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JasonThePhoenix

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Messages by JasonThePhoenix

    

Re: Why did moving to Ikemen break my character?

 June 18, 2024, 02:14:08 am View in topic context
 Posted by JasonThePhoenix  in Why did moving to Ikemen break my character? (Started by JasonThePhoenix June 16, 2024, 06:33:02 pm
 Board: M.U.G.E.N Development Help

Try changing the localcoord instead of x and y scale.
About the speed, no idea. Which version of Ikemen are you playing?

Ikemen-Plus-Master. I don't see a version number anywhere in the program.
    

Why did moving to Ikemen break my character?

 June 16, 2024, 06:33:02 pm View in topic context
 Posted by JasonThePhoenix  in Why did moving to Ikemen break my character? (Started by JasonThePhoenix June 16, 2024, 06:33:02 pm
 Board: M.U.G.E.N Development Help

My Mugen character ran into hardcoded mugen limitations, so I tried putting him in Ikemen, but then he ended up WAY too large compared to the screen, and increasing the screen size to 1920x1080 didn't help.

So I shrank the character's xscale and yscale from 1 to 0.1, and that was too small, so I set it to 0.25, and now it's the correct size relative to the Ikemen screen, but the character's movements are wonky and inconsistent and his hitboxes aren't connecting. Attacks that used to move him forwards a little are now moving him forwards way too much. When he jumps forwards or backwards he goes from one end of the stage to the other. The default stage has too much of the screen taken up by floor so he's jumping offscreen. I swear the game speed's been turned up compared to regular Mugen 1.1 but the Ikemen options menu says it's at 100% speed, and turning it down to 80% speed didn't seem to change anything.

How do I fix my character to work inside Ikemen?
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 07:41:15 pm View in topic context

Try changing the Juggle = 1 to 0?
The givepower at -1000 might also be an issue? Like if P2 only has 400, mugen might not allow it to happen?

attr = S, NA     ; you might want to make it a special or a hyper?

Try changing the givepower to a smaller number and see if it works more often. Change some of these and keep testing to try and find what's stopping it from working. Use Ctrl+D and C to see the stuff too.

None of that will make a difference.

It's likely a juggle issue and/or the opponent becoming invulnerable; you can check the latter by viewing collisions with Ctrl+C, which will be cyan if they're inv.

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
    

Re: [Playtest Build] Unfinished Character!

 March 03, 2024, 10:16:07 pm View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Why is there talk for a frame data page if the character is unfinished? I think the focus should be on more important things, like how to fix infinites and stuff...
speaking of, after you used Burst (which doesn't make the enemy fall down), if you get cornered and get hit by a x,x (wait a bit) x,x etc. combo you can be defeated by an infinite.
Also yes, damage output is too high. And velocities are inconsistent, walking speed is too high and the jumps are too slow.

PATCH NOTES:

Damage and walk speed reduced.

Max jumping speed now matches ground movement speed.

I edited Burst and Gold Burst so they will make the enemy fall on hit.

DOWNLOAD LINK: https://www.mediafire.com/file/i3zuamrsecttoy1/kfm.7z/file

Let me know if there are any more infinites to patch out/moves to speed up or slow down before I begin animating the moves.
    

Re: [Playtest Build] Unfinished Character!

 February 29, 2024, 04:09:18 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

The Database has a strict uniform layout that doesn't include frame data, so not there either. It would be documented as a Kung Fu Man edit regardless, not its own character.

Would it need its own name and art to be considered its own character?

Also, why wouldn't the wikis for a fighting game contain frame data? It would be a tremendous undertaking to record the frame data of every character ever but why not let character makers and character fans reveal the frame data of characters they care about?
    

Re: [Playtest Build] Unfinished Character!

 February 27, 2024, 06:58:33 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Dustloop, Supercombo, Mizuumi, etc. document actual games, not random MUGEN characters. You'll need to make your own resource for that.

That makes sense. I noticed there's a "Mugen Database fandom wiki" site, should I go and make a page for my character or should I finish the art assets for my character first?
    

Re: [Playtest Build] Unfinished Character!

 February 26, 2024, 08:17:58 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

use mediafire

Would probably help if the link wasn't dead.

Whoops! I have no idea why the link is dead. I didn't tell the site to delete that.

