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Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
Subject: Making different stand animation by palettes June 25th 2022, 11:20 am
I am trying to edit Charlie Nash to make him having a different stand animation, depending of SFA or SFV palettes.
(I am a noob at character coding)
So far, by adding a bit of code (those circled in red), I've succed to change the stand anim but the full animation is not playing, just the first frame freezed. (while I've made a 5 frames animation for the sfv stance)
(the SFA default stance anim is 0 and the SFv one is anim 1)
Seems I am not so far of the expected result, but what is missinh to see the sfv stance animated ?
Extra note, the turning animation (anim 5) don't play anymone for the SFV stance.
pseudoingles likes this post
pseudoingles
Posts : 608 Join date : 2013-04-18 Age : 42 Location : BRASIL
Subject: Re: Making different stand animation by palettes June 25th 2022, 12:19 pm
You can use a changestate instead animchange I believe it can work But you need ; create a statedef to this change
Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
Subject: Re: Making different stand animation by palettes June 25th 2022, 12:24 pm
What the code shall look like ?
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Making different stand animation by palettes June 25th 2022, 3:21 pm
Here you go, just replace your whole statedef 0 with this. I have notes beside specific code that I added to yours below as well. This is tested and works in mugen (will also fix the missing turn).
Code:
; Stand [Statedef 0] type = S physics = S sprpriority = 0
[State 0, 1a] type = ChangeAnim triggerall = palno !=4 ; <-------- don't trigger if pal 4 is chosen trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0
[State 0, 1b] ; <------- the second change anim needs to have the turn code as well so we can use the same code type = ChangeAnim triggerall = palno = 4 ; <------ trigger if pal = 4 is chosen trigger1 = Anim != 1 && Anim != 5 ; <--- trigger is not already in anim 1 or 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 1
[State 0, dead] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 ctrl = 0
gartanham likes this post
Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
Subject: Re: Making different stand animation by palettes June 25th 2022, 4:02 pm
Thank you, it works!
One more question: what if I want to apply this to more palettes than the 4th ?
thatguy likes this post
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Making different stand animation by palettes June 25th 2022, 4:14 pm
To have it work for palno 5 too, add more with "||" (without quotes) separating them in the code
Code:
|| = or (in code)
Example code: For anim 0
Code:
triggerall = palno !=4 || palno !=5 ; <---- don't trigger if these pals are chosen
For anim 1
Code:
triggerall = palno = 4 || palno = 5 ; <---- trigger if these pals are chosen
Last edited by thatguy on June 25th 2022, 4:17 pm; edited 1 time in total
gartanham likes this post
Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
Subject: Re: Making different stand animation by palettes June 25th 2022, 4:15 pm
You are awesome!
thatguy likes this post
Tradt-Production
Posts : 243 Join date : 2014-11-15 Age : 33 Location : France
Subject: Re: Making different stand animation by palettes June 26th 2022, 1:44 am
I tested and... it's not working when I had more palettes with the "||" , even with just the 4 and 5 like you showed (I don't got the time to test yesterday because it was very late hour)
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Subject: Re: Making different stand animation by palettes