The Unexpected Visitor Posted November 24, 2015 Posted November 24, 2015 Hello! I come here to release some sort of compatibility add-on thingy, I am not sure if this is the appropiate section so move it if you want. These lifebars is the thing I wanted to show and share, basically they are some sort of fun and quirky lifebar that I recreated from the game Bart's Nightmare into MUGEN just for fun, included in the file there will be the files necessary, they use the following sprite groups: 31223, 31224 and 31230. If you do want to add these lifebars into your MUGEN characters (essentially, be compatible with this lifebar thingamajic) You should add this code: ;BAET LIFEBAR [Statedef 3563200] type = A physics = N velset = 0,0 movetype = I anim = 0 [State No] type = NotHitBy trigger1 = 1 value = SCA [State No] type = AssertSpecial trigger1 = 1 flag = nobardisplay [State No] type = AssertSpecial trigger1 = 1 flag = invisible [State 0, PalFXWiz] type = PalFX trigger1 = 1 time = 2 add = 256,256,256 mul = 256,0,0 sinadd = 0,0,0,1 invertall = 0 color = 256 [State Get P1 Life] type = VarSet trigger1 = !Time v = 3 value = 35 [State Get P1 Life] type = VarSet trigger1 = !Time v = 9 value = 35 [State Get P1 Life] type = VarSet trigger1 = !Time v = 0 value = root,life [State Get P1 Power] type = VarSet trigger1 = !Time v = 1 value = root,power [State Reset Time from successful hit] type = VarSet trigger1 = !time trigger2 = root,movetype != H v = 10 value = 0 [State Time from recovery] type = VarSet trigger1 = !time trigger2 = root,movetype = H && var(11)>2 v = 11 value = 0 [State Huge Damage Sound] type = PlaySnd trigger1 = var(0)-root,life >= lifemax/6 value = S24795,1582 abspan = 0 channel = 5 [State Decrease current damage] type = VarAdd triggerall = time%4=0 trigger1 = (var(9)!=var(2)) && (root,movetype != H || root,ctrl) && var(11) >= 1 ;emulate a bit of MUGEN's innacuracy trigger1 = var(9)=[0,35] v = 9 value = ifelse(var(9)>var(2),-(var(9)>0),(var(9)<35)) [State Find current index for the sprite (0-35)] type = VarSet trigger1 = 1 v = 2 value = ifelse(var(0)>=root,lifemax,0,ifelse(var(0)<=0,35,35-ceil(35*var(0)/(root,lifemax/1.0)))) [State Reset Shit] type = VarSet trigger1 = var(10) = 0 && root,movetype = H && var(11) >= 1 var(9) = (var(2)) [State Reset Shit] type = VarAdd trigger1 = root,stateno=5150 && var(9)<35 && time%4=0 var(9) = 1 [State Try catching it] type = VarAdd triggerall = time%4=0 trigger1 = var(2)!=var(3) v = 3 value = ifelse(var(2)>var(3),1,-1) [State if updated] type = RemoveExplod triggerall = numexplod(3563200) trigger1 = time%4=0;var(2)!=var(3) id = 3563200 [State if updated] type = RemoveExplod triggerall = numexplod(3563201) trigger1 = time%4=0 id = 3563201 ;anim = 3563200+var(3) [State if updated] type = RemoveExplod trigger1 = time%16=0 id = 3563202 [State if updated] type = RemoveExplod triggerall = numexplod(3563203) trigger1 = time%16=0 id = 3563203 [State if updated] type = RemoveExplod triggerall = numexplod(3563206) trigger1 = time%4=0 id = 3563206 [State Find current index for power number] type = VarSet trigger1 = 1 v = 4 value = var(1)/1000 [State 0, PlaySnd] type = PlaySnd triggerall = time%16=0 trigger1 = var(4)>var(5) value = S24795,1580 abspan = 0 channel = 5 [State Try catching it] type = VarAdd triggerall = time%16=0 trigger1 = var(4)!=var(5) v = 5 value = ifelse(var(4)>var(5),1,-1) [State Try catching it] type = PlaySnd triggerall = time%2=0 triggerall = var(7)>=root,powermax trigger1 = var(7)!=var(8) value = S24795,1581 abspan = 0 channel = 5 [State Try catching it] type = VarSet trigger1 = time%2=0 var(8)=var(7) [State Find Difference] type = VarSet trigger1 = 1 v = 6 value = root,power [State Try catching it] type = VarAdd triggerall = time%2=0 trigger1 = var(6)!