Now using Mediafire.

https://www.mediafire.com/file/72td4mk2bds6o65/kfm.7z/file

That's the Mediafire link.

Is the character balanced in 1v1 matches? What about matches against the character's gameplay inspirations like Jojo's Bizarre Adventure, Guilty Gear, Sailor Moon, and Marvel VS Capcom characters?

Also how do you get your own fighting game wiki character pages for your character and frame data like on Dustloop and SuperCombo?

Truth be told after a lot of playtesting I think I might have turned the damage too high. Plus his meter gain seems low compared to how quickly matches end. I don't know how to fix the bug where sometimes you can infinitely forward dash for a ton of meter or backdash for permanent invincibility. The counter hit bonus damage activates inconsistently. And I'm not sure about the Burst system. One per 2-5ish battles doesn't seem like enough. A burst meter like in Guilty Gear Xrd would definitely be better, especially if some Burst Meter is refunded when your Burst hits the foe.
    

My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 February 26, 2024, 08:11:44 am View in topic context

This is the Taunt code, it has a fullscreen hitbox. Taunting an opponent who is knocked down is supposed to take their Super Meter away and give them a chance to get up without getting attacked. However, this is inconsistent. Sometimes the taunt attack hits the foe and subtracts meter and lets my character Taunt again and again. Sometimes the taunt attack fails to hit the downed opponent and my character is hit. It's unreliable. Something must be wrong with the code. I wish I knew what.

This is the Taunt code:
; Taunt
[Statedef 195]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 195                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 195, 1]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 195, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA     
givepower = -1000,0
damage = 0, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = FD                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default, Hit/Miss/Dodge type (Def: Hit)
pausetime=0,60
guard.pausetime=0, 0
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -40, -304              ;X-offset for the "hit spark" rel. to p2, Y-offset for the spark rel. to p1
hitsound = 0, 0                  ;Sound to play on hit
guardsound = 0, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = 0            ;Velocity at which opponent is pushed
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
airguard.velocity = 0,0    ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = 0,0          ;X-velocity at which opponent is pushed, Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
guard.dist = 0

These two attacks are my character's only options for Knocking Down the opponent and making Okizeme happen.

;j5H
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 150
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 140*var(42),70
guardflag = HA
priority = 3
pausetime = 18,24;+6
sparkno = 1
sparkxy = -20,-140
hitsound   = 5,0
guardsound = 6,0
ground.type = trip
ground.slidetime = 8
ground.hittime  = 60
ground.velocity = -16
air.velocity = -8,12
air.hittime = 48
guard.dist = 0
fall=1
Fall.Recover = 0

;j2H
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 150
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 25
y = 25

[State 640, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 640, 3]
type = HitDef
trigger1 = AnimElem >= 2
attr = A, NA
damage    = 100*var(42),50
guardflag = HA
priority = 4
pausetime = 18,24;+6
sparkno = 1
sparkxy = -10,-40
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,12
guard.dist = 0

[State 640, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

By the way VirtualTek Fighter Factory Studio has a typo, try loading a character file that doesn't exist any more and you're told it "doesn't exists".
    

Re: [Playtest Build] Unfinished Character!

 February 15, 2024, 07:03:35 pm View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Okay, now this is a funny concept for a joke character.

He isn't intended to be a joke character. He's using unfinished art assets, that's why his fireball is the wooden block from the intro.

I was inspired by some beta Skullgirls footage where some character used unfinished sketches for some of her attacks. I forget which one.
    

Re: MUGEN Video thread

 February 12, 2024, 02:16:35 am View in topic context
 Posted by JasonThePhoenix  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: [Playtest Build] Unfinished Character!

 February 06, 2024, 06:29:57 pm View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

    

[Playtest Build] Unfinished Character!

 February 06, 2024, 12:13:36 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Inspired by Marvel VS Capcom 3, Sailor Moon S, and Guilty Gear Xrd, we have... Unfinished Character!

His gameplay? Testable. His damage? High! His speed? Higher!

His animations? Placeholders. His sprites? Incomplete! Who is he? That's a secret.

I am just one man, so before I start the lengthy process of animating his many attacks and drawing his many, many sprites, I thought I should get interested people to playtest the character first just in case any changes are necessary to his moves or code or how he fights. I'm going to make a fullgame with characters created by me, and this character is supposed to be the "Sol" of this game. Some characters will be faster or stronger, some characters will have weirder gimmicks, but he is meant to be simple and straightforward fast rushdown.

