HELP with Visual effect for a PowerCharge

Started by Nulo, July 24, 2024, 11:37:01 PM

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Nulo

I would like to know how to code a visual effect for a power charge, like the aura when you start charging.

Odb718

That effect seems like it's just two explods. One for the ground dust and one for the flames. The ground dust might be 1 animation used 2x with one being flipped horizontally. So maybe 3 explods.

Make 2 of these in the charging state. Fill out the trigger1 with Time = what time you want it to kick on
Anim needs to be the animation you want
and ID needs to be a number. Put that same number in numexplod(X) as the X value.

[State 0, Explod]
type = Explod
triggerall = numexplod(X) = 0
trigger1 =
anim =
ID =   
pos = 0,0
postype = p1   
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 9
ontop = 1
removeongethit = 1
;ignorehitpause = 1
;persistent =


If you need to learn more about explods look in the Mugen Master Class
vVv Gouken718 vVv SabreTooth718 vVv


Nulo


Odb718

Most people don't MAKE the pcx files. but yes, you need an image to display an image.
You can use images from other characters. If another character has the exact animation that you want in your character, you can use Fight Factory 3 to copy it over to your character pretty easily. You open your char and the other char. In the 2nd character, find the anim number and write it down. Then,  In your char go to the animations, scroll all the way to the right. Then at the top, go to Animations > Import from another project. Make sure the 2nd char is selected, write in the animation number, and click import sprites.

You might need to double check to make sure than Anim number hasn't been taken by your character already. Or you can rename the new animation after it's imported.
vVv Gouken718 vVv SabreTooth718 vVv


Nulo

Thanks, I did what you said and it worked to put the image.
but in the cns it gaves this error:

Library error message: Died parsing numexplod(X) = 1

Error detected.

Invalid trigger: X
Error parsing triggerall
Error parsing [State 0, Explod]
Error in [StateDef 1000]
Error in Teto.cns:593
Error loading chars/ffchartest/ffchartest.def
Error loading p1

Clipboard tail:
Gameflow 6
Reset persist vars team 0
Reset persist vars team 1
Gameflow 8
Gameflow 9
Gameflow 10
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 964759015
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/ffchartest/ffchartest.def...
  Loading info...OK
  Loading cmd command set Teto.cmd...OK
  Loading cns Teto.cns...Freeing player RC Teto Kasane...CMD...CNS...SFF...AIR...SND...Misc...OK

Odb718

So in algebra X usually means some random number.
When using explod, Mugen/Ikemen doesn't like hundreds of sprites/explods on the screen at 1 time. The easiest way to stop that is to label the explod with a specific number. When you spawn the explod you can check to see if this is the 2nd time spawning the explod by using the triggerall.

triggerall = numexplod(4297) = 0
ID =  4297

triggerall = numexplod(1) = 0
ID =  1

These 2 ^^^ will make sure only 1 explod can spawn

triggerall = numexplod(1) = 0
ID =  4297

This 1 ^^^^ will only spawn if a different explod is off the screen.
Change the X
triggerall = numexplod(X) = 0
to the ID you put in the explod.
vVv Gouken718 vVv SabreTooth718 vVv


Nulo

It worked! But it's too big and it's in front of the character, it doesn't loop either

Odb718

Don't forget about Mugen Class. https://mugenguild.com/forum/topics/explode-sctrls-169499.0.html
Look up Scale, OnTop, and sprpriority.
The looping problem is probably
removetime
Or it could be the animation's last frame has a time of -1 so it just stops on that frame. Go to the animation and press play to easily see if it loops.

Some people also use modifyexplod to get more effects from animations. You might be interested in reading how that works too.
vVv Gouken718 vVv SabreTooth718 vVv


Nulo

i got the scale working, but it's still in the front of the char, i did check the mugen class but the OnTop isn't working how it's supposed to be..

VictorCYBR


Nulo