=var(7) v = 7 value = ifelse(var(6)>var(7),1,-1)*ifelse(abs(var(6)-var(7))>10,floor((abs(var(6)-var(7))**0.65)),1) [State 0, ModifyExplod] type = ModifyExplod trigger1 = numexplod(3563205) ID = 3563205 pos = ifelse(teamside=1,ceil(const240p(67))+ceil(const240p(floor(44*(var(7)%1000)/1000.0))),ceil(GameWidth)-ceil(const240p(67))-ceil(const240p(floor(44*(var(7)%1000)/1000.0)))),ceil(const240p(50)) postype = left [State Damage Bar] type = Explod trigger1 = !numexplod(3563206) anim = 3563200+var(9) ID = 3563206 pos = ifelse(teamside=1,ceil(const240p(32)),ceil(GameWidth)-ceil(const240p(32))),ceil(const240p(28)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 98 ownpal = 0 removeongethit = 0 [State Make face] type = Explod trigger1 = !numexplod(3563200) anim = 3563250+(var(3)>=6)+(var(3)>=12)+(var(3)>=18)+(var(3)>=24)+(var(3)>=30) ID = 3563200 pos = ifelse(teamside=1,ceil(const240p(32)),ceil(GameWidth)-ceil(const240p(32))),ceil(const240p(28)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = 1,1;ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make bar] type = Explod trigger1 = !numexplod(3563201) anim = 3563200+var(3) ID = 3563201 pos = ifelse(teamside=1,ceil(const240p(32)),ceil(GameWidth)-ceil(const240p(32))),ceil(const240p(28)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Digit1] type = Explod trigger1 = !numexplod(3563202) anim = 3563240+ifelse(var(5)>=99,9,var(5)/10) ID = 3563202 pos = ifelse(teamside=1,ceil(const240p(67)),ceil(GameWidth)-ceil(const240p(95))),ceil(const240p(16)) postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Digit2] type = Explod trigger1 = !numexplod(3563203) anim = 3563240+ifelse(var(5)>=99,9,var(5)-ifelse(var(5)>9,10*(var(5)/10),0)) ID = 3563203 pos = ifelse(teamside=1,ceil(const240p(83)),ceil(GameWidth)-ceil(const240p(79))),ceil(const240p(16)) postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(2)),ceil(const240p(2)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Power Gauger] type = Explod trigger1 = !numexplod(3563205) anim = 3563237 ID = 3563205 pos = ifelse(teamside=1,ceil(const240p(67)),ceil(GameWidth)-ceil(const240p(111))),ceil(const240p(50)) postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(1)),ceil(const240p(1)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Make Power Bar] type = Explod trigger1 = !numexplod(3563204) anim = 3563236 ID = 3563204 pos = ifelse(teamside=1,ceil(const240p(67)),ceil(GameWidth)-ceil(const240p(67))),ceil(const240p(50)) postype = left facing = 1-(Teamside=2)*2 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 9999999 supermovetime = 9999999 scale = ceil(const240p(1)),ceil(const240p(1)) sprpriority = 99 ownpal = 1 removeongethit = 0 [State Update stuff] type = VarSet trigger1 = 1 v = 0 value = root,life [State Update stuff] type = VarSet trigger1 = 1 v = 1 value = root,power [State Time from successful hit goes up] type = VarAdd trigger1 = root,movetype = H v = 10 value = 1 [State Time from recovery] type = VarAdd trigger1 = root,movetype != H || root,ctrl v = 11 value = 1 And then add in statedef -3: ;;;;;Life Meter by Daniel9999999;;;;; [State Make lifebar] type = Helper ;Bar Exists triggerall = enemy,animexist(3563200)&&enemy,animexist(3563201)&&enemy,animexist(3563202)&&enemy,animexist(3563203) triggerall = enemy,animexist(3563204)&&enemy,animexist(3563205)&&enemy,animexist(3563206)&&enemy,animexist(3563207) triggerall = enemy,animexist(3563208)&&enemy,animexist(3563209)&&enemy,animexist(3563210)&&enemy,animexist(3563211) triggerall = enemy,animexist(3563212)&&enemy,animexist(3563213)&&enemy,animexist(3563214)&&enemy,animexist(3563215) triggerall = enemy,animexist(3563216)&&enemy,animexist(3563217)&&enemy,animexist(3563218)&&enemy,animexist(3563219) triggerall = enemy,animexist(3563220)&&enemy,animexist(3563221)&&enemy,animexist(3563222)&&enemy,animexist(3563223) triggerall = enemy,animexist(3563224)&&enemy,animexist(3563225)&&enemy,animexist(3563226)&&enemy,animexist(3563227) triggerall = enemy,animexist(3563228)&&enemy,animexist(3563229)&&enemy,animexist(3563230)&&enemy,animexist(3563231) triggerall = enemy,animexist(3563232)&&enemy,animexist(3563233)&&enemy,animexist(3563234)&&enemy,animexist(3563235) triggerall = enemy,animexist(3563236)&&enemy,animexist(3563237) ;numbers exist triggerall = enemy,animexist(3563240)&&enemy,animexist(3563241)&&enemy,animexist(3563242)&&enemy,animexist(3563243) triggerall = enemy,animexist(3563244)&&enemy,animexist(3563245)&&enemy,animexist(3563246)&&enemy,animexist(3563247) triggerall = enemy,animexist(3563248)&&enemy,animexist(3563249) ;faces exists triggerall = enemy,animexist(3563250)&&enemy,animexist(3563251)&&enemy,animexist(3563252)&&enemy,animexist(3563253) triggerall = enemy,animexist(3563254)&&enemy,animexist(3563255) ;not simul mode. triggerall = enemy,teammode != Simul || teammode != Simul trigger1 = !Numhelper(3563200) helpertype = normal ;player name = "Life-o-Meter" ID = 3563200 stateno = 3563200 pos = -9000,-9000 postype = p1 facing = 1 keyctrl = 0 ownpal = 1 supermovetime = 99999999 pausemovetime = 99999999 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; After adding the code into your character, it's time to add the rest of the resources, first, to add the sprites you need, import the groups 31223 and 31224 (in fighter factory, go to Project > New > Empty > Character, then go to Sprite > Open and find the sprite file for this thing, then open the air file in the Animations tab, and then the SND file (if you wish to add the lifebar sounds)), then add the animations into your character(s) (via text mode or importing), and then the sounds (via importing). After all that's done, if you wish to add some face portraits like Lilith there, you can use the sprite 31223,66 included as a template, and thus, crop some facial expressions for your character, and even your own! Remember it's 6, one for each health tier. Why did I share this? You might be thinking, MUGEN's lifebars are fine, why are you doing this? Well I wanted to just make a little thingy in the mean time that I can use in my MUGEN vids and I wanted to share my work as well, besides I'm wondering if you guys will make some stuff for this, it's not very hard to implement other than just using fighter factory's importing features and voila. You can even change the palettes for the lifebar to suit your fancy, so go crazy! Welp, here are the files: http://www.mediafire.com/download/d9n4h9xbwe15qsv/lifebar_baetnitemare.zip Have fun! Paul999, Ori-Ori, ramon garcia and 1 other 3 1
Gaulbetti Posted November 24, 2015 Posted November 24, 2015 I don't really like custom stuff, but this is just amazing looking. I always really did like Bart's lifebar reactions in Nightamare and Virtual. I might create a mini roster just to goof around with this. Does it work with all Mugen versions? Any reason on why it's called Baet Nitemare, though? Everything close to me fades away. (Insert emoji here)
The Unexpected Visitor Posted November 24, 2015 Author Posted November 24, 2015 It should be working on all versions of MUGEN and all Localcoords, I might be wrong, but we will see. Baet Nitemare was chosen because of this picture, since I dont want to get sued by FOX :p:
Infinite Kyo Posted November 25, 2015 Posted November 25, 2015 these look epic totally trying these out my DevianArt
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