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Started by O Ilusionista, January 07, 2005, 01:47:43 PM

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O Ilusionista

vasculhando os meus backups, achei um tutorial que eu fiz em 2002 sobre pafx, após esta cansado de ver grandes chars com palfx horriveis.

Seaching in my backups, I've found a tutorial that I've made at 2002 about PalFx, after being tired to see great chars with poor palfx :)

================================
Efeitos de PalFX - PalFx Effects
================================

Autor: O Ilusionista
Page: http://bmt.mgbr.net
Data: 09/04/2002

Estes efeitos são para serem usados num HitDef, ou seja, o oponente sofre este efeito após ter sido golpeado pelo seu lutador.

Você pode usá-los livremente, mas seria legal se colocasse meu nome em algum lugar :-)

This effect are for be used in HitDef, or either, the opponet suffer this effect after being hitted by your fighter.
You can use they freely, but it would be nice if you put my name somewhere :-)

============================
PalFX de fogo - Fire PalFx:
============================
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

============================
PalFx de gelo - Ice PalFx:
============================
palfx.time = 40
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
Palfx.color = 0
palfx.invertall = 1

================================================
PallFx de veneno (verde) - Poison PalFX (green):
================================================
palfx.time = 40
palfx.add = 0,100,50
palfx.mul = 20,120,24
palfx.sinadd = 85,110,55,10
Palfx.color = 0
palfx.invertall = 1

================================================
PallFx de veneno (roxo) - Poison PalFx (purple):
================================================
palfx.time = 40
palfx.add = 100,0,100
palfx.mul = 120,20,124
palfx.sinadd = 85,110,55,10
Palfx.color = 0
palfx.invertall = 1

=================================================
PalFx de choque (azulado) - Shock PalFx (bluish):
=================================================
palfx.time = 40
Palfx.add = 100,100,180
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1

=====================================================
PalFx de choque (preto e branco) - Shock PalFx (B&W):
=====================================================
palfx.time = 40
Palfx.add = 100,100,100
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1

===========================
PalFx Evil (vermelho - red)
===========================
palfx.time = 40
Palfx.add = -0,-200,-200
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
Palfx.invertall = 1

===========================
PalFx Evil (roxo - purple):
===========================
palfx.time = 40
Palfx.add = -0,-200,-0
Palfx.sinadd = 40,80,40,10
Palfx.color = 0
Palfx.invertall = 1

====================================================

A maioria tem um look SNK. Para deixá-los no estilo da CAPCOM, basta retirar a linha Palfx.invertall = 1. Eu não atualizei este código, mas em breve eu coloco mais coisas.

Most of them have a SNK look. To make them in Capcom style, just remove the line Palfx.invertall = 1. I don't had updated this codes, but I will put something new soon.

[]s

XGargoyle



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O Ilusionista

yeah, I know that PalFX codes. But these are far away different.

XGargoyle

I know, I just linked Sander's site as a reference for alternate PalFX values


XGargoyle: Battle posing since 1979
http://xgargoyle.mgbr.net
http://www.pandorabots.com/pandora/talk?botid=e71c0d43fe35093a  <-- Please click that link
http://paypal.me/XGargoyle  <-- Donations welcome!

O Ilusionista


Elix

palfx.time = 32
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1


TehBazzard

So you add this to a character's hitdef, and when the move hits, it does the effect to the enemy.
That's the gist of it, right?
Well, is there a code for when your character gets hit by any move?

JozoTheBoogey

You should put what's pal.add for, you know, for the others figure it out.

BC

QuoteThis effect are for be used in HitDef, or either, the opponet suffer this effect after being hitted by your fighter.
#


he said it was for use in the hitdef.

pal.add is simple, adding colour, 0,0,0   (red,green,blue)
Accepting commissions

Jango

HUGE MEGABUMP because apparently MugenBR is going to shut down and take down all of its sites with it, so I wanted to make sure Sander71113's BurnPalFX codes were posted here. Just to clarify, I didn't write any of this, I just formatted the text and hosted the images on imgur.

QuoteBETTER BURN PALFX   *October  27, 2001
You may have noticed that my characters use a unique burn palfx. Since a few other creators are already using it, I might as well add it here. I am about to share one of my trademark effects on my works.

