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I have a character which quite good for the gameplay, nice move and have special/hyper move too but weirdly, doesn't have hitspark. Even the default hitspark in mugen also don't appear on the character. So how to add it?

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Posted

Alright, I have did it! I notice that the cns doesn't have the attack state at all, after taunt state is gone so no at all the state of 200 and no hitdef code. So I just copy it from another character and it works. Thanks again Boss and Neo for helping.

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  • 0
Posted

The screenpack hitspark is okay

q4VPoIp.png                                                                                                                                                                                        

  • 0
Posted

well heres what i would do for this, in FF theres a save as PCX button, you can use that to extract all the sprites or i think theres a way to save a whole group of sprites, but its different in each one

 

then you can add those to your character, the same way they are in the screenpack, you add a animation etc.

 

then in your hitdef,when you use the hitspark animation what i do to make them show up is to put an S in front of the hitspark animation

 

for example

 

[state 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = S34   <- right here
sparkxy = 10, -15
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1.5
airguard.velocity = -0.5,-.1
air.type = High
air.velocity = -1,-2
air.hittime = 12

 

 

i hope that helped

:D

 pAAf1k5.pngRSQGnkI.png

-play gaem, gaem iz kul

  • 0
Posted

I have search in FF, it doesn't have hitspark sprite at all. And I open the cns file, no state 200, 1. If possible, I just want the character use the screenpack hitspark do I don't need to add sprite for the character.

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  • 0
Posted

where it says

 

sparkno =

 

in the hitdef code.

 

do not use S#

 

use

 

1

2

3

4

 

and so on.

 if you want the proper values open fightfx.air in the data folder.

 

and look for these values

 

; Light hit spark
[begin Action 0]
0,0, 0,0, 2, ,A
0,1, 0,0, 2, ,A
0,2, 0,0, 2, ,A
0,3, 0,0, 2, ,A
0,4, 0,0, 2, ,A
0,5, 0,0, 2, ,A

; Medium hit spark
[begin Action 1]
1,0, 0,0, 2, ,A
1,1, 0,0, 2, ,A
1,2, 0,0, 2, ,A
1,3, 0,0, 2, ,A
1,4, 0,0, 2, ,A

; Strong hit spark
[begin Action 2]
2,0, 0,0, 1, ,A
2,1, 0,0, 1, ,A
2,2, 0,0, 1, ,A
2,3, 0,0, 1, ,A
2,4, 0,0, 1, ,A
2,5, 0,0, 2, ,A
2,6, 0,0, 2, ,A
1,2, 0,0, 1, ,A
1,3, 0,0, 1, ,A
1,4, 0,0, 2, ,A

- Characters -  / - Stages - / - Screenpacks - / - Lifebars - / - Fonts - / - Full Games - / - Templates -

 

  • 0
Posted

do not use S#

 

 

reason why i say this is because usually if you try adding your own hitsparks and use just that number, it will look for the hitsparks in the fightfx instead.

 

besides, this works when i do this.

 pAAf1k5.pngRSQGnkI.png

-play gaem, gaem iz kul

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