DarkWolf13 Posted September 21, 2013 Posted September 21, 2013 Here's how to make a simple Vs Char Intro. 1. Open Paint and resize the image to 320 x 59, 2. Use paint bucket and paint the image all black. 3. Use the Text Entry tool (I call it the Text Entry tool) and open it on the entire image. You can use whatever font you want but make sure the size is 6 or 7. I used System font size 7 used red text. 4. Make sure it's at least 2 lines and at most 3. Sometimes it's recommended of using one line to put the name of the one who's talking. 5. Save the text as PNG and make a folder for the character who has a Vs Intro and save it as "0000.png". 6. Hit CTRL+Z and repeat Step 3 until you finish your Vs Char dialogue. Once finished, open Fighter Factory and open your the char you want the vs Intro for. Then do this: 1. Add the new PNG files as new sprites WITHOUT shared palettes. 2. If the position is X- 160, Y- 59. Don't worry, I'll tell you how to add the coding for this afterwards. 3. Save your sprites and go to StateDef 5900. 4. At StateDef 5900, you need to set a variable, here's an example: [state 0, VarSet] type = VarSet trigger1 = P2name ="Dark Wolf B-7" var(8) = 1 [state 0, VarSet] type = VarSet trigger1 = P2name ="Shin M. Bison" var(8) = 2 [state 0, VarSet] type = VarSet Triggerall = IsHomeTeam ;REQUIRED if you want to have a Vs Char Intro against yourself trigger1 = P2name ="You" var(8) = 3 You must select the char you want the Vs Char Intro for and make sure the name is correct otherwise, it will not work. If you're not sure of their name, check their .def file for name and enter it the way it's shown such as the examples above. IMPORTANT: You MUST use P2Name so if the char is up against another char that has a partner but if Player 2 is named in the Vs Intro coded, the Vs Intro will play, otherwise it will not work. 5. After setting the var, use this coding to determine the char's Intro: [state 5900] type = changestate triggerall = Var(8) = 0 ;If char isn't fighting specified opponent trigger1 = RoundNo = 1 value = 190 [state 5900] type = changestate triggerall = Var(8) > 0 ;If char is fighting specified opponent trigger1 = RoundNo = 1 value = (Any StateNO you choose but declare it) 6. Next, you must MAKE a StateDef for that Vs Intro to work so here's a sample to get you started: [statedef ANY Number] type = S ctrl = 0 anim = (Any NUMBER or 0) velset = 0,0 [state 192, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro flag2= nomusic ;Optional if you don't want the BGM to play while in the intro [state 192, 5] ;THIS IS OPTIONAL if you want to have music played in the intro. type = PlaySnd trigger1 = Time = 45 value = 20000, 0 volume = 255 channel = 4 ;If you want music intro, add the .wav and SET a channel. loop = 1 [state 0, Explod] type = Explod trigger1 = time = 45 anim = 40000+var(8) ;I recommend values of a high number, such as 40000. ID = 40000 pos = 160,59 ;The position of your Vs Char Dialogue sprites postype = left bindtime = -1 removetime = -2 ontop = 1 ownpal = 1 [state 194, 3] type = ChangeAnim trigger1 = time > 46 trigger1 = NumExplod(40000) = 0 value = 0 persistent = 0 [state 194, 4] ;ONLY used if you add music, make sure you have an unused Var type = VarAdd trigger1 = time > 46 trigger1 = NumExplod(40000) = 0 v = 7 ;REQUIRED to help end the Intro when dialogue ends, MUST be new variable value = 1 [state 194, 5] type = StopSnd trigger1 = time > 46 trigger1 = var(7) > 80 ;Time to stop playing music channel = 4 [state 194, 6] type = ChangeState trigger1 = time > 46 trigger1 = var(7) > 110 ;When final Vs Char Intro Dialogue disappears, the fight begins value = 0 7. Then go to the .air file and ADD an animation for those sprites. For time, I recommend value of 225-275 for each sprite so you or other players can read it. Such as this: ; Vs. Dark Wolf B-7 [begin Action 40001] 20000,0, 0,0, 250, 20000,1, 0,0, 250, 20000,2, 0,0, 250, 20000,3, 0,0, 250, 20000,4, 0,0, 250, Why Begin action 40001 but you declared animation 40000 in the code? THAT is because it is incremented by the number declared in the variable. Var(8) = 1, which is the intro against Dark Wolf B-7 so therefore, they count it as 40000+1. I hope this is helpful and if anything goes wrong, let me know. I hope you all took the time of reading and making a simple Vs Char Intro. WARNING This may not work for some characters. This coding will be incompatible with the character under these conditions -Sprite indexes/animations mentioned here are already in use -Most/All variables are in use already LuaraJohn and Werewood 2
Werewood Posted September 22, 2013 Posted September 22, 2013 Nice tutorial! It'd be nicer if you included some MUGEN screenshots. "I still care to share because I believe in Sharing is Caring" - Werewood
LuaraJohn Posted September 30, 2013 Posted September 30, 2013 Ohh, great! In a full game that don't have much chars (about 100-), this feature sounds so awesome!
RA.the.Great Posted June 1, 2014 Posted June 1, 2014 what if i dont want intro to be played when the char is up against another char that has a partner
DarkWolf13 Posted June 1, 2014 Author Posted June 1, 2014 Put a code in like this: [state 0, VarSet] type = VarSet triggerall= Enemy, Teammode = Single trigger1 = P2name ="Shin M. Bison" var(8) = 2 Meaning the var will be used if the character is alone. And also and this is towards anyone reading this: [state 0, VarSet] type = VarSet triggerall = stagevar(info.name) = "Argon Elevator" trigger1 = p2name = "WereGarurumon" && enemy,authorname = "The Great Matsutzu" trigger2 = p2name = "WereGarurumon by TGM" && enemy,authorname = "DarkWolf13" var(20) = 1 You can also use the bold line for the special Vs Intro to play at a specific stage.
qwerty Posted June 20, 2014 Posted June 20, 2014 i understood the coding, but it is not working for me.(i have tried this on 23 chars and none of them worked) i think i need video tutorial for this
DarkWolf13 Posted June 20, 2014 Author Posted June 20, 2014 I'm not good with making videos for it. But for something like this... it may not work on some characters because the animations/vars/sprite indexes that are already used. Which one of the 23 characters you tried it on? I need to know so I can see if they're compatible with this coding or not. I'm gonna mention compatibility on the first post.
qwerty Posted October 11, 2014 Posted October 11, 2014 i forgot this topic ..i am sorry..... umm.... those 23 char i really don't remember . i just rem that two of those char were ella 2.5 by AIDUZZI and dystopia by kasu (i found them in my recycle bin)
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