So seriously ... I've got a proposition's
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Re: So seriously ... I've got a proposition's
Of course, and even with images, on the night of the 17th / morning of the 18th, I will prepare and publish such a "mini guide" so stay tuned for the thread.
Re: So seriously ... I've got a proposition's
Okay, let's start and write it in more detail, but without getting too complicated.
Although I'm currently using a mobile device, I can write.
The Background
In the CNS file, you declare the code/instructions for what the character will do.
In the AIR file, the animation, collision boxes (when it receives a hit and when it deals a hit), and transparency effects are declared. This is related to the CNS through the header [begin action 1224]. The brackets [ ] are necessary for the header to work. It can be any number. In this example, I put "1224," but there's a catch: there are numbers that are, let's say, fixed or basic, that MUGEN must read for the char to work.
My background explanation and the direct explanation of how it works will continue later. Please be patient for a few hours.
Although I'm currently using a mobile device, I can write.
The Background
In the CNS file, you declare the code/instructions for what the character will do.
In the AIR file, the animation, collision boxes (when it receives a hit and when it deals a hit), and transparency effects are declared. This is related to the CNS through the header [begin action 1224]. The brackets [ ] are necessary for the header to work. It can be any number. In this example, I put "1224," but there's a catch: there are numbers that are, let's say, fixed or basic, that MUGEN must read for the char to work.
My background explanation and the direct explanation of how it works will continue later. Please be patient for a few hours.
Re: So seriously ... I've got a proposition's
We'll take as an example the default char in MUGEN, the char called KFM (Kung Fu Man). The char is made up of the following files:

These are the basic ones, but you can include some of those suggested by Elecbyte. OK, with that in mind, let's dive into what you need.
1. The CNS
Open the file:
kfm.cns
Go to line 256 and analyze the following:
This represents state number 200; in this case, it's defined for the weak fist attack, in a standing position.
This is the animation number defined in the AIR file for this state. You can view the animation in Fighter Factory:
1.1 Open kfm.sff


1.2 Open kfm.air

And see this:

Or with a word processor. I recommend using Notepad (the one Windows comes with by default). BUT you will only see the following on line number 409. This is the code in file AIR
Continue in the kfm.cns file and look for line 294. You'll find the following:
-------------
Group header. It doesn't necessarily have to have a sequential structure; you can use any number. Examples:
-------------
It defines the type. In this case, this state is for playing the sound, so we use that parameter. No changes are made here, or you can use whatever you want.
-------------
Returns the player's state-time (i.e., the number of ticks the player has been in the current state so far).
Format:
Time
Arguments:
none
Return type:
integer
Error conditions:
none
Example:
Activates when the player's state time is 2.
Another option could be:
This indicates that the sound starts at animation element number 1, so if you change the number, you are defining which animation element you want the sound to start at.
-------------
This means it will search for the sound in group 0, index 0.

2. The example
What does this mean? Well, broadly speaking, you define these values when creating your SND file; you can set any group and index. Example:
You have 3 types of sounds: 2 are moans from vaginal penetration, and 1 is from anal penetration. You want to be meticulous and organized so that when you're creating your SND file and coding the sounds, you'll have an easier time visualizing how they're organized. So, you define the following in the SND:
Group 200 (but you can enter any number, and it doesn't matter if they're in order from highest to lowest or vice versa). These will be moans from vaginal penetration. Since you have 2 sounds, you order them 0 and 1 (but you can enter any number, and it doesn't matter if they're in order). It would look like this:
And for the other sound (1 is from anal penetration) you would enter:
Now, let's put all of this into practice. Using KFM as an example in state 200. Copy and paste this code into your KFM, on line 298.
This means that in element number 3 of animation number 200, the sound will be played. In the fighter factory, this is how sprite number 3 (element) of animation number 200 looks like.

In state 200, the sound from group number 5, index 0, is played. However, since we already have a channel used for the hit sound, channel 0, which is not defined, the system assumes it is channel 0, which has more "power" than the other channels. In this case, the channel I set is 1 so that it can be "heard" but doesn't interfere with the previous sound channel. In the fighter factory, this is how the sound of group 5, index 0, sounds.

See the following on line number 409, in the file kfm.air
And this, the element 3 of animation whit box collision:
This is:
Grup: 200
Index: 2
Eje X: 0
Eje Y: 0
Time of sprite: 4
3. Questions, please comment

These are the basic ones, but you can include some of those suggested by Elecbyte. OK, with that in mind, let's dive into what you need.
1. The CNS
Open the file:
kfm.cns
Go to line 256 and analyze the following:
Code: Select all
[Statedef 200]
Code: Select all
anim = 200
1.1 Open kfm.sff


1.2 Open kfm.air

And see this:

Or with a word processor. I recommend using Notepad (the one Windows comes with by default). BUT you will only see the following on line number 409. This is the code in file AIR
Code: Select all
;-----------------------------------
; Stand Light Punch
[Begin Action 200]
Clsn2Default: 2
Clsn2[0] = -10, 0, 19,-80
Clsn2[1] = 0,-94, 12,-80
200.0, 0.0, 2
200.1, 0.0, 1
Clsn1:1
Clsn1[0] = 16,-80, 61,-71
Clsn2:3
Clsn2[0] = 19, 0,-10,-80
Clsn2[1] = 6,-94, 18,-78
Clsn2[2] = 19,-80, 61,-71
200.2, 0.0, 4
200.1, 0.0, 3
200,0, 0,0, 2
Code: Select all
[State 200, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
Code: Select all
[State 200, 2]
Code: Select all
[State 0]
[State 45980, 69]
[State 20, 172]
Code: Select all
type = PlaySnd
-------------
Code: Select all
trigger1 = Time = 1
Format:
Time
Arguments:
none
Return type:
integer
Error conditions:
none
Example:
Code: Select all
trigger1 = Time = 2
Another option could be:
Code: Select all
trigger1 = AnimElem = 3
-------------
Code: Select all
value = 0, 0

