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  • 1
Posted

You can do this pretty easily. The main idea is to use M.U.G.E.N’s built-in "random" expression to pick different animations.

Option 1: Using Projectile (simplest):

If you already have multiple projectile animations set up (say 200, 201, 202), you can randomize like this:
 

[State 2000, Random Projectile]
type = Projectile
trigger1 = AnimElem = 2
projanim = 200 + random % 3
projhitanim = 210
projremanim = 220
velocity = 6,0
attr = S, SP
damage = 80,10

What’s happening

  • random % 3 gives you 0, 1, or 2
  • So you get:
    • 200
    • 201
    • 202

Each time the move runs, it picks a different sprite/animation.

Option 2: Using a Helper (more control, more chaos):

Helpers are like little actors you spawn on stage. You can give each one a random look and behavior.

Spawn the helper:

[State 2000, Spawn Random Projectile]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "RandomShot"
ID = 3000
stateno = 3000
pos = 0,0
anim = 200 + random % 3

 

Inside the helper state:
 

[Statedef 3000]
type = A
movetype = A
physics = N

[State 3000, Velocity]
type = VelSet
trigger1 = Time = 0
x = 5 + random % 4   ; speed variation 

[State 3000, HitDef]
type = HitDef
trigger1 = animelem = 3

attr = S, SP
damage = 70 + random % 20, 10
animtype = Light



If you want multiple projectiles at once, stack helpers:


This creates up to 5 projectiles instantly when the move hits the right frame

[State 2000, Random Storm - Stack]
type = Helper
trigger1 = AnimElem = 2
trigger1 = numhelper(3000) < 5
persistent = 0

helpertype = normal
name = "RandomStorm"
ID = 3000

stateno = 3000
pos = 0,0

anim = 200 + random % 3



The key is that the expression "random % (n)" where n is the number of random sprites you want for both projectiles and helpers so "anim = 200 + random % 3" would give you 3 animation variations 200, 201 and 202 if you wanted 5 variations you'd put "anim = 200 + random % 6". Hope this helps.

  • 0
Posted
On 5/6/2026 at 5:52 PM, Aosora said:

You can do this pretty easily. The main idea is to use M.U.G.E.N’s built-in "random" expression to pick different animations.

Option 1: Using Projectile (simplest):

If you already have multiple projectile animations set up (say 200, 201, 202), you can randomize like this:
 

[State 2000, Random Projectile]
type = Projectile
trigger1 = AnimElem = 2
projanim = 200 + random % 3
projhitanim = 210
projremanim = 220
velocity = 6,0
attr = S, SP
damage = 80,10

What’s happening

  • random % 3 gives you 0, 1, or 2
  • So you get:
    • 200
    • 201
    • 202

Each time the move runs, it picks a different sprite/animation.

Option 2: Using a Helper (more control, more chaos):

Helpers are like little actors you spawn on stage. You can give each one a random look and behavior.

Spawn the helper:

[State 2000, Spawn Random Projectile]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal
name = "RandomShot"
ID = 3000
stateno = 3000
pos = 0,0
anim = 200 + random % 3

 

Inside the helper state:
 

[Statedef 3000]
type = A
movetype = A
physics = N

[State 3000, Velocity]
type = VelSet
trigger1 = Time = 0
x = 5 + random % 4   ; speed variation 

[State 3000, HitDef]
type = HitDef
trigger1 = animelem = 3

attr = S, SP
damage = 70 + random % 20, 10
animtype = Light



If you want multiple projectiles at once, stack helpers:


This creates up to 5 projectiles instantly when the move hits the right frame

[State 2000, Random Storm - Stack]
type = Helper
trigger1 = AnimElem = 2
trigger1 = numhelper(3000) < 5
persistent = 0

helpertype = normal
name = "RandomStorm"
ID = 3000

stateno = 3000
pos = 0,0

anim = 200 + random % 3



The key is that the expression "random % (n)" where n is the number of random sprites you want for both projectiles and helpers so "anim = 200 + random % 3" would give you 3 animation variations 200, 201 and 202 if you wanted 5 variations you'd put "anim = 200 + random % 6". Hope this helps.

Thanks! I was trying to figure this out for awhile!

 

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