Advanced lifebar features #904
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MUGEN-Slayer
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Feature Request
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- powerlevelfx (anim/spr)
It would work similarly to the front element of the powerbar, but the difference would be that while "front" only shows the animation/sprite equivalent to how much has been filled, this feature would show a full animation "uncropped". That way, we could have something like the "Rage Gauge" from Samurai Shodown. This feature would also allow us to use animated icons to count power levels, something visually similar to what is seen in "Golden Axe: The Duel".
p1.power1000fx.anim = 11
p1.power2000fx.anim = 12
p1.power3000fx.anim = 13
And if possible:
p1.powermaxfx.anim = 14
Since many characters have more than 3 power level stacks, generally associating 3 to max is something "broken", so if a layer can identify max power it would be awesome.
- roundx multi-layers
Fortunately we now have multiple layers for the round animations, except for "roundx" and "round.final". That is, we cannot assign effects to round numbers/final. It is something that goes against the new established concept. The extra layers of "Round.default" cannot compensate in this case, as the shape of each number is different. An example is CVS2's round animations, we can't replicate them unless we do everything in a single layer (which would be a lot more work).
- win.text + win.anim used at the same time
Now that we can use specific animations for both the p1 team and the p2 team, being able to use win.text at the same time would open up a wide range of possibilities. And in that case using the trick with K.O's animations wouldn't apply here since now we can put p1's name on the left and p2's name on the right.
- combo points
How many points were made in the combo, as seen in the SF Alpha series.
Thanks for the previous additions.
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