     
Yellow/Orange Burn:                                       
Palfx.time      = Whatever you want here.           
Palfx.add       = 40,-70,-200                             
Palfx.sinadd   = 40,30,0,10                               
Palfx.color     = 0                                             
Palfx.invertall = 1                                           


Blue/Violet/Crimson Burn:
Palfx.time      = Whatever you want here.
Palfx.add       = -104,-104,7
Palfx.sinadd   = 56,56,0,10
Palfx.color     = 0
Palfx.invertall = 1
You can fool around with the values to get any kind of color you want..
See some of the custom Palfx I used for Yamazaki:

         
Red/Blood Burn:                                                
Palfx.time      = Whatever you want here.                   
Palfx.add       = 7,-200,-200                             
Palfx.sinadd   = 30,30,0,10                             
Palfx.color     = 0                                           
Palfx.invertall = 1                       
                 

Dust/Gray Burn:
Palfx.time      = Whatever you want here.           
Palfx.add       = -100,-100,-100
Palfx.sinadd   = -10,-10,-10,10
Palfx.color     = 0
Palfx.invertall = 1

PERSONAL NOTES:
I hope this will help M.U.G.E.N. KOF developers. So we can enjoy better characters,  and so that I can stop wasting my time working on characters. :P

altoiddealer

Thanks, and thanks for the bump!  Did not know of these suggested effects, besides examining them from other characters.


Odb718

[State 718, PalFX] ;Fade to Darker fade to brighter
type = PalFX
trigger1 = time = 0
time = 15                     
add = 0,0,0
mul = 164,164,164
sinadd = -65,-65,-65,26  ;adjust the "26" to lengthen or shorten the pulsating
invertall = 0
color = 256
ignorehitpause = 1

[State 718, PalFX];Black and White Negative
type = PalFX
trigger1 = time = 0
time = 5
add = 0,0,0
mul = 200,200,200
sinadd = 55,55,55,0
invertall = 1
color = 0

My black and white negative looks similar to Sander71113's Dust/Gray Burn.
vVv Gouken718 vVv SabreTooth718 vVv


altoiddealer

This will make a pretty neato rainbow effect.

[State 1811, Rainbow]
type = PalFX
trigger1 = 1
time = 1
add = Floor(sin(GameTime/8)*64),Floor(sin((GameTime-85)/8)*64),Floor(sin((GameTime-170)/8)*64)

I used this with AllPalFX to give the stage a "dance club" feeling during a win pose
Spoiler: used as AllPalFX (click to show)


Odb718

#13
There's probably a better way to do this with the triggers, but idk.
This will have the background as normal and adds red to it for half a second.
[State 8500, Clear2Red]
type = BGpalFX
triggerall = time <=30
trigger1 = 1
time = 1
color = 256
add = 0,0,0
mul =  256, floor(256-8.53*time),floor(256-8.53*time) ;8.53 is 256/30

----
I believe this "adds red" to it because it's reducing the Green and Blue MULtiplication. So it's going from No Change to,  Less Green and Blue, and Full Red.
vVv Gouken718 vVv SabreTooth718 vVv


Manson Rees

Quote from: Odb718 on February 15, 2026, 01:59:05 AM
There's probably a better way to do this with the triggers, but idk.
This will have the background as normal and adds red to it for half a second.
[State 8500, Clear2Red]
type = BGpalFX
triggerall = time <=30
trigger1 = 1
time = 1
color = 256
add = 0,0,0
mul =  256, floor(256-8.53*time),floor(256-8.53*time) ;8.53 is 256/30

----
I believe this "adds red" to it because it's reducing the Green and Blue MULtiplication. So it's going from No Change to,  Less Green and Blue, and Full Red.
Cool effect. And yes, I think it works exactly as you described.
If you have any variables available, you could also do something like this:
[State 8500, Clear2Red]
type = BGpalFX
triggerall = time <= 30
trigger1 = var(XX):= 256 - ceil(8.53*time)
time = 1
color = 256
add = 0,0,0
mul =  256, var(XX), var(XX)