Hi everyone!
I will (ty to) learn you how to encode an Ougi in a mugen character.
1: Rip the sprites: To rip the sprites of your ougi, you need a media player called
KMPlayer. Play your video and hold ctrl+A to capture the frames very quickly. (Very useful if you need frames for an intro for example)
If you want to try without waiting, i ripped all the sprites of Kakashi's Raïkiri in Naruto Ultimate Ninja 3:
Here!Now, Convert them in PCX, 256 colors (there are 124 frames) and add them in your character's SFF and AIR.
if you want to try another ougi, make sure that the opponent doesn'nt appear on the video....
Now, let's program!
It's very easy to encode an ougi: It's like a throw!
1: a state coded like a throw attempt:[Statedef 11000]
statetype=S
movetype=A
physics=N
anim= 950
velset=8,0
[state 11000, superpause]
type=superpause
trigger1=animelem=1
time=15
darken=1
poweradd=-1000
[state 11000, hitdef]
type=hitdef
trigger1=animelem=4
attr=S,NA
Hitflag=MAF
guardflag=MA
animtype=Hard
damage=30,0
Ground.type=high
Ground.velocity=0,0
pausetime=5,5
ground.hittime=20
ground.fall=1
p1stateno=11001
p2stateno=11002
[state 11000, end]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
Second state, programmed like a throw[statedef 11001]
type=S
movetype=H
physics=S
anim=11000 (In this anim, there is just one frame which leasts the time of your ougi)
velset=0,0
[state 11001, assertspecial]
type= assertspecial
trigger1=1
flag=NoBG
flag2=noFG
flag3=invisible
time=380
[state 11001]
type=assertspecial
trigger1=1
flag=nobardisplay
this is your ougi[state 11001, explod]
type = Explod
trigger1 = time=30
anim = 10000
pos = -160,120 (adjust the pos)
postype = right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
[state 11001, targetlifeadd]
type=targetlifeadd
trigger1=time=323
value=-500
[state 11001, end]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
and the state of the opponent:[statedef 11002]
type=S
movetype=H
physics=S
anim=12000 (as the P1 anim: One frame which leasts the time of the anim)
[state 1002, changeanim]
type=changeanim2
trigger1=time=0
value=12000
[state 11002, assertspecial]
type=assertspecial
trigger1=1
flag=invisible
[state 11002, invicibility]
type=nothitby
trigger1=time=0
value=SCA
time=380
[state 10002, end]
type=selfstate
trigger1=animtime=0
value=5100
ctrl=1
OK! Tutorial over! I hope you understood it! (because i'm french so, my english...You know...)
Here is the final result!