Guys, I will paste here something I posted at Guild, so who don't knows OpenBOR maybe could learn more about it.
Specially the coders will have the same reaction as me and Zvitor had when we saw the manual.
Mugen (Elecbyte) needs to take a brief look at OpenBOR and learn a lot of things.
There are so many things that are way easier (and better) in OpenBOR that you get frustated when you come back to mugen.
For example, on scripted slams (like our Throws) the way it handle the custom animations is way smarter.
You wanna make a move that inflicts fire damage (and have fire fx)? Simply put BURN on it "hitdef" and voilá, the engine understand and treats is different from a normal hit. The engine will even make different animations for BPAIN (Burned PAIN, PAIN is the gethit animation), BURN (Falling BURN animation), RISEB (Rise from BURN), BDIE (dying from a BURN attack) even BLOCKPAINB (Played when an entity received too much damage from 'burn' attack while blocking).
Pretty easy, no? You just need to put the animations on your char. If you don't have a BURN anim, for example, it will just display the normal PAIN animation. No "missing animations", no "invisible characters". You don't want to make it have a different anim when its killed from burn? Just remove the BDIE anim.
And the same will work for FREEZE and SHOCK animations. There are other options, like burn, freeze, shock, steal. Steal is a Drain-like move. You just put one line of code and, If this box hits a player or enemy, it will drain life from the target and give it to the attacker. Simply like that.
This is a "hitdef" from a simple burn:
burn {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}
There are more options, but its that: just one line.
Wanna make a attack which poisons the oponent? Take a look:
DOT {Index} {Time} {Mode} {Force} {Rate}
~DOT means Damage Over Time. It works like drain feature but even better.
~Drain effect can't kill hit entity but DOT can. Also should DOT effect kill another entity, this entity will get the credit for the kill.
~{Index} defines DOT index. Entity may have up to 10 DOT effects at one time. An entity can be hit by more than one DOT effect at once. If entity is hit by same indexed DOT effects, only the latest one will be applied.
~{Time} defines how long DOT effect active in centiseconds.
~{Mode} defines how DOT effect is applied to hit entity. HP damage is same type as original attack and affected by damage mitigation.
1 = Nonlethal HP (can reduce to 1 but not below).
2 = MP.
3 = MP and nonlethal HP.
4 = HP.
5 = MP and HP.
~{Force} defines amount of damage per tick.
~{Rate} defines delay between each tick in centisecond.
This isn't even the tip of the Iceberg.
If you wanna learn about it, take a look at its manual (a bit outdated) http://dcemulation.org/index.php5?title=OpenBORManual (http://dcemulation.org/index.php5?title=OpenBORManual)