Would you like to react to this message? Create an account in a few clicks or log in to continue.
Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: How to create a custom version of a character June 30th 2022, 8:33 pm
Posting here as a few people have asked about some specifics about modifying characters to create their own custom version.
Anyone can do it, you just need the time and patience.
Here I will explain one example of how to modify someone else's character to your personal liking using a fresh example from today.
If you are stuck on something, please post a specific question in the help forums or if directly about this on this post.
_____________________
My General Process:
1. You need to first understand what you want out of the character
2. You need to understand the code that could cause the issue you are looking to correct -if you aren't a coder, no problem... google is your friend or post specific questions to the help section
3. Open the character with Fighter Factory and search for the code you want to change
4. Make the modifications
5. Test
6. Repeat steps 3-5 until all changes are made and working as you intend
Hey guys... Is it possible to have a version without max PowerBar at start of the 1st round? And is it possible to remove recover heal during first part of the round?
Please share me in private mail or explain me what should I do
To find this you have to look through the file and find all code for 1. lifeadd 2. poweradd
So at a quick glance I found (may not be everything)
Max Power Bar: There are quite a few things that are triggering this but the main ones are:
Found in the [Statedef -2]
Code:
[State -2, PowerAll] type = poweradd trigger1 = life >= 800 value = 4
[State -2, PowerAll] type = poweradd trigger1 = life >= 600 value = 3
[State -2, PowerAll] type = poweradd trigger1 = life >= 400 value = 2
[State -2, PowerAll] type = poweradd trigger1 = life <= 200 value = 1
The code above gives Superman Power every tick while the triggers are active (when above 800 life you will get 9 power per game tick)
There are also some other triggers scattered throughout. You have to find each value and ensure it is doing what it needs.
Another example I found of poweradd was the Super Art 2: Armageddon move The move takes away 3000 power, however gives back 8000 power during the move -examples like Armageddon move taking only 3000 power and giving back 8000 power are also scattered throughout the file.
The code above continuously gives life to superman according to the triggers used (example if you have 950 life, you will gain 5 life per every 5th game tick)
Hope this helps. Cheers
Last edited by thatguy on June 30th 2022, 10:18 pm; edited 1 time in total
gartanham, yolomate and chancethegamer like this post
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: How to create a custom version of a character June 30th 2022, 9:50 pm
I think on that flying charging move like at 0:43 of that video, Superman can be like an inch closer to p2. I noticed that in the original video as well. I’m not a coder so maybe it’s like that due to hit boxes or something?
I think you called it...
Here you can see the Yellow (red as default) CLSN box will hit P2 when P2 is too far away from Superman the green (blue as default) CLSN could be smaller too
gartanham, yolomate and chancethegamer like this post
Shining
Posts : 4805 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: How to create a custom version of a character July 1st 2022, 1:10 am
Really thanks my friend
gartanham
Posts : 1087 Join date : 2012-05-01 Age : 32
Subject: Re: How to create a custom version of a character July 1st 2022, 7:49 am
Exactly what I was going to ask today, if anyone would know how to remove or reduce these advantages, and you, my friend, surprised me, as always, thank you very much.
volzzilla
Posts : 10259 Join date : 2012-05-02
Subject: Re: How to create a custom version of a character July 5th 2022, 8:56 am