2. The example
What does this mean? Well, broadly speaking, you define these values when creating your SND file; you can set any group and index. Example:
You have 3 types of sounds: 2 are moans from vaginal penetration, and 1 is from anal penetration. You want to be meticulous and organized so that when you're creating your SND file and coding the sounds, you'll have an easier time visualizing how they're organized. So, you define the following in the SND:
Group 200 (but you can enter any number, and it doesn't matter if they're in order from highest to lowest or vice versa). These will be moans from vaginal penetration. Since you have 2 sounds, you order them 0 and 1 (but you can enter any number, and it doesn't matter if they're in order). It would look like this:
Code: Select all
Group 200 Index 0
Group 200 Index 1
Code: Select all
Group 900 Index 69
Code: Select all
[State 200, A]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 0
channel = 1

In state 200, the sound from group number 5, index 0, is played. However, since we already have a channel used for the hit sound, channel 0, which is not defined, the system assumes it is channel 0, which has more "power" than the other channels. In this case, the channel I set is 1 so that it can be "heard" but doesn't interfere with the previous sound channel. In the fighter factory, this is how the sound of group 5, index 0, sounds.

See the following on line number 409, in the file kfm.air
Code: Select all
;-----------------------------------
; Stand Light Punch
[Begin Action 200]
Clsn2Default: 2
Clsn2[0] = -10, 0, 19,-80
Clsn2[1] = 0,-94, 12,-80
200,0, 0,0, 2
200,1, 0,0, 1
Clsn1:1
Clsn1[0] = 16,-80, 61,-71
Clsn2:3
Clsn2[0] = 19, 0,-10,-80
Clsn2[1] = 6,-94, 18,-78
Clsn2[2] = 19,-80, 61,-71
200,2, 0,0, 4
200,1, 0,0, 3
200,0, 0,0, 2
200, 2, 0, 0, 4Clsn1:1
Clsn1:1
Clsn1[0] = 16,-80, 61,-71
Clsn2:3
Clsn2[0] = 19, 0,-10,-80
Clsn2[1] = 6,-94, 18,-78
Clsn2[2] = 19,-80, 61,-71
200,2, 0,0, 4
This is:
Grup: 200
Index: 2
Eje X: 0
Eje Y: 0
Time of sprite: 4
3. Questions, please comment
- UmbreonLover
- Posts: 398
- Joined: Wed Jan 26, 2022 12:03 am
Re: So seriously ... I've got a proposition's
and here I thought you were going to use sailormoon example rather than the char called KFM (Kung Fu Man).
I visit this forum when I remember I exist!
Re: So seriously ... I've got a proposition's
Sailor Moon 
It would have been great, but I didn't remember.

It would have been great, but I didn't remember.
Re: So seriously ... I've got a proposition's
Bro!!
CLASS IS IN SESSION!!
I am studying this right now and will apply it. In your example, you use kung fu man and his attack. Now if we were to turn that on its head and use this regarding victim, and their sex animations, does it work the same?
Reading thing over and over .. trying to follow directions to make sure I get this ..
CLASS IS IN SESSION!!
I am studying this right now and will apply it. In your example, you use kung fu man and his attack. Now if we were to turn that on its head and use this regarding victim, and their sex animations, does it work the same?
Reading thing over and over .. trying to follow directions to make sure I get this ..
Re: So seriously ... I've got a proposition's
Yes, it would work. Almost anything is possible in MUGEN, the only limit is your imagination...
- UmbreonLover
- Posts: 398
- Joined: Wed Jan 26, 2022 12:03 am
Re: So seriously ... I've got a proposition's
Now now Tetchi, you know better than that~ Imagination has no limit on a person brain
I visit this forum when I remember I exist!
-
- Posts: 9
- Joined: Sat Aug 03, 2024 2:01 am
Re: So seriously ... I've got a proposition's
Life has a way of making you redirect attention, forcing you to be an. Adult
Umbreon... The way you edited azumi hojo.. the DP edit... What would it take for me to bum that code from you?
Umbreon... The way you edited azumi hojo.. the DP edit... What would it take for me to bum that code from you?
- UmbreonLover
- Posts: 398
- Joined: Wed Jan 26, 2022 12:03 am
Re: So seriously ... I've got a proposition's
I haven't done anything with azumi hojo. The person that did isshaukenshin wrote: ↑Mon May 05, 2025 6:15 pm Life has a way of making you redirect attention, forcing you to be an. Adult
Umbreon... The way you edited azumi hojo..
Tetchi
I was sitting back, enjoying my popcorn as Tetchi helped the person.
depends on you, depends what you meant by that, and the most famous of them all? Headaches, pain and lots of beautiful try and errors until you get the hand of it. That's the best way to learn something is to face issues that is popping up in front of you, or helping others solved a problem they are facing
I visit this forum when I remember I exist!