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Author Topic: Change lifebar picture on transforming  (Read 1904 times)

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Offline Csnorlax

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Change lifebar picture on transforming
« on: October 15, 2013, 01:22:45 PM »


I was wondering if anyone can help me with this problem. When I turn vegeta in to a ssj I like to change the picture in the left corner from normal to ssj. So from the normal picture in the left corner to this


I hope someone can help me.



Offline MGMURROW

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Re: Change lifebar picture on transforming
« Reply #1 on: October 15, 2013, 01:41:35 PM »
you can only do it by making the new portrait and explode and placing it over the normal portrait. remember that the new explode portrait will be affected by envshake but other than that it will work fine

MGMURROW

Offline Csnorlax

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Re: Change lifebar picture on transforming
« Reply #2 on: October 15, 2013, 02:18:50 PM »
I still do not get it. I can not get it to work

Offline Csnorlax

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Re: Change lifebar picture on transforming
« Reply #3 on: October 15, 2013, 04:38:24 PM »



This is the script. Maybe this will help. I really like to learn how to do that.

;Turn SSJ 1
[statedef 2995]
type = S
ctrl = 0
anim = 2995
poweradd = -4000
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 1170
movetime = 1170

[State 800, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S54,54
volume = 255

[State 2996, Explod]
type = Explod
trigger1 = animelemtime(1) >= 0 && numexplod(1509) = 0
anim = 1509
ID = 1509
pos = 4,-33
postype = p1
pausemovetime = 999
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S60, 60

[State 2995, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2996
ctrl = 1

[State 0, Explod]
type = Explod
trigger1 =
anim =
ID =
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 0
pausemovetime = 0
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =
;supermove = 0
;pausemove = 0


;-------------------------------------------------------------------------
;Turn SSJ 2
[statedef 2996]
type = S
ctrl = 0
anim = 2996
poweradd = -0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 2996, Explod]
type = Explod
trigger1 = animelemtime(1) >= 0 && numexplod(1509) = 0
anim = 1509
ID = 1509
pos = 4,-33
postype = p1
pausemovetime = 999
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1

[State 802, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1003
ID = 1003
pos = 1,-39
pausemovetime = 999
postype = p1
ontop = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
scale = 2.5,2.5

[State 802, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1044
ID = 1044
pos = 5,-4
pausemovetime=999
postype = p1
ontop = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
scale = .8,.8

[State 802, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
ID = 1020
pos = 5,-5
pausemovetime=999
postype = p1
ontop = 1
sprpriority = 2
ownpal = 1
removeongethit = 1
scale = .8,.8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26, 26

[State 2995, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2997
ctrl = 1

;-------------------------------------------------------------------------
;Turn SSJ 3
[statedef 2997]
type = S
ctrl = 0
anim = 2997
poweradd = -0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 800,3]
type = EnvShake
trigger1 = Time > 45 && GameTime%5 = 0
trigger1 = power >= 0
time = 5
freq = 140
ampl = -2
phase = 90

[State 2996, Explod]
type = Explod
trigger1 = animelemtime(1) >= 0 && numexplod(1509) = 0
anim = 1509
ID = 1509
pos = 4,-33
postype = p1
pausemovetime = 999
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1

[State 2995, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2998
ctrl = 1

;-------------------------------------------------------------------------
;Turn SSJ 4
[statedef 2998]
type = S
ctrl = 0
anim = 2998
poweradd = -0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 800,3]
type = EnvShake
trigger1 = Time > 0 && GameTime%5 = 0
trigger1 = power >= 0
time = 5
freq = 140
ampl = -2
phase = 90

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S41, 41

[State 2996, Explod]
type = Explod
trigger1 = animelemtime(1) >= 0 && numexplod(1509) = 0
anim = 1509
ID = 1509
pos = 4,-33
postype = p1
pausemovetime = 999
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 4007
id = 4007
pos = -2,-5
postype = p1
sprpriority = 2
pausemovetime=999
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1
ontop = 1
under = 0
scale = 0.8,0.8
supermovetime=999

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 4009
id = 4009
pos = -1,-2
postype = p1
sprpriority = 1
pausemovetime=999
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1
ontop = 0
under = 1
scale = 0.8,0.8
supermovetime=999

