After reading about Capcom Fighting All-Stars, I thought to myself, Why didn't anyone use the Break Time Mechanic for mugen projects? It could be used as a round 2 intro that shows what the characters are doing in between rounds. Having a total of three animations depending on the amount of health you have after the last battle.Like let's say Karin has lost one third of health left during her last match, at the beginning of the next round, we see Ishizaki the pudgy butler, patching her up and this shows her health bar refilling back to maximum.Another one would be if Zangief had lost two thirds of health in the previous match, in the next one, he's completely tired but then pulls out a bottle of vodka and drinks it down which refills his health bar, similar to Soda Popinski from Punch Out Wii.I'm thinking of putting something like this for my new projects.Is there a good way to adding something like this?
Override Stateno 5900 and add thistype=Changestatetrigger1 = Roundno = 2value = ####you can use variables to remember the health between rounds if you tinker with the PersistIndex
What variables can I use? I haven't really used variables like that before.And I never heard of the PersistIndex. Yeah I know, I probably should know something like that by know.
Hmm, that idea does sound interesting. Maybe we can somehow implement it in our SF4 project...what do you think?
D, The Red Cloak said, January 20, 2014, 03:32:38 amWhat variables can I use? I haven't really used variables like that before.And I never heard of the PersistIndex. Yeah I know, I probably should know something like that by know.Any of them will work, provided they're #'d 0-59, (0-39 for floats) and above whatever you set the PersistIndex as. There's a tutorial on Variables that goes more into detail on it.
Whoa, no. Not ANY of them will work. You need to pick one that the character isn't already using, or you'll screw something up.
alternatively you could make it rarely used anim and check if they have it too. var's aren't always the end all be all.