DOWNLOAD:
https://www.mediafire.com/file/72td4mk2bds6o65/kfm.7z/file

PC CONTROLS:

Light - L
Medium - ;
Heavy - '
Special - .
Dodge - /

XBOX CONTROLS:
Light - X
Medium - Y
Heavy - B
Special - A
Dodge - RB

PS4/5 CONTROLS:
Light - Square
Medium - Triangle
Heavy - Circle
Special - X
Dodge - R1

Combo Route:
Any Button>Command normal of same button strength>Button of higher strength
Input a combo incorrectly and, if you hit the foe, Autocombo autocorrects you, performing the next attack of higher strength.

Movelist:
5L
5M
5H
6H Overhead
2L
2M
2H
5S Projectile
6S Charge that can Rekka by pressing Light (Low), Medium(Overhead), or Heavy(Launcher)
j.L
j.M
j.H
j.2H
L+M = Throw
M+H = Teleport behind the foe for 1 bar of meter (you have 4)
H+S = Burst (Hit the opponent with Burst while not in hitstun or blockstun to perform a Gold Burst, gaining full meter)
L+S = Super (Spend 50% meter to dash forward, travelling 75% of the screen while invincible)
Dodge = SpotDodge
6+Dodge = Forward Dash
4+Dodge = Backdash
j.Dodge = Forward AirDash

TIPS:

Forward Dash can pass through the opponent. Great for mixups!
Walking towards the foe builds meter.
Dashing towards the foe builds meter.
You can spend 25% of your meter to perform a British Cancel, interrupting your attack with a forward or back dash. This costs 50% meter if your foe is in hitstun or blockstun.
Taunt while your foe is down! Knocked down foes lose 25% of their meter if they are taunted! But be careful, because this gives up Okizeme!

Recommended fight settings: 30 second timer, first to 5 wins

VIDEOS:


    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 07, 2024, 08:12:03 am View in topic context

The sprites tab is missing. It's not where it usually is. All the options in the bar at the top of the screen under "Sprites" are greyed out.
It's easier if you just open the sprite itself, fight.sff is the file you want.

I didn't notice until now but your avatar changes when I refresh the page. How did you do that?
signavatar.com

I see. How do I edit fight.sff? Fighter Factory Studio won't open it.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 03, 2024, 10:46:14 am View in topic context

You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.

I didn't notice until now but your avatar changes when I refresh the page. How did you do that?
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 03, 2024, 01:16:36 am View in topic context

You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.

The sprites tab is missing. It's not where it usually is. All the options in the bar at the top of the screen under "Sprites" are greyed out.
    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 January 02, 2024, 05:47:21 am View in topic context

Ikemen Go is almost perfectly backwards compatible at this point, you don't have to transfer anything besides copy pasting your files. And yes, it has a linux build.

Awesome. I'll download and use that now. Is there anything special I will have to do to enable moving, but not attacking, during the intro sequence for the Ikemen Go version?
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 02, 2024, 05:43:52 am View in topic context

Open mugen1/fight.def in Fighter Factory. Since the bar is animated, you'll have to edit several sprites.

This stuff?

; Definition of fight screen

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in system.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/
;
; See the section "How to Customize" at the end of
; this file.

;-----------------------------------------------------------
;Directories are checked in this order:
;1. current directory fight.def is in
;2. data/
;3. your MUGEN directory

[Files]
sff = fight.sff
snd = fight.snd
font1 = jg.fnt
font2 = num1.fnt
font3 = name1.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[FightFx]
scale = 1

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,127

[Begin Action 10] ;Darkened lifebar background
10,0, 0,0, 1, , S

[Simul Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,-1
p1.mid.spr = 22,0
p1.front.offset = 0,-1
p1.front.spr = 23,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 0,127
;Player 3
p3.pos    = 140,15
p3.mid.spr = 22,0
p3.front.spr = 23,0
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,15
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 0,127

[Begin Action 20] ;Darkened lifebar background (team)
20,0, 0,0, 1, , S

[Turns Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,127

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 140,22
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = 0,-107
p1.counter.offset = -108,6
p1.counter.font = 1,0, 0

