Mugen changeanim. ). Mugen changeanim

 
)Mugen changeanim  If your keyboard doesn't

Ok, lets say a stance. Like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's. cns under data folder - and see if there is any animation change. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. E. Re: character transofrmations #3 November 01, 2007, 07:42:02 PM. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Then for trasnformation 2, just add animations that are all the same numebrs but plus 10000, and then for 2000 etc. Double click your errors and see what it brings you to. or. The dimensions of the game space at a zoom factor of 1. Then you must be triggering ChangeAnim repeatedly instead of once. To view the MUGEN 1. Change its values so that it corresponds to the new sound you want. type = changeanim triggerall = anim != 4500 <-----This is animation of the character obviously trigger1 = root,anim = 5000 trigger2 = root,anim = 5001 trigger3 = root,anim = 5002 value = 4500 But do understand below the 4500 state def number is the same as its anim number in this situation keyctrl = ctrl_flag (boolean) If ctrl_flag is 1, then the helper is able to read command input from the player (e. In your throw state, the animation will loop until either a ChangeState or ChangeAnim is triggered. OPT on Twitter: "@KyuttoshiteAraa selfanimexistでは問題ないですがchangeanimなどで表示. Trigger1 = animelemtime (last frame number) = 5. Francis Mawson Rattenbury (11 October 1867 – 28 March 1935) was a British architect although most of his career was spent in British Columbia, Canada, where he designed the province's legislative building among other public commissions. you put a changeanim code triggering using a life value trigger [State 0, whatever] type = ChangeAnim trigger1 = life <= 300; this means that it will trigger only if life is less or = 300. . Here all the code. trigger1 = helper (941),Movehit = 1. Don't take me wrong, it is a nice try, just not the holy grial of. Correct times and frmes as needed. buffer. So here's my first real MUGEN project, Bishamon/Oboro Bishamon! My edit from 3ha's Bishamon and E-FRY's Oboro Bishamon. anim = anim_no (int) This is the action number to switch to. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. reached. time = 60 airjuggle = 15 sparkno = 2 guard. For "defeat" sound, you don't need any MUGEN code, you may just add or change your Group#11&Index#0 to your . I'd like to apply ChangeAnim on P2 after hitting P1. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. vVv Ryuko718 Updated 10/31/22 vVvMUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11707 times) Started by Ricepigeon, October 20, 2015. Make a test with KFM. As of Update 10. 1. hence the +1 elem = var(1) ignorehitpause = 1 [State 7360, anim]; same here but if u want to add it to a different attack repeat the procedure type = changeanim trigger1 = root, stateno = 220Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. air for some extra; comments. Yes No Ok . You have your first transformation as the main mugen animation numbers. ) Your fly state is using standing physics. value = anim + 10000. If mugen crashes it'll let you know [State 1601, destroyself] is bad, but which one will it be??? vVv Ryuko718 Updated 10/31/22 vVv. otherwise is useful outside of closed mugen games/standars. Estoy siempre listo para un desafío. Value = anim. You can change the screen background image with your own: spr = graphics/selectbg. Going to respond to both because they're a bit related. threshold)The char I am working on has two stand animations, of which can be chosen in the config text document. wav sound file data from existing commercial fighting games, which is then imported into the mugen engine. So awhile back, i must have edited something on my character but i cant remember what it is. The Mugen Fighters Guild. Orochi Herman: MUGEN Creator, Producer Video Editor and Web Programmer And possibly more other shady things lolThe char I am working on has two stand animations, of which can be chosen in the config text document. value = yaddi. trigger1 = target (11121),ishelper! Trigger1 = target (11121),alive! [State 0, TargetState] ; state that change p2 animation If they are dead. Re. Seems the sound effect is playing twice really fast for some reason, as if its playing with every frame the opponent uses for each attack. ChangeAnim2 is like ChangeAnim, except this controller should. G. