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MUGEN血条显示百分比计量教程

2017-12-09 12页 doc 33KB 121阅读

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MUGEN血条显示百分比计量教程MUGEN血条显示百分比计量教程 操作步骤 1. 在mugen本体的fightfx.sff里追加数字的图片。 0-9 号码写300.0-300.9。(注意是fightfx.sff 不是血条的SFF 2 找到fightfx.air用记事本打开,复制黏贴以下的记述。 ;===从此开始====================================== [Begin Action 300] Loopstart 300, 0, 0, 0, 1 [Begin Action 301] Loopstart 300,...
MUGEN血条显示百分比计量教程
MUGEN血条显示百分比计量教程 操作步骤 1. 在mugen本体的fightfx.sff里追加数字的图片。 0-9 号码写300.0-300.9。(注意是fightfx.sff 不是血条的SFF 2 找到fightfx.air用记事本打开,复制黏贴以下的记述。 ;===从此开始====================================== [Begin Action 300] Loopstart 300, 0, 0, 0, 1 [Begin Action 301] Loopstart 300, 1, 0, 0, 1 [Begin Action 302] Loopstart 300, 2, 0, 0, 1 [Begin Action 303] Loopstart 300, 3, 0, 0, 1 [Begin Action 304] Loopstart 300, 4, 0, 0, 1 [Begin Action 305] Loopstart 300, 5, 0, 0, 1 [Begin Action 306] Loopstart 300, 6, 0, 0, 1 [Begin Action 307] Loopstart 300, 7, 0, 0, 1 [Begin Action 308] Loopstart 300, 8, 0, 0, 1 [Begin Action 309] Loopstart 300, 9, 0, 0, 1 ;===到此为止====================================== 如果300被占用 请更换. 3. 在人物的常时State([statedef -2])内,拷贝黏贴以下的记述。 ;===从此开始====================================== [State -2,一の位] type = Explod trigger1 = 1 anim = F300+life%10 pos = IfElse(TeamSide=1,122,216), 0 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 0.5, 0.5 [State -2,十の位] type = Explod trigger1 = life >= 10 anim = F300+floor(life/10)%10 pos = IfElse(TeamSide=1,114,208), 0 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 0.5, 0.5 [State -2,百の位] type = Explod trigger1 = life >= 100 anim = F300+floor(life/100)%10 pos = IfElse(TeamSide=1,106,200), 0 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 scale = 0.5, 0.5 ignorehitpause = 1 [State -2,千の位] type = Explod trigger1 = life >= 1000 anim = F300+floor(life/1000)%10 pos = IfElse(TeamSide=1,98,192), 0 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 scale = 0.5, 0.5 ignorehitpause = 1 ;===到此为止====================================== 调整位置请更改POS后面的数字 最后位的0是高度 前面1请不要动 第2位数字是横 双人战会造成数字重叠 请自行修改一个人的位置 原来写法,会在组队战中p1p3两人体力互相重叠 这是改良之后 不再重叠 使用方法; 第一步. 用 Fighter Factory 软件打开mugen 的data文件夹的 fightfx.sff 添加0~9数字的图片,编号为 1000组,索引号是 0~9(对应0~9字号的图片) 第二步 用记事本打开fightfx.air,粘贴以下的记述。/这里使用1000编号,如果原来已经被占用 请更换. ;===从此开始====================================== [Begin Action 1000] Loopstart 1000, 0, 0, 0, 1 [Begin Action 1001] Loopstart 1000, 1, 0, 0, 1 [Begin Action 1002] Loopstart 1000, 2, 0, 0, 1 [Begin Action 1003] Loopstart 1000, 3, 0, 0, 1 [Begin Action 1004] Loopstart 1000, 4, 0, 0, 1 [Begin Action 1005] Loopstart 1000, 5, 0, 0, 1 [Begin Action 1006] Loopstart 1000, 6, 0, 0, 1 [Begin Action 1007] Loopstart 1000, 7, 0, 0, 1 [Begin Action 1008] Loopstart 1000, 8, 0, 0, 1 [Begin Action 1009] Loopstart 1000, 9, 0, 0, 1 ;===到此为止====================================== 第三步; 在人物的文件夹 打开人物的def文件,看见这样写法 [Files] Cns = Cool.cns (各人不同) 然后用记事本打开 Cool.cns文件(有多个的写一个即可),找到 [statedef -2]下一行粘贴以下记 录: 如果原来没有[statedef -2],要写一行[statedef -2] 再接写下面"数字体力"部分,就可完成了 [statedef -2] ;数字体力=================================== [State -2, VarSet];同组内 两人区别p1与p3,区别p2与p4 type = VarSet ;利用战局开始时用组队友的前后距离区别p1p3 各自体力显示在上下位置不 同 trigger1 = roundstate<2 