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Killor1Date: Sunday, 2009-05-03, 11:15 AM | Message # 1
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I learned how to get all sprites. He will be able to go from Normal To SSJ5. SSJ6-SSJ10 will come after wards. He will be an incredible and invincible character. :P

What I need: A tutorial on how to make characters transform using Fighter Factory.


 
buyDate: Sunday, 2009-05-03, 7:15 PM | Message # 2
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It has to do with the code and not fighter factory. I found this code on another site. It is from a guy named The Geeseter Bunny

First add this code to all of your states:

Code
[State 0]anim=ifelse(var(1)=1,10000,0
where var(1) is the transformation variable. Now, for more than one transformation (using three as an example):

Code
[State 0]anim=ifelse(var(1)=3,30000,ifelse(var(1)=2,20000,ifelse(var(1)=1,10000,0)
meaning that if var(1) equals 3 (i.e., the third transformation), than state 0's anim is 30000, if it's 2, 20000, if 1, 10000, and if in base form (no transformation), 0.

Now, for attack values, simply move the ifelse(s) from the first state and put them in the hitdef, adjusting the values accordingly.

Light Punch:

Code
[State 200]damage=ifelse(var(1)=3,45,ifelse(var(1)=2,35,ifelse(var(1)=1,25,20)
Now, the actual transformation. There are two logical ways of doing this. Here is the first, which is command-based:

Code
[State 4000];Transformationanim=ifelse(var(1)=2,24000,ifelse(var(1)=1,14000,4000);The characters transformations aren't going to look identical, are they? [State 4000];Varsettype=varsettrigger1=command="transform"v=1value=ifelse(var(1)=2,3,ifelse(var(1)=1,2,1) [State 4000];Changestatetype=changestatetrigger1=animelem=5;it doesn't have to be five, that's just a placeholdervalue=0;back to standing state
The other method is power-based, where you replace "command="transform"" with this:

Code
power=>###;### is the number, if that wasn't already evident
The transformation can be reversed like so:

Code
[State 4001];Revertanim=ifelse(var(1)=3,34001,ifelse(var(2)=1,24001,14001);The characters transformations aren't going to look identical, are they? [State 4001];Varsettype=varsettrigger1=command="untransform"v=1value=ifelse(var(1)=3,2,ifelse(var(1)=2,1,0) [State 4001];Changestatetype=changestatetrigger1=animelem=5;it doesn't have to be five, that's just a placeholdervalue=0;back to standing state
And the power trigger:

Code
power<=###

 
asrwgmDate: Monday, 2009-05-04, 0:06 AM | Message # 3
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You know, that the SFF file will be big as hell, since you'll need sprites for each form, like the SSJ3 form & SJ4 Form have to have their own walking sprites.
A regular Mugen chars required sprites are around 250, so 250 x 10 = 2500, & thats not including effects ur using & attcack sprites. Well, I hope you can finish him dude, peace.



 
CrowDate: Monday, 2009-05-04, 0:09 AM | Message # 4
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i think it will be a very rare char

i hope u finish it soon happy


 
Killor1Date: Monday, 2009-05-04, 1:00 AM | Message # 5
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Actually I it is 2200-2390 sprites. I have Normal-SSJ1 SSJ3 SSJ4 and SSJ5 all AFs. smile And thanks for the code buy. This character may take time but, I think I can finish him.

Also, I will give the Sprites and Sounds in the character's folder.




Message edited by Killor1 - Monday, 2009-05-04, 1:02 AM
 
asrwgmDate: Monday, 2009-05-04, 11:26 AM | Message # 6
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An easy way to control the transformations is using a Variable. But I cant explain how it works though, cuz I myself learnt about Var(xx) triggers by studying a certain char.


 
buyDate: Monday, 2009-05-04, 7:02 PM | Message # 7
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Setting a var is not hard. The code below is pretty much all I know

[State 0, 0]
type=varset ( creates a var )
trigger1= p2statetype=A ( the moment the var is created )
var(1)=10 ( the var itself receives value 10)

 
squirrelkingDate: Monday, 2009-05-04, 11:28 PM | Message # 8
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Quote (Crow)
i think it will be a very rare char
i hope u finish it soon

i dont think it will be finished any time soon, unless he works on it constantly


My site
 
Killor1Date: Monday, 2009-05-04, 11:48 PM | Message # 9
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I won't finish it soon, but it will be finished. :P

 
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