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form. What's done so far: Bishamon/Oboro Bishamon mode change. [State 26000, ChangeAnim] type = ChangeAnim. Triggers every 5th game tick. trigger1 = stateno = 5150 && prevstateno = yadda && anim = 5140. I tried calling some different animations, including 200, and they *did* successfully change what animation was shown. He uses hi-res sprites edited from the original Sanic image and uses Claymizer 's 2nd Sonic character as a base (Mostly due to the fact this. E. The mugen standards for these animations numbers are similar to the sprite groups listed above. io, the indie game hosting marketplace. 1b. Look at Action 820 in kfm. The first step to "install" this system is to open up your . 初心者だから気持ちが分かるのさ. but in truth there are chars that rely. def. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper. ChangeAnim2 is like ChangeAnim, except this controller should. This board is an experiment to enhance the MUGEN Docs. [Statedef 820] type = A movetype= H physics = NTo count the time until the current animation ends. Mugen community gone with all that content removed. For example, when making throws, use this to. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. persistent = 0 ;<-- Added this line. To Reproduce. The Mugen Fighters Guild. Re: Ryu SFV inspired wip #18 February 24, 2018, 03:46:33 AM. this repeating sound is sounding from normal one hit attacks. " Mugen serves as a foil to Jin in terms of personality and disposition. Let me know if any of this is too confusing, or if anyone can explain this in a simpler way than have I. EDGE ドットツールです。. 5,. EDIT: To fix the blocking, copy this into the 1. If omitted, removes all explods owned by the player. Sanic speeds into Mugen! A character that I am surprised nobody has made yet, so I took up the task of making the first Sanic in mugen. 0 and above. Also learn how to code plzkthx. The char I am working on has two stand animations, of which can be chosen in the config text document. Mugenite. N) describes a single sequence of sprites to display. Crouch changes] type = changeanim trigger1 = facing = -1 trigger1 = anim = 5 trigger1 = anim != 10005 value = 10005 Retrieved from ". ctrl_flag is the value to set the player's control flag to. cns in her folder (not the one in your MUGEN data's folder), and where it says. E. I'd like to apply ChangeAnim on P2 after hitting P1. Don't use a variable if you don. Estoy siempre listo para un desafío. ff1_geese by Rin and Bat. RemoveExplod (SCTRLs) Removes all of a player's explods, or just the explods with a specified ID number. It is a very fun game which is ideal to download and play with your friends, has all the characters enhanced with its graphics engine mugen. If we want the controller to be activated only once, we will need to add a line: Code: [State 310, 1] type = PosAdd. Then for trasnformation 2, just add animations that are all the same numebrs but plus 10000, and then for 2000 etc. type = ChangeAnim. If your keyboard doesn't. Find games tagged Anime and mugen like The Jump Ultimate Stars Of The Battle VER. . g. That may be the only problem; you might just have to use a more specific trigger. For. The purpose of an RC release is to allow users to test the software and provide feedback. serpenter. So here's the tricky part Animelem = 2, AnimElemNo (0) = 2, and AnimElemTime (2) = 0 are almost exactly the same thing. Correct times and frmes as needed. ChangeAnim2 is like ChangeAnim, except this controller should. Open notepad. ChangeAnim] type = ChangeAnim trigger1 = var(0) = 1 value = 8002 var(0) = 1 means the char will "transform" by changing colors (remappal in state -2) but for a certain state, i want to use another anim when the char has changed palettes. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. Infinity MUGEN Team » IMT Main » M. Replace your two chunks of similar code with this one. In M. Dragon Ball Z - MUGEN Tenkaichi by Nightshade Gaming. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. 0 Docs that are being updated to work in conjunction with this forum click here. G. Also, the helper will inherit its root's State -1. action's looptime, ie. IS there anyway to match up the afterimage/changeanim to a Targetstate instead of my own anim, or IS there anyway detect or stop the afterimage/changeanim when my Ryu is in a targetstate? *sorry if all that sounds a bit confusing. As for falling through the ground, as Cyanide said, this can only happen if the physics is set to S or N (or. The 'F' prefix is optional: if included, then the animation is played back from fight. i have seen only two examples Rednavi's Pause menu for his future game and NHK's Kira (arcana heart). 97 followers. Copying in some simple stuff isn't enough. AnimElemNo is comparing your time to the Number of the frame displayed. Trigger1 = animelemtime (last frame number) = 5. 