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 1020
id = 1020
pos = 5,-5
postype = p1
sprpriority = 3
pausemovetime=9999
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1
ontop = 1
under = 0
scale = 1,1
supermovetime=9999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4009

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4007

[State 800, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S2,2
volume = 255

[State 800, PlaySnd]
type = PlaySnd
trigger1 = time > 35
value   = S1,1
persistent = 25
volume = 255

[State 2995, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2999
ctrl = 1

;-------------------------------------------------------------------------
;Turn SSJ 5
[statedef 2999]
type = S
ctrl = 0
anim = 2999
poweradd = -0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 800,3]
type = EnvShake
trigger1 = Time > 0 && GameTime%5 = 0
trigger1 = power >= 0
time = 5
freq = 140
ampl = -2
phase = 90

[State 802, Explod]
type = Explod
trigger1 = time = 0
anim = 1045
ID = 1045
pos = 4,-34
pausemovetime=999
postype = p1
ontop = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
scale = 1,1

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 1020
id = 1020
pos = 5,-5
postype = p1
sprpriority = 3
pausemovetime=9999
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1
ontop = 1
under = 0
scale = 1,1
supermovetime=9999

[State 802, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1003
ID = 1003
pos = 1,-39
pausemovetime = 999
postype = p1
ontop = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
scale = 2,2

[State 2996, Explod]
type = Explod
trigger1 = animelemtime(1) >= 0 && numexplod(1509) = 0
anim = 1509
ID = 1509
pos = 4,-33
postype = p1
pausemovetime = 999
sprpriority = 6
ownpal = 1
removeongethit = 1
scale = 1,1

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 4008
id = 4008
pos = -2,-5
postype = p1
sprpriority = 2
pausemovetime=999
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1
ontop = 1
under = 0
scale = 0.9,0.9
supermovetime=999

[State 740, 2]
type = Explod
trigger1 = time = 0
anim = 4010
id = 4010
pos = -1,-2
postype = p1
sprpriority = 1
pausemovetime=999
removeongethit = 1
removetime = -1
bindtime = -1
ownpal = 1
ontop = 0
under = 1
scale = 0.8,0.8
supermovetime=999

[State 800, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = S2,2
volume = 255

[State 800, PlaySnd]
type = PlaySnd
trigger1 = time > 35
value   = S1,1
persistent = 25
volume = 255

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4010

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 4008

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0
id = 1020

[State 2995, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3000
ctrl = 1

;-------------------------------------------------------------------------
;Turn SSJ 6
[statedef 3000]
type = S
ctrl = 0
anim = 3000
poweradd = -4000
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 802, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3,3

[State 2998, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1034
ID = 1034
pos = -2,-5
postype = p1
sprpriority = 2
ownpal = 1
removeongethit = 1
pausemovetime=999
scale = 1,1

[state 2999]
type = varset
trigger1 = time = 0
v = 5
value = 1

[State 2995, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
;Turn Normal
[statedef 3001]
type = S
ctrl = 0
anim = 194
poweradd = -0
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3,3

[State 0, EnvColor]
type = EnvColor
trigger1 = animelem = 2
value = 255,255,255
time = 4

[State 3001, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1034
ID = 1034
pos = -2,-5
postype = p1
sprpriority = 2
ownpal = 1
removeongethit = 1
pausemovetime=999
scale = 1,1

[state 3001]
type = varset
trigger1 = time = 0
v = 5
value = 0

[State 3001, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Offline O Ilusionista

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Re: Change lifebar picture on transforming
« Reply #4 on: October 15, 2013, 05:16:19 PM »
It won't work that way. You need to put a portrait which shares colors with the char, so whenever the char transforns (it its Mugen 1.0), the portrait will get the new palette (with yellow hair).

From what I see, this char was made for winmugen and doesn't uses the palette change. So it won't work, unless inside a full game.

Offline Csnorlax

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Re: Change lifebar picture on transforming
« Reply #5 on: October 15, 2013, 05:49:52 PM »
I am using mugen 1.0. I tried this

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 9888
ID = 9888
pos = 150,2
postype = p1  ;p2,front,back,left,right

It does not seem to have any effect. So it can not be done with this character ?

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