Has anybody made any characters that have battle damage to them? Or is this even possible to create with in a character?
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unknown creator wrote:
Say you have an animation. For example, the walk animation. You give it an animation number - for example, 20.
Now, you have the "transformed" (or damaged, or whatever) version of that animation. Let's say you give it the number 10020.
So, in normal mode, you set up a variable (of any number you want). For the normal mode, this variable has the value 0.
Now, you transform. when you have enough power, you use a given command, you go into a given state. In that state, you set your variable to 1.
Now, in statedef -2, all you have to do is change your current animation for 10000+anim when you enter any state (at time=0) if the variable has the value 1. With the earlier example, this will give 10000+20 = 10020 which will display the transformed animation.
So as you see, you just have to set up the animation numbers so that the changeanim will turn the default animation into the transformed animation simply by adding 10000 to the animation number.
The same works for battle damage, only the trigger in the changeanim is different - instead of checking for a variable, you just look if your life is below a certain value.
The problem that makes it not fully work outside of a full game is for grabs. When an opponent grabs you, usually he puts you in a custom state, and specifies one of his own animations so that your character is displayed correctly according to his throw. Of course, that animation uses the required sprites - that's why they're required to begin with.
In a normal Mugen, you have no way to know what sprites are used in such a custom animation, simply because it's not your own animation and you can't look at what sprites the opponent uses. So you can't change it. That's why no transformation or character change or battle damage can work fully, properly.
But in a full game, you know all the animations of all the characters in the game. So you can make a transformed or battle-damaged version of each of these special animations. And you can stick with the same trick as above.
creativeprecursor wrote:Has anybody made any characters that have battle damage to them? Or is this even possible to create with in a character?
Vermilion Spy wrote:It is definitely possible.
No particular characters come to mind, but it is definitely possible.
I'm not an expert on niche coding for these type of things but I imagine you would use life triggers such as
trigger1 = life <= 800
and use it for adding a transformation state.
If I recall though this used to cause issues during throw states.
here is an old quoted reply for a similar question that was asked in the past:unknown creator wrote:
Say you have an animation. For example, the walk animation. You give it an animation number - for example, 20.
Now, you have the "transformed" (or damaged, or whatever) version of that animation. Let's say you give it the number 10020.
So, in normal mode, you set up a variable (of any number you want). For the normal mode, this variable has the value 0.
Now, you transform. when you have enough power, you use a given command, you go into a given state. In that state, you set your variable to 1.
Now, in statedef -2, all you have to do is change your current animation for 10000+anim when you enter any state (at time=0) if the variable has the value 1. With the earlier example, this will give 10000+20 = 10020 which will display the transformed animation.
So as you see, you just have to set up the animation numbers so that the changeanim will turn the default animation into the transformed animation simply by adding 10000 to the animation number.
The same works for battle damage, only the trigger in the changeanim is different - instead of checking for a variable, you just look if your life is below a certain value.
The problem that makes it not fully work outside of a full game is for grabs. When an opponent grabs you, usually he puts you in a custom state, and specifies one of his own animations so that your character is displayed correctly according to his throw. Of course, that animation uses the required sprites - that's why they're required to begin with.
In a normal Mugen, you have no way to know what sprites are used in such a custom animation, simply because it's not your own animation and you can't look at what sprites the opponent uses. So you can't change it. That's why no transformation or character change or battle damage can work fully, properly.
But in a full game, you know all the animations of all the characters in the game. So you can make a transformed or battle-damaged version of each of these special animations. And you can stick with the same trick as above.
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