# Fighter Factory 3 - Menu States

For problems and bug report, go to VirtuallTek Systems web site. For doubts related to M.U.G.E.N., go to a more specialized site like: Elecbyte, Mugen Fighters Guild, among others that you can find using Google.

# Menu States

The States menu is used to manipulate the character state machine.

## New

Create a new blank document.

## Open

Open an existing document.

## Save

Overwrite the last saved document, if it exist. Else, execute 'Save as...'.

## Save as...

Save the document on a new file.

## View variable usage list

Exchange between variable usage list and text groups/blocks.

## Insert variable usage log

Insert a log of variable usage. The 'Options' window will be shown.

Format: defines the format used to describe StateDefs.

Only used variables: Ignore unused variables.

One per line: inserts one StateDef per line for each var.

Float: inserts floating-point variables.

Integer: inserts integer variables.

## PalFX editor

Open the PalFX ecitor.

In this editor, you can create and visualize palette effects.

Sprite selector: defines the sprite used in the preview area.

Add: amount to be added in the source color on each RGB channel.

Mul: amount to be multiplied by the result of the 'Add' in each RGB channel.

Sin: amount to be multiplied by the sin of '2 * PI * time / period' in each RGB channel to create a sine wave effect.

Period: defines the period of the sine wave in game ticks.

Color: amount of original color. 256 means original color and 0 grayscale.

Invert colors: invert all colors.

Default: load the default values.

Templates: list of all available PalFX templates.

Preview area: displays the PalFX effect at runtime.

Zoom slider: defines the current zoom level of the preview area.

Insert in the editor: inserts the PalFX code in the current cursor position of the text editor.

## Offset viewer

Open the offset viewer.

In this window, you can select two animations and visualize the distance between the two axis.

Resolution: defines the resolution of the preview screen.

Flip horizontally: flips the second animation horizontally.

Flip vertically: flips the second animation vertically.

Animation 1: defines the first animation (left, blue axis).

X: defines the distance between the two axis in the X coordinate.

Y: defines the distance between the two axis in the Y coordinate.

Animation 2: defines the second animation (right, green axis).

## Throw creator

Open the throw creator.

In this window, you can create a throw.

Start:

StateDef: defines the StateDef number of the throw to be used in the generated code.

Animation: defines the starting animation.

Throwing:

Animation: defines the throwing animation.

Bind:

Selector: defines the current element to be worked in.

X: defines X position within the current element.

Y: defines Y position within the current element.

Sprite priority: defines the sprite priority of the current element.

Resolution: defines the resolution of the preview screen.

Insert: generate the throw code and insert it in the text editor.

Close: closes the window and discard the changes.

End:

X velocity: defines X velocity at the end of the throw.

Y velocity: defines Y velocity at the end of the throw.

Thrown:

Animation: defines the thrown animation.