0 RC1 March 6th 2023, 2:40 pm. to make it back to standing anim the way you want it, obviously use. The zoffset parameter is inappropriately named, but has been left unchanged for compatibility purposes. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. time" larger than 1 to make commands more lenient, have no fear![SOLVED] Characters special intro (Read 4017 times) Started by Lord Mike, March 29, 2010, 06:35:13 PM; ChangeAnim is that ChangeAnim2 changes the player's animation to; an action in the AIR file of the attacker (in this case, kfm. Required parameters;;. U. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. Mugen's pause function is activated by pressing the "Pause" button on your keyboard. If you want to add sounds to a character, you'll need to insert them yourself via Fighter Factory. Replace your two chunks of similar code with this one. Removed 3ha's other modes (Jin and Galford mode) Slicing optional animations. In M. otherwise is useful outside of closed mugen games/standars. air),; whereas ChangeAnim always changes the player to an action in his; own AIR file. The Mugen Fighters Guild. By iterating over each anim in your own AIR file in sequence and then moving the anim owner back to P2 via an invalid ChangeAnim, you can review each animation that exists in the opponent's AIR file without ever having to deal. 1): To change animated portraits into normal static portraits go to mugenhook. The concept for the game had diavolo kind of start, recording what happens over 10 seconds or something, like, what the. 7K subscribers in the mugen community. 死ぬほど使いやすい。. command != holdback is also != holdup and holddown. What's new View recent activity; Home; Help; Members . IO, M. the main intention of this pack is to. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 10584 times) Started by Ricepigeon, October 20, 2015. There currently exists a small bug in the DestroySelf SCTRL that, when called by a helper that has a target, usually a helper-based projectile that hit. snd MUGEN sound file. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. The Mugen Fighters Guild. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. - "Iaigiri" & "Iagari Low" does the same damage & has the same range regardless of the punch button strength, same goes with the "Tsuji Hayate" follow up to the "Karame Dama" and the "Kirisute Gomen" throw (I know, it´s a beta, so you will. type = ChangeAnim trigger1 = command != "holdup" trigger1 = command != "holddown" trigger1 = Anim != 1900 value = 1900 You have this. I know this is what i have to do, but using the coding i know is not having any effect. New #1 8 years ago. So, i was making a code to make the character changeanim when it hits the opponent. The Mugen Fighters Guild - how to have two animation in changeanim. For example, when making throws, use this to. Re: Need Help in Add Max-on Mode kof 2002 UM style in my chars !! Shame on you! @ AkiraSenpou: Fighter Factory 3 might be able to tell you what's wrong. time" to 1. trigger1 = Time = 50. For example, when making throws, use this to. type = changeanim triggerall = anim != 4500 <-----This is animation of the character obviously trigger1 = root,anim = 5000 trigger2 = root,anim = 5001 trigger3 = root,anim = 5002 value = 4500 But do understand below the 4500 state def number is the same as its anim number in this situationMUGEN will automatically "deassert" each flag at every game tick, so you must assert a flag for each tick that you want it to be active. For example: [StateDef 190] ;=====; ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬ ¬. 2. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. or something similar. !time means if the time of the state does NOT equal a number other than 0. Don't use a variable if you don. Hey what's up? This is Ace and welcome to the third video of my MUGEN character creation tutorial. Mugen just seems to like it better. Set the ChangeAnim value to your desired animation. Removed 3ha's other modes (Jin and Galford mode) Slicing optional animations. 5 pixels per frame. ChangeAnim] type = ChangeAnim trigger1 = var(0) = 1 value = 8002 var(0) = 1 means the char will "transform" by changing colors (remappal in state -2) but for a certain state, i want to use another anim when the char has changed palettes. Megaman X Synthesis by ApselHaven. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. 2. G. 真祖-真の祖先。. Mugen just seems to like it better. Sounds, helpers, explods, even changeanims. This is the line you have to add to modify the sprite scale; "scalestart = 0. Hey all, I have intended to have any opponent that -- when in a get-hit, custom state -- changes its animation triggered by a series of animation element numbers instructed from the causative player's program. 