trigger1 = BackEdgeDist > partner,BackEdgeDist v = 49 ;如果这个变量号已经使用,请更改 value = 1 [State -2,p1个位];数字显示体力-------1p--- type = Explod trigger1 = teamSide=1 &&var(49)=1 ;确定是p1 anim = F1000+life%10 pos = 142,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p3个位];数字显示体力--------3p-- type = Explod trigger1 = teamSide=1 &&var(49)=0 ;确定是队友p3 anim = F1000+life%10 pos = 142,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p2个位];数字显示体力--------2p-- type = Explod trigger1 = teamSide=2 &&var(49)=1 anim = F1000+life%10 pos = 193,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p4个位];数字显示体力--------4p-- type = Explod trigger1 = teamSide=2 &&var(49)=0 anim = F1000+life%10 pos = 193,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p1十位];数字显示体力-------1p--- type = Explod trigger1 = teamSide=1 &&var(49)=1 trigger1 = life >= 10 anim = F1000+floor(life/10)%10 pos = 137,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p3十位];数字显示体力--------3p-- type = Explod trigger1 = teamSide=1 &&var(49)=0 trigger1 = life >= 10 anim = F1000+floor(life/10)%10 pos = 137,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p2十位];数字显示体力--------2p-- type = Explod trigger1 = teamSide=2 &&var(49)=1 trigger1 = life >= 10 anim = F1000+floor(life/10)%10 pos = 188,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p4十位];数字显示体力--------4p-- type = Explod trigger1 = teamSide=2 &&var(49)=0 trigger1 = life >= 10 anim = F1000+floor(life/10)%10 pos = 188,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p1百位];数字显示体力-------1p--- type = Explod trigger1 = teamSide=1 &&var(49)=1 trigger1 = life >= 100 anim = F1000+floor(life/100)%10 pos = 132,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p3百位];数字显示体力--------3p-- type = Explod trigger1 = teamSide=1 &&var(49)=0 trigger1 = life >= 100 anim = F1000+floor(life/100)%10 pos = 132,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p2百位];数字显示体力--------2p-- type = Explod trigger1 = teamSide=2 &&var(49)=1 trigger1 = life >= 100 anim = F1000+floor(life/100)%10 pos = 183,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p4百位];数字显示体力--------4p-- type = Explod trigger1 = teamSide=2 &&var(49)=0 trigger1 = life >= 100 anim = F1000+floor(life/100)%10 pos = 183,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p1千位];数字显示体力-------1p--- type = Explod trigger1 = teamSide=1 &&var(49)=1 trigger1 = life >= 1000 anim = F1000+floor(life/1000)%10 pos = 127,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p3千位];数字显示体力--------3p-- type = Explod trigger1 = teamSide=1 &&var(49)=0 trigger1 = life >= 1000 anim = F1000+floor(life/1000)%10 pos = 127,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p2千位];数字显示体力--------2p-- type = Explod trigger1 = teamSide=2 &&var(49)=1 trigger1 = life >= 1000 anim = F1000+floor(life/1000)%10 pos = 178,16 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 [State -2,p4千位];数字显示体力--------4p-- type = Explod trigger1 = teamSide=2 &&var(49)=0 trigger1 = life >= 1000 anim = F1000+floor(life/1000)%10 pos = 178,24 postype = Left bindtime = -1 ownpal = 1 ontop = 1 pausemovetime = 999999 supermovetime = 999999 ignorehitpause = 1 scale = 1,1 ;数字体力===================================完
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