
sinadd = 120, 120, 60, 60


[State 996, Kill Background]
type = AssertSpecial
trigger1 = NumExplod(996) != 0
flag = NoFG
flag2 = NoBG
flag3 = nobardisplay
flag4 = NoKOSND
flag5 = NoKOSlow
ignorehitpause = 1

[State 996, Bye]
type = Removeexplod
value = 994
trigger1 = Roundstate = 4
;ignorehitpause = 1

[State 996, Bye]
type = DestroySelf
trigger1 = RoundState = 4
;ignorehitpause = 1

[/mcode]

This is kamek's common1.cns I've edited a little.

error says that anim = F9999 is not a valid trigger.

What should I tell my mugen?

anim = F9999 is NOT A DAMN TRIGGER!!!!

is there any way to fix this?
Quote
And "Reality" is unveiled.
What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: palfx for an explod
#5  December 30, 2008, 11:03:13 pm
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Quote
[Statedef 1338000004]
anim = F9999
statetype = I
physics = N
It's that bit.

You can't use a fightfx redirect on that particular anim setting. Would have to be 9999


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.
Re: palfx for an explod
#6  December 31, 2008, 10:38:53 pm
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awwww dammit I don't wanna go adding sprites to 150+ characters, might as well forget abouut it.

EDIT: Wait can I use the explod method somehow?
Quote
And "Reality" is unveiled.
What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: palfx for an explod
#7  December 31, 2008, 11:41:05 pm
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  • I am the eye of the storm to come!
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Yes. Set up an invisible anim and create the explod at time = 0


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.
Re: palfx for an explod
#8  January 02, 2009, 07:09:48 pm
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then how do I add the palfx?
Quote
And "Reality" is unveiled.
What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: palfx for an explod
#9  January 02, 2009, 09:25:16 pm
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
It's a helper isn't it? If you set the explod to ownpal = 0 then you can apply palfx to your helper and they'll be applied to the explod as well.


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.