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Animated Icons

ermaccer edited this page Sep 15, 2020 · 1 revision

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.