;Player 2
p2.pos    = 178,22
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 43,0
p2.front.facing = -1
p2.range.x  = 0,107
p2.counter.offset = 109,6
p2.counter.font = 1,0, 0

; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0

[Begin Action 40] ;Darkened powerbar background
40,0, 0,0, 1, , S


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = 1,12
p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.6,0.6
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 317,12
p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.6,0.6
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos    = 2,12
p3.face.spr = 9000,0
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 11,10
;Player 4
p4.pos    = 316,12
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = -11,10

[Turns Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 1,49
p1.teammate.spacing = 13,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.5,0.53
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 317,49
p2.teammate.spacing = -13,0
p2.teammate.bg.spr = 70,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.5,0.53
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,0

;-----------------------------------------------------------
[Name]
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,10
p2.name.font = 3,0, -1

[Simul Name]
p1.pos = 14,10
p1.name.font = 3,0, 1
p2.pos = 305,10
p2.name.font = 3,0, -1
p3.pos = 138,10
p3.name.font = 3,0, -1
p4.pos = 181,10
p4.name.font = 3,0, 1

[Turns Name]
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,10
p2.name.font = 3,0, -1

;-----------------------------------------------------------
[Time]
pos = 160,23
; Uncomment the following line to use a bg component
;bg.spr =
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 10,80         ;Coords to show
team1.start.x = -40       ;Starting x-coords
team1.counter.font = 2,4,1
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = 1,0,1
team1.text.offset = 3,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 309,80         ;Coords to show
team2.start.x = 359       ;Starting x-coords
team2.counter.font = 2,4,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 1,0,-1
team2.text.offset = 3,0   ;Offset of text
team2.displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 5              ;Rounds needed to win a match
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0              ;Time to show round display
round.default.offset = 160, 100
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.
round.default.font = 1,0, 0
round.default.text = Round %i
round.default.displaytime = 60
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim =

; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 160, 110     ;Component for FIGHT display
fight.anim = 80             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 30              ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 160, 70        ;Component for KO display
KO.anim    = 200            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 160, 70
DKO.font   = 1,5
DKO.text   = Double K.O.
DKO.displaytime = 60
DKO.snd    = 2,1
; Time Over
TO.offset  = 160, 70
TO.font    = 1,5
TO.text    = Time Over
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.
slow.time  = 60            ;Time for KO slowdown (in ticks)
over.waittime = 45         ;Time to wait after KO before player control is stopped
over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45          ;Time to wait before players change to win states
over.time = 210            ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 160, 70
win.font = 1,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = %s and %s Win
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = Draw Game
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 1
80,6, 0,0, 1
80,7, 0,0, 1
80,6, 0,0, 1
80,0, 0,0, 30
80,1, 0,0, 1
80,2, 0,0, 1
80,3, 0,0, 1
80,4, 0,0, 1
80,5, 0,0, 1

;"K.O." Animation
[Begin Action 200]
-1,-1, 0,0, 5
200,2, 0,0, 2, ,A1
200,1, 0,0, 2, ,A
200,2, 0,0, 2, ,A
200,2, 0,0, 18, ,A1
200,4, 0,0, 2, ,A1
200,3, 0,0, 2, ,A
200,4, 0,0, 2, ,A
200,4, 0,0, 18, ,A1
200,0, 0,0, 2, ,A1
200,5, 0,0, 2, ,A1
200,5, 0,0, 2, ,A
200,5, 0,0, 2, ,A1
200,0, 0,0, 2, ,A1
200,0, 0,0, 50
200,6, 0,0, 1, ,A1
200,7, 0,0, 1, ,A1
200,8, 0,0, 1, ,A1
200,9, 0,0, 1, ,A1
200,10, 0,0, 1, ,A1

;-----------------------------------------------------------
[WinIcon]
p1.pos = 34,43    ;33,43
p2.pos = 284,43   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 12,0 
p2.iconoffset = -12,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,1
p2.counter.offset = 0,0
p2.counter.font = 2,1
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; Win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
; Win by time over
p1.t.spr = 105,0
p2.t.spr = 105,0
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
; Use icons up until this number of wins
useiconupto = 4


