【技术推广】在血条上显示Life的剩余数值的方法
原文地址://tieba.baidu.com/p/1459909420
https://onedrive.live.com/?id=E3545520E659CE44!112&cid=E3545520E659CE44
文件名:エンジャーバー.zip
注:此代码适用于1V1,血量显示在血条上方;多人战代码在注②,血量显示在血条上
最近刚找到的显示HP数值的方法...由记分代码发展而来。感谢制作者pprn氏
效果如下图
使用方法
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 请参考注②进行修改
这是一个单纯用数字显示血量的方法...在NICO看见有些杯赛里使用...所以就自己找了来试试 还算简单...我的杯赛下期就会搭载
注 适合有属性加成的杯赛使用...适合人数较少的杯赛使用.....必须每个人物都添加上代码
完毕....再次感谢制作者pprn氏 ←他制作的双人战换人系统也是很厉害的...
注:
①调整...位置代码 可能会出现 数字显示到屏幕外的情况
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
pos = IfElse(TeamSide=1,122,216), 0 把这个0 改大一点
②此写法会在组队战中导致p1p3两人体力互相重叠
以下写法修正了此问题
但调整了数字显示位置到血条上
如图,各人在血条上有自己的体力位置显示
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