IkuTronHD Posted January 20, 2017 Posted January 20, 2017 Regeneration of life that spends power. First we will create three animations the first one when starting to load that if it carries the boxes of collisions: Animation used:910 The second must be a loop without using the Start loop in this frame: Animation used:911 And the last animation is when the life load ends: Animation used:912 You add this code in the cns of char: ;-------------------------------Life up (start) ;KOF Memorial Lifedd edit by IkuTronHD [Statedef 920] type = S movetype = I physics = S anim = 910 velset = 0 ctrl = 0 [State 301, snd] type = PlaySnd trigger1 = AnimElem = 1 value = f100,101 channel = 11 [State 730, 1] type = ChangeState trigger1 = AnimTime = 0 value = 921 ;-------------------------------Life up ; Life up [Statedef 921] type = S movetype = I physics = S anim = 911 [State 705, 2] type = Explod triggerall = numexplod(921)= 0 trigger1 = time = 0 anim = f130 ID = 921 sprpriority = 3 postype = p1 pos = 0,0 bindtime = -1 removetime = -1 removeongethit = 1 [State 1900,5] type = PalFX trigger1=!(GameTime % 3) time=1 time = 1 add = 0,100,0 [State 735, 1] type = ChangeState trigger1 = command != "holdc" ;<==You can change it for the command that you want trigger3 = command != "holdz" ;<==You can change it for the command that you want value = 922 [State 921, Recuperar] type = LifeAdd trigger1 = time >= 5 value = 1 [State 921, PowerDrain] type = Poweradd trigger1 = time >= 5 value = -15 [State 735, 2] type = ChangeState trigger1 = Life >= LifeMax trigger2 = Power = 0 value = 323 [State 735, 3] type = ChangeState trigger1 = AnimTime = 0 value = 921 ;-------------------------------Life up (end) [Statedef 922] type = S movetype = I physics = S anim = 912 [State 1100, 1] type = RemoveExplod trigger1 = AnimElem = 1 ID = 921 [State 740, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------Life up (maxed out) [Statedef 323] type = S movetype = I physics = S anim = 912 [State 301, snd] type = PlaySnd trigger1 = AnimElem = 1 value = f101,0 [State 1100, 1] type = RemoveExplod trigger1 = AnimElem = 1 ID = 921 [State 313, Explod] type = Explod trigger1 = time = 0 anim = f140 pos = 0,0 postype = p1 facing = 1 vfacing = 1 bindtime = 1 removetime = -2 scale = 1,1 sprpriority = 7 [State 1000, EnvShake] type = EnvShake trigger1 = AnimElem = 1 time = 15 freq = 90 ampl = -5 phase = 90 [State 1100, 1] type = RemoveExplod trigger1 = AnimElem = 1 ID = 920 [State 741, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 And add the next code in state -2: [State -2, StopSnd] type = StopSnd trigger1 = stateno != 910 && stateno != 911 channel = 10 [State -2, StopSnd] type = StopSnd trigger1 = stateno != 920 && stateno != 921 channel = 11 And add the next code in state -1: ;Life charge [State -1] type = ChangeState value = 990 triggerall = statetype = S triggerall = Life < LifeMax triggerall = Power > 15 triggerall = ctrl = 1 trigger1 = command = "holdc" ;<==You can change it for the command that you want trigger1 = command = "holdz" ;<==You can change it for the command that you want PD:You notice that the load animations and sounds are inside these files: FightFX.sff, FightFX.air.Commond.snd. These files are in the data folder.
IkuTronHD Posted January 20, 2017 Author Posted January 20, 2017 I have a problem with this code and it is that they do not go with some characters does not subtract power or life and I do not know why. And the other characters I have in Winmugen and in Mugen 1.0 some if they go but not all.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now