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Author Topic: How to Derive an Attack Move a "char" from it's Animation in Fighter Factory  (Read 387 times)

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Offline Asef Hassan Amiz

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  • Posts: 17
  • Country: Bangladesh bd
  • Last Login:August 06, 2017, 07:37:22 AM
  • Hi! I'm new!!
My Greetings Everyone,
Well I love Altering the Movelist of my "Char"s to make it more intersesting, but i am stuck at a point & so I need a little help in Using the Fighter Factory
Well Usually changing the Movelist is very Easy, I just change the Command Button combination into my custom chosen button combination inside the "CMD extentsion" File of the character. But there are some characters which have Some UNIQUE Moves which I couldnt Find or Recognize in their CMD File.
So I was thinking, the Fighter Factory Can Definitely do the Trick, By Using the Fighter Factory I will be Able detect the Animation of that Unique Move & From there I might Find out the Name of that Move so that THEN I can Change its Combination in the ".CMD" File.
But i dont know how to do that & I need to learn doing that Using the Fighter Factory So Here is my Real Question -

" How Can I Find out the ID & Name of an Attack Move of a Mugen character from it's Animation Frames in Fighter Factory " Can Anyone Please tell me How to do that ?
Please Help & Thanks Everyone



Offline Cyanide

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  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
It's just a case of following numbers

In the sprite file sprites are labeled with a group and image number. For example

Group 200, image 1

From there you can search out those numbers in the animation file. Often numbers correspond to the animation itself so animation 200 probably has the 200,1 image in it

From that you can use it to find the state that animation is used in. Search for anim = the animation you just pulled from the .air

Once you have the state you can find out which changestate in the cmd sends you to that state and change the command accordingly.

 


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