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progressively palfx effect that keeps during all the round? (Read 500 times)

Started by Daimonmau, April 27, 2009, 12:29:59 am
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progressively palfx effect that keeps during all the round?
#1  April 27, 2009, 12:29:59 am
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I want to make a effect  that, after a certain move, the char begins to become more and more of a certain color, then, when the color is too strong, he come back to normal and begins again to slowly become of that certain color.
explaining in other way: something like make the char "glow", or slowly gets bright until a certain point, then come back to normal and begins again, during the rest of the round after the activation.
Re: progressively palfx effect that keeps during all the round?
#2  April 27, 2009, 12:37:02 am
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Have a var that starts increasing in State -2 after the activation, then also in State -2 have a PalFX like:

type= palfx
time= 2
add= (var%T)*X, (var%T)*X, (var%T)*X

Where T is the time it takes for one "full glow" and X is the ammount of colour to add each tick.
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: progressively palfx effect that keeps during all the round?
#3  April 27, 2009, 01:00:27 am
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Something like this?

[State -2, varset]
type = VarSet
trigger1 = var(1) = 1
v = 9
value = 1

[State -2, PalFX]
type = PalFX
trigger1 = var(9) = 1
time = 2
add = (var%15)*5, (var%15)*0, (var%15)*0
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1

how I do a var that "starts increasing"? and it will keep activating again and again after each glow until the rest of the round?


EDIT: I couldn't test the "add = (var%15)*5, (var%15)*0, (var%15)*0", the mugen crashs if I write this.
Last Edit: April 27, 2009, 02:54:58 am by daimonmau
Re: progressively palfx effect that keeps during all the round?
#4  April 27, 2009, 03:13:06 am
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In the activation state set the var to 1, then in -2 use this:

[State -2, increase var]
type = VarAdd
trigger1 = var(9) > 0
var(9) = 1

EDIT: I couldn't test the "add = (var%15)*5, (var%15)*0, (var%15)*0", the mugen crashs if I write this.
I wrote "var" as an example, it needs the number of whatever var you used (var(9) I guess).
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: progressively palfx effect that keeps during all the round?
#5  April 27, 2009, 03:38:03 am
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Cool, it worked, thanks men, but I still have one problem about this now:

no matter how I mess with the numbers
time = 1
add = (var(13)%120)*1, (var(13)%15)*0, (var(13)%15)*0
It still goes to much fast, he gets red fast and come back to normal, but begins again imediatelly. what I want is that he gets without this for some 3 seconds, begins to become red (more slow) and comeback to his 3 seconds without nothing.
Or only that he becomes red much more slow.

this can be done? I tested this:
time = 1
add = (var(13)%120)*0.1, (var(13)%15)*0, (var(13)%15)*0
but din't work

EDIT: I think I can solve this if there is some code on mugen that permits to count how much time passed since the last action. I mean, something that let me activate something that I want every 10 seconds or every 120 gameticks during the round, for example. so I would say to mugen: "when this variable be activated, every 30 seconds activate on the char this explod and this palfx".


Last Edit: April 27, 2009, 03:59:55 am by daimonmau
Re: progressively palfx effect that keeps during all the round?
#6  April 27, 2009, 04:29:02 am
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Hm, that gets a bit more complicated and I'm not sure how to put it other than by example:

[State -2, PalFX]
type = PalFX
trigger1 = var(13) > 0
trigger1 = (var(13) % 240) < 60; For each four seconds (240 ticks), only activate in the first one (60 ticks)
time = 2
add = (var(13) % 240)*3, 0, 0
mul = 256,256,256
invertall = 0
color = 256
ignorehitpause = 1
Use anything you want from my works.  If you need to contact me use email, not private messages.
Re: progressively palfx effect that keeps during all the round?
#7  April 27, 2009, 06:13:09 am
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cool again, now it worked in a aceptable way, thanks again brokenpots men, har har.