Indeed, only the current WIP readme has the tutorial section with specific animation numbers. Bleh, fine, I'll post the current tutorial snippets now.
This animation is used when Goku hits his opponent with EX Snap Kick. The opponent flies through the screen while flipping. This animation is not a standard in fighting games, and Mugen creators usually put the opponent in a custom state and use AngleAdd to make the opponent spin/rotate.
To make your character compatible with Goku Z2, you have to add at least 3 sprites of your character spinning around the Z axis, with alignment based on the feet, as shown in the following capture:
Once the sprites are in the SFF, create Animation 5937 in the AIR file, which is the standard used for Goku Z2, and you're done. Just adding this animation will ensure that your character will use it when Goku hits him with EX Snap Kick.
On the other hand, you may also want Goku or any of your characters with Anim 5937 to use the Flip Knockout animation whenever possible. When sending the opponent in a custom state to make him rotate with AngleAdd, you may just want to check if the opponent has the Flip Knockout animation with SelfAnimExist(5937), and use it instead.
Chou Kamehameha Fatality
This animation is used when Goku kills his opponent with Chou Kamehameha. The opponent is freezed in a GetHit sprite, fades to black, and finally vanishes, reduced to ashes.
To make your character compatible with Goku Z2, you need to select a GetHit sprite that will be used to create the fade animation. Turn this sprite to black, and simplify it more and more to make the character fade out through the animation. Once this is done, place the sprites in the SFF at the same axis as the base sprite, as shown on the following capture:
Once the sprites are in the SFF, create two animations : Animation 5941 and Animation 5942. Animation 5942 is optional but will make the custom state look better.
- Animation 5941 consists in the base colored sprite displayed for 30 ticks, then the black fading sprites (11 sprites in the case of Goku Z2), and finally an invisible sprite displayed indefinitely.
- Animation 5942 consists in the base color sprite displayed 15 times, each frame for 2 ticks, using the ASD method within the AIR file to make it fade to black. Basically, this animation will be displayed as an explod over animation 5941, because PalFX won't trigger correctly during the pause occuring when the character dies.
It is best to go check Goku's AIR file directly to set up these 2 animations efficiently, especially regarding the ASD method. Just adding these animations will ensure that your character will use it when Goku kills him with Chou Kamehameha.
Since I'm in a good mood, I'll post these too here :
Spoiler, click to toggle visibilty
On the other hand, you may also want your characters with beams to be able to put Goku in this Fatality state. To do this, add this code just after the HitDef of the beam attack state:
[State 3025, p2state - killed]
type = targetstate
trigger1 = movehit && numtarget
trigger1 = target, AnimExist(5941)
trigger1 = MatchOver && WinKO
value = 5941
ignorehitpause = 1
Then, search in Goku's files for states 5941 and 5942 (in states/system.cns), and copy them in your character's files wherever you want. You will probably want to modify the code a little bit to blend with your beam better.
This state is triggered when two compatible characters run into each other. They will then grab each other and struggle until one of them wins. To make your character compatible with Goku (and some other characters), you will need to modify/code several things:
1- A Run (or at least a Dash) state as state 100.
2- A struggling animation, which consists in a single sprite for Goku.
3- The code for Dash Collision, with the struggling state. You need to have Var(30) free for this move.
4- A few effects. You can use those from Goku and include them in your character, or come up with yours.
1- Concerning the run state, you will just need to add a ChangeState in it to go to the Dash Collision state if you're fighting compatible characters. As such, if you want your character to be compatible with Goku Z2 for the whole community, please inform me so I can add the necessary triggers in the code. Basically, just override the Run code and add this piece of code in it:
; DASH COLLISION ACTIVATION
[State -2, Dash Coll]
type = Changestate
triggerall = enemy,stateno=100 || enemy,stateno=950
triggerall = p2bodydist X = [-30,30]
trigger1 = enemy,name = "Goku Z2"
trigger2 = enemy,name = "awoken Ichigo"
trigger3 = enemy,name = "Anderson" && enemy,authorname="DopeFiend"
value = 950
2- Concerning the struggling sprites, you can do what you wish, just make the sure the hands stay at the same place and are located at a height of about 52 to 68 pixels. Please check Goku's struggling sprite (950,0 in the SFF) for reference. Then, place the sprite in the SFF (as shown in the following image) and create Animation 950:
3- Now you need to add the code releative to the Dash Collision state itself. Search for it in Goku's files : state 950 in states/system.cns.
Basically, the code displays various FX during the whole struggling (smoke, collision FX, white foreground, scaling, notification). Then, a set of PosAdd and width ensures both fighters get placed correctly. Several sounds and envshake occur. Then, the core of the code is there, in a nutshell: var(30) (which HAS to be free for your character) is set to 0, goes up as players smash buttons. After 80 ticks have passed, the character goes to a state depending on if his var(30) is higher than the opponent's or not:
- If he wins, he goes to state 951. You will have to create this one yourself to define what your character does when he wins. You don't have to use state 951 if you don't want to.
- If he loses, he goes to stance state with no control, waiting for the opponent to hit or throw him.
- If there's a draw, he goes in backdash state.
4- Finally, it is also important you add the effects sprites in your character, since only teamside=1 will trigger them. The animation used in Goku are animations 955, 956, 957 and 958. There's also a notification helper in state 13200 (search in states/helpers.cns if you want to use it). Feel free to use all the FX from Goku for Dash Collision, or come up with yours if they don't blend well.