Animated Icons
Animated Icons is a feature added in 0.5.4 update, it allows you to animate character icons on select screen. It supports .air animations, although there is one global timer for every animated icon (they share frametimes). First character .air animation defines frametimes for all of them.
Animation sprites should be in the desired character .sff!
Setting up
Open cfg\animIcons.dat.
To set them up, you will need 4 things.
- Character ID
- Animation ID
- Animation File
- Flags
Example line:
15 5900 chars\guile\icon.air 2
15 - Character ID
5900 - Animation ID
chars\guile\icon.air - Animation File
2 - Flags
Flags
Animated Icons require predefined flags which decide how the icon anim should play
2
- Animation plays once
4
- Animation loops
16
- Hardcoded behaviour for variation characters, works like character transitions in Mortal Kombat Trilogy
Variations
Variations are fully supported, although you need to be smart when adding sprites.
Let's say you have Scorpion UMK3, Scorpion MK2 and Scorpion MK1 and you want to have MKT like transition between them.
Set variations for them in variations.dat (read guide) and keep note of the IDs you've used
Add lines for all of them, remember to use flag 16
Example:
18 9251 chars\mugenhook\icons.air 16
44 9451 chars\mugenhook\icons.air 16
45 9551 chars\mugenhook\icons.air 16
UMK3 is 18, MK2 is 44 and MK1 is 45. How should you add sprites? Simple.
- Scorpion UMK3 needs to have MK1->UMK3 transition sprites.
- Scorpion MK2 needs to have UMK3->MK2 transition sprites.
- Scorpion MK1 needs to have MK2->MK1 transition sprites.