04. If your keyboard doesn't. I saw a concept for a jojo fighting game where Diavolo, the main villain of part 5, is able to do this crazy complicated ability that i wont get into. trigger1 = var(0) = 1. crouch. Id just make a new anim though. ChangeAnim2 is like ChangeAnim, except this controller should. Sorry if I sound like a complete idiot but what is that? I use mugen jus and get mugen jus chars obviously so what exactly are "ready and standalone" chars, and how do I find jus version. ChangeAnim triggerall = Roundstate = 4 && !Animtime && Stateno = 5150 && Selfanimexist(9030). so far it is 100% effective. Raging Ken by Ryon. Command Definitions section has [Remap], [Defaults], and [Command]. the changeanim above works but only uses the first frame of 8002 (it. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. In the states where it needs to loop and is not an explod. You could put the opponent into a custom state that does an attack animation and step through the elements with changeanim, then step back through them to “reverse time. Copy animation's data and paste it into the notepad. type = ChangeAnim trigger1 = Anim != Var(57) && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = Var(57) See if that works for you. 9, Dragon Ball Z Super Butoden 2, Koragusu Fighters Project, Jus Fighters on itch. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 12058 times) Started by Ricepigeon, October 20, 2015. AnimElemNo is comparing your time to the Number of the frame displayed. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. If you look in C:/Mugen/Data/ there might be a common file. Is it possible to force the opponent's AI to not perform any action until special ends. Super armour needs to be built into the character. changeanimを独立させないといけないし、 アニメは(基本的に)個別ステート毎に用意しないといけないしで。 こんなくらいかなー 見直してみるとものすごく読みにくい文章だね(==;I'd like to apply ChangeAnim on P2 after hitting P1. Cyberdyne. MvC Adict!! Upload Captain Commando in the web page with Hyper Captain Storm fixed. G. The Mugen Fighters Guild. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11549 times) Started by Ricepigeon, October 20, 2015. distance = speed * (time / X) , this alters the distance, so to nullify the X we can simply multiply. (e. Normal Bishamon. To more easily find a topic. Also learn how to code plzkthx. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. The three will activate all. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. elemno = var (yaddo) where yaddi is the number of the yadda animation and yaddo is a variable where you put the element number. air file. . type = ChangeAnim. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. This AI is obviously terrible, and so authors circumvent it by using triggers that detect AI, to change a variable, which in turn disables. Remove the anim = bit under statedef, it gets set via changeanim [State Changeanim] type = changeanim ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. Type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Var(0) := 1000 Value = 1000 Note, that if you use it as a trigger, if the variable is being set to 0, the whole set of triggers won't activate because a trigger of 0 means "don't activate" to Mugen, and I already explained the "boolean thing. Re: Jerky movement. " Some Variable Tips 1. Example: you can use "trigger1 = Time = 100" to trigger when 100 ticks have elapsed. Flowering Crocosmia plants sprout from her head, giving her what looks like. Greetings guys, this regards my character Punishous. Just a butcher on a mission; All of this has already been tested, so far it is 100% effective. MvC Adict!! Upload Captain Commando in the web page with Hyper Captain Storm fixed. Now the second set of sprites will use group numbers and sprite numbers as such:. ChangeAnim when projectile goes off screen [Solved] New #1 12 years ago. Mugen (無限, Infinity) is one of the main male protagonists of Samurai Champloo along with Jin. ctrl = 0. An animation (specifically called an animation action in M. Optional parameters: ID = id_no (int) id_no specifies an ID. E. def with any text editor such as notepad for example. say Balrog claws at me with light punch and its 2 frames long, it seems to use my sound on each frame. Value = anim. Cyberdyne. trigger2 = numhelper = 0 && time > 53. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 10923 times) Started by Ricepigeon, October 20, 2015. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11635 times) Started by Ricepigeon, October 20, 2015. Initiate; Posts: 179;. U. 2. Make click & Download something nice for your Mugen!!! _____ Last Edit: January 03, 2011, 09:58:20 PM by leandro1412 delweynes. Elem = 1. Set a var I would use 10000 and 20000 as the values. action's looptime, ie. G. [State 26000, ChangeAnim] type = ChangeAnim trigger1 = helper(941),Movehit = 1 trigger2 = numhelper = 0 && time > 53 value = 1524 elem = 2 persistent = 0 The code worked pretty good, but when i wanted to make the character changeanim when goes offscreen so i added another trigger: [State 26000,. If you want to then change from anim 250 to 251, in the same state, you would have another ChangeAnim controller with trigger "trigger1 = anim = 250 && !animtime"!Animtime is exactly the same as "animtime = 0" Animtime represents as a. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. trigger1 = AnimTime = 0. Im new to the coding scene, and have started getting into mugen a bit. Cannot edit Gilgamesh JUS by Inseph - crash mugen #1 July 18, 2021, 05:20:53 PM Hi, so as the subject says, after trying to edit the . So far, it works with no issues. And while anim is 1902 it's not 1900. hence the +1 elem = var(1) ignorehitpause = 1 [State 7360, anim]; same here but if u want to add it to a different attack repeat the procedure type = changeanim trigger1 = root, stateno = 220type=changeanim trigger1= anim=1200 && !animtime value=1201 [State 1200, statetype] type=statetypeset trigger1= anim=1200 || anim=1205 statetype=A. " Some Variable Tips 1. type = changeanim trigger1 = stateno = 5150 && prevstateno = yadda && anim = 5140 value = yaddi elemno = var(yaddo) where yaddi is the number of the yadda animation and yaddo is a variable where you put the element number. Very nice thank you leandro ! It works very well. trigger1 = anim != Root,anim value = Root,animelemno(0) ignorehitpause = 1 [State 0, StateTypeSet] type = StateTypeSet ;This is so your helper is read as S statetype when your character's statetype is S. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. elem= time*varX. Example: Walk is anim 20, your 2nd transformation walk should be numbered 10020, 3rd form should be 20020. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 11468 times) Started by Ricepigeon, October 20, 2015. I think I know of a good way to fix this. So here's my first real MUGEN project, Bishamon/Oboro Bishamon! My edit from 3ha's Bishamon and E-FRY's Oboro Bishamon. walking, running, jumping, you're either using the core common1. Re: Iori Yagami. You can use this, to read how to have FF3 tell you some errors. For each changeanim or changeanim2 in a custom state, use this value = "wtf" + helper(8874),var(40) * 10000. air file. 9, Dragon Ball Z Super Butoden 2, Jus Fighters on itch. after P2 getting hit by P1, P2 is supposed to transition to animation 10000 that uses sprites 5000, but instead goes to. ChangeAnim changes the action number of the player's animation to the animation number in the player's AIR file. value = 0. Just add after the last changeanim, another changeanim that checks the prevstateno, and if it's 5950, change to anim 5951. N. But for some reason, instead of the animation, it instead retrieves the sprite info: ie. 0 Test it in other versions at your own risk. In case it's helpful in figuring this out, I also use ReShade 3. MUGEN Class →; ChangeAnim and ChangeAnim2 (SCTRL) ChangeAnim and ChangeAnim2 (SCTRL) (Read 8563 times) Started by Ricepigeon, October 20, 2015. IO, M. I would like to add an additional stand animation. You would not then use an animation, but assemble it with changeanim2's. Logged ClubSyN-X-TReME. The commands involve facing. ChangeAnim2 is like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. U. E. and this sends you to back to 2004 if you press don't press fwd (which you don't need to press to get here). g. Poison (State 1) Code: [Statedef 1011, POISON] type = S. #4 12 years ago. Game Introduction. type = ChangeAnim triggerall = Anim != 1902 trigger1 = command = "holdback" value = 1902 1902 has 3 frames but only the first one is showing (i meant that it is not animating) i already tried adding persistent = 0 and/or time = 0 trigger (either or both of these result in anim 1902 not shown at all on screen)I know this is what i have to do, but using the coding i know is not having any effect. G. serpenter. Type = changeanim. so using the code i originally had with this. "RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. Re: Iori Yagami. trigger1 = target (11121),ishelper! Trigger1 = target (11121),alive! [State 0, TargetState] ; state that change p2 animation If they are dead. By changing those numbers you can increase, decrease or stretch sprites individually within a stage. Business, Economics, and Finance. For example, when making throws, use this to. Play with the settings, it's really fun. Re. buffer. mugendatacommon1. E.