;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
;
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
;   1. anim (animation)
;   2. spr  (sprite)
;   3. font (text)
;   4. snd  (sound)
;
; 1. anim
;    Format: anim = actionno
;    actionno is the number of the action to use. You must
;    specify a valid action that is defined within this file.
;    The sprites for the animation come from the file given
;    for the "sff" parameter in the [Files] group below.
;    You can define your animation actions anywhere in this
;    file, as long as it does not come in the middle of a
;    group (an example of a group is the block of text
;    starting with [Files], and ending on the next group
;    [Lifebar]).
;    For example, to use action 5 for the p1.bg0 component:
;      p1.bg0.anim = 5
;
; 2. spr
;    Format: spr = spritegrp, spriteno
;    This is the identifier pair for the sprite you to
;    display.
;    For example, to show sprite 103,0 for a component named
;    p1.throw:
;      p1.throw.spr = 103,0
;
; 3. font
;    Format: font = fontno, fontbank, alignmnt, R, G, B
;            text = text
;    This lets you set the font (and optionally the content
;    text). fontno is the number of the font defined under
;    [Files]. For instance, for the line "font2 = font/num1.fnt",
;    the fontno is 2.
;    fontbank is the color bank of the font to use. Refer to
;    the font for what color banks it has.
;    alignmt is a number representing the text alignment.
;    1 is left, 0 means center, and -1 is for right-alignment.
;    R, G, B are the color adjustment values for the font.
;    RGB values default to 256,256,256 (no color adjustment).
;    All font values are optional.  If fontno is omitted, no
;    text will be drawn.
;
;    The "text" element should accompany the "font" element
;    wherever necessary. The following example will display
;    "FIGHT!" using font 1, bank 1, with center-alignment.
;      fight.font = 1,1, 0
;      fight.text = FIGHT!
;
; 4. snd
;    Format: snd = sndgrp, sndno
;    This is the identifier pair for the sound effect to
;    play. The .snd file that the sound is played from
;    is given in the "snd" parameter in the [Files] group.
;    This plays sound 21,0 for the "level1" component.
;      level1.snd = 21,0
;
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
;   counter.font = 2,4  ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
;   5.  offset
;   6.  displaytime
;   7.  facing
;   8.  vfacing
;   9.  layerno
;   10. scale
;
; 5. offset
;   Format: offset = x, y
;   Displaces the display element horizontally by x pixels,
;   and vertically by y pixels.
;   If this element is omitted, the offset is assumed to
;   be 0,0.
;
; 6. displaytime
;   Format: displaytime = time_in_ticks
;   This element defines the time to display the component.
;   If omitted, the default display time varies with element
;   type. For spr and font elements, the default displaytime
;   is 1. For anim, it is the looptime of the animation.
;   This example displays the text "FIGHT!" for 45 game
;   ticks:
;     fight.font = 1,1, 0
;     fight.text = FIGHT!
;     fight.displaytime = 45
;
; 7. facing
;   Format: facing = dir
;   Sets the horizontal flipping of the display element.
;   1 means no flipping, and -1 means flip horizontally.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 8. vfacing
;   Format: vfacing = dir
;   Sets the vertical flipping of the display element.
;   1 means no flipping, and -1 means flip vertically.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 9. layerno
;   Format: layerno = no
;   This element lets you set the layer to which the
;   display element will be drawn on. 0 is in front of
;   the background, but behind the players. 1 is in
;   front of the players, but behind the foreground.
;   2 is in front of the foreground. The default is 0
;   in most cases.
;   An example of where this might be useful is when
;   you want to have the life or power bars appear
;   on top. In that case, set all the components to
;   have layerno = 2.
;
; 10. scale
;   Format: scale = xscale, yscale
;   Scales the display element by a horizontal scale
;   factor of xscale, and vertically by a factor of
;   yscale. Defaults to 1,1 if omitted.
;   Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 December 31, 2023, 11:45:48 pm View in topic context

    

How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 December 31, 2023, 06:24:04 pm View in topic context

My character has 4000 power and can only spend 25% or 50% of it at a time. How do I update the Mugen Power Bar graphics to reflect that and have four segments instead of separating the bar into three parts?
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 05:03:24 pm View in topic context

I changed my burst variable from 22 to 69 but that made the burst not show up or ever become useable so I changed my character's indexes to 4.

IntPersistIndex = 4
FloatPersistIndex = 4

This seems to work.