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Stage Fatalities, Adding New Ones (Read 9030 times)

Started by Emetar, August 12, 2012, 07:59:12 pm
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Stage Fatalities, Adding New Ones
New #1  August 12, 2012, 07:59:12 pm
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Besides brutalities this is the other thing I was trying to do in the past. I am trying to make some MKP chars that already have their code for stage fatality in their CMD - usually for old MKP stages that I don't use anymore. So I want to make them do stage fatality on one of my own stages for now, Mugen 1.1.

For my first one, I want when uppercut on finish to fall down off the bridge and continue falling through the floors below then at the very bottom is a lava pit where as soon as they reach it down, an animation of burning (made with custom sprites) shows and also SOUND is played when he reaches the lava. I have already prepared all the sprites - the Floors besides a background need some animated torches played as well as part of the background.

It has similarity to MK3 Belltower - except I do not repeat this single sprite made to look as if many floors, mine is the entire 1140 height sprite. But it does have things that need to be animated as part of the BG. I just dont know where it's coded.

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Last Edit: December 31, 2015, 11:31:17 pm by Emetar
Re: Stage Fatalities, Adding New Ones
#2  August 12, 2012, 08:06:54 pm
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Last Edit: August 12, 2012, 08:12:07 pm by CalmAxel
Re: Stage Fatalities, Adding New Ones
#3  August 12, 2012, 08:54:42 pm
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Thanks for the links but as I said, I am not creating a char that has yet to have finish and other states, I am only updating chars that already have their Stage Fatalities with doing so on new stages I am adding. I am asking besides the FightFx.AIR and SFF where I will add the animations, what else to the chars and what other files must be updated? The links show how to do a Finish Him for a char and some death animations but the MKP chars already have them... and there is nothing about Stage Fatalities.
Last Edit: August 12, 2012, 08:58:31 pm by Emetar
Re: Stage Fatalities, Adding New Ones
#4  August 13, 2012, 12:20:48 am
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Sorry, I thought it would be in there.

Juano16 has said to me that in order to code stage Fatalies you need some sort of stage detection mechanism so the stage where the fight is taking place can be recognized. Once you have done this simply add it as a trigger to the same changestate where your fatality system is located in your character code.

I also want to add that Cybaster has also said the following about stage interaction:

"Winmugen has an unused p1startz and p2startz position in stages. Setting it to a value different from zero allows to use it to know in which stage you are, and thus apply some particular things to it, such as explods and other graphical stuff.
Detection is done via the ScreenPos trigger that allows to get the value of the player's absolute (screen-relative) position. However, the trigger is only valid for a tick or 2 during the first frames of the roundstate<2, and is no longer valid in mugen 1.0.

In Mugen 1.0, stages can be detected via stagename (and authorname if needed), thus allowing stage interaction without relying on some odd zoffset trick. This method should be the reference now, especially if you've switched to 1.0."

I hope this helps.
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Re: Stage Fatalities, Adding New Ones
New #5  August 21, 2012, 04:18:46 pm
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3) Stage Fatalities - I have been trying in the past but not much progress. For now let me explain this time I am trying to adapt a new stage fatality to fighter with existing commands for other stage fatalities NOT making ALL finisher codes from scratch. In the future if I need to add code to new fighters who have finishers (or not) will ask additionally.

Note:
in CMD:
[State -1, pit2] - change descript
type = ChangeState
value = 4318 <-- change this to the custom state from pit.st to which to redirect
triggerall = command = "x"
triggerall = command = "holddown"

Last Edit: October 01, 2015, 09:03:55 pm by Emetar