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Author Topic: Remove fire effect  (Read 474 times)

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Offline MaskedMarvel

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Remove fire effect
« on: January 03, 2013, 09:10:52 AM »
Hello. I've spent the last few days introducing myself to MUGEN and its starting to look really good. I like to use Ryu from ssf2t but his red fireball includes the 'on fire' animation from ssf2t and it can look weird if it hits a really large or really small character. I was wondering if there is a way I could make it use the regular orange flash effect I see when someone gets hit with fire. Or even if there is a way to just disable the animation all together and just make it hit like a normal move. I started with trying to removing the sprites in fighter factory but now my opponent is invisible when they get hit with the move.

Thanks



Offline O Ilusionista

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Re: Remove fire effect
« Reply #1 on: January 03, 2013, 09:32:41 AM »
you can't simply remove the sprites, you need to remove the code.

Check the projectile code for a line with "p2stateno" and delete the whole line

Offline MaskedMarvel

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Re: Remove fire effect
« Reply #2 on: January 03, 2013, 09:46:46 AM »
hmm it seems the titles in CNS file and stuff are in japanese. Is there any way I could tell which block of code is the red fireball without seeing the names? If I search through the document "p2stateno" only comes up a handful of times:
Quote
[State 900, 1]
type = HitDef
triggerall = anim = [900,901]
triggerall = P2bodydist X = [ceil(-15*const(size.xscale)),ceil(33*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 902
p2stateno = 906
guard.dist = 0
numhits = 0

[State 900, 1]
type = HitDef
triggerall = anim = [902,903]
triggerall = P2bodydist X = [ceil(-15*const(size.xscale)),ceil(33*const(size.xscale))]
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = ifelse(command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 911
p2stateno = 916
guard.dist = 0
numhits = 0

[State 1200, 1]
type = HitDef
triggerall = P2movetype != H
triggerall = P2StateNo != [150,155]
trigger1 = animelem = 2,>= 0
trigger1 = animelem = 3,< 0
attr = S, HT
hitflag = M-
numhits = 0
priority = 7, Miss
sparkno = -1
hitsound = -1
p1stateno = 3201
p2stateno = 3209
p1facing = 1
p2facing = 1
fall = 1
fall.recover = 0

--I just tried removing all lines that include "p2stateno" from ryu.cns and the animation remains.. kind of makes me wonder what that changed   :-??


-- I used a translator and the first two blocks of code are under ";throw (a handful of motion)" and the last one is under ";moment in prison" ... lol I'm guessing its the last one?
« Last Edit: January 03, 2013, 10:32:32 AM by MaskedMarvel »

Offline MaskedMarvel

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Re: Remove fire effect
« Reply #3 on: January 03, 2013, 10:46:03 AM »
I have found a really lame work around. I went into the CMD file and added a bunch of random directions to the input command for the red fireball... essentially taking it out of the game. Ok the comment above the follwing blocks of code says "combustion effects" Also 7200 is the number of the first 'on fire' animation.... Now what to do with it....


Quote
;燃焼エフェクト(ground)
[Statedef 7200]
type = A
movetype = I
physics = N
ctrl = 0
anim = 8011

[State 18600, PosSet]
type = PosSet
trigger1 = 1
x = enemynear,pos x
y = enemynear,pos y
ignorehitpause = 1

[State -2]
type = RemoveExplod
triggerall = NumExplod(7200)
trigger1 = enemynear,statetype = C
ID = 7200

[State -2]
type = RemoveExplod
triggerall = NumExplod(7210)
trigger1 = enemynear,statetype = S
ID = 7210

[State -2]
type = RemoveExplod
triggerall = NumExplod(7220)
trigger1 = enemynear,statetype = S
trigger2 = enemynear,statetype = C
ID = 7220

[State -2]
type = Explod
triggerall = enemynear,statetype = S
trigger1 = time = 0
trigger2 = !NumExplod(7200)
anim = 7200 ;ifelse((target,Const(size.ground.front))+(target,Const(size.ground.back))>40,3115,3100)
id = 7200
pos = 0,0
postype = P2
bindtime = -1
scale = const(size.xscale),const(size.yscale)
RemoveTime = -1
sprpriority = 1
ownpal = 1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = enemynear,statetype = C
trigger1 = time = 0
trigger2 = !NumExplod(7210)
anim = 7210 ;ifelse((target,Const(size.ground.front))+(target,Const(size.ground.back))>40,3125,3110)
id = 7210
pos = 0,0
postype = P2
bindtime = -1
RemoveTime = -1
scale = const(size.xscale),const(size.yscale)
sprpriority = 1
ownpal = 1
ignorehitpause = 1

[State -2]
type = Explod
triggerall = enemynear,statetype = A
trigger1 = !NumExplod(7220)
trigger2 = roundstate = 3
anim = 7220 ;ifelse((target,Const(size.ground.front))+(target,Const(size.ground.back))>40,3120,3105)
id = 7220
pos = 0,0
postype = P2
bindtime = -1
scale = const(size.xscale),const(size.yscale)
RemoveTime = -1
sprpriority = 1
ownpal = 1
ignorehitpause = 1

[State 520]
type = VarSet
triggerall = enemynear,statetype = A
trigger1 = NumExplod(7220)
var(1) = 1

[State 4110, ChangeState]
type = ChangeState
triggerall = time >= 1
trigger1 = enemynear,statetype = A
trigger1 = enemynear,movetype = H
value = 7220

[State 4110, ChangeState]
type = ChangeState
trigger1 = enemynear,statetype = L
trigger2 = !(enemynear,movetype = H && (enemynear,stateno = [2000,2021]))
value = 7221

« Last Edit: January 03, 2013, 11:30:24 AM by MaskedMarvel »

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