Firstly is the updated version of Pichu. As the only changes I needed to make were to its attacking collisions it was a pretty easy and quick change to make, and hopefully assuming I haven't missed something Pichu should only be missing its palettes. Speaking of which, I have created a few sample palettes like I did for Sharpedo. Once those are added or some other palettes depending on feedback, Pichu should finally be my first complete character. Below you can find both the download link and the two palettes I made (plz give feedback, I am happy to make some more)
Feedback:
1. I would suggest adding "kill = 0" to the "LifeAdd" code, so Pichu doesn't actually kill himself with his moves if your HP is low enough.
2. The palettes themselves are okay, but you must remember to keep the second palette as the "shiny" palette, only for consistency's sake for the other Pokemon.
Otherwise, he's good enough to be added to the cast. If you're happy with everything else, i'll add him in as part of beta 5.
Next is something I made myself a while ago but never shared. It always annoyed me that if you added the test character (Poke Man) to the select screen it would have kfm's head as opposed to a Pokemon style party icon. So I went ahead and made one (based off of Sawk's one) as well as mystery dungeon-ified his portrait thing in battle. For anyone else interested below is the sff file that you just replace the one in the existing kfm folder to get my custom edited sprites.
*chuckle* That's some good effort there! The nose on the "Mystery Dungeon" portrait though... *laughs*
I will keep it though! It'll be standard to the template, while other people can change to the original if they want.
Finally I'd just like to say thanks for adding versus mode back :3 as well as ask one question: will the stat raising and lowering system added affect my characters and are there any changes I will need to make?
You need to update any previous characters with the following information.
In the updated characters, you should find a block of code that looks like this in the start of each move:
[State 500, Set ATB]
type = Null
trigger1 = !time
trigger1 = var(0):=floor((250)*fvar(38)) && var(8):=0 && var(9):=floor((100)*fvar(39))
Variable 0 and variable 9 has to have the code changed to the above. If the previous looked like this:
var(0):= 250
var(9):= 100
Then it has to look like this:
var(0):=floor((250)*fvar(38))
var(9):=floor((100)*fvar(39))
Finally, you should find a block of code that looks like this in statedef -3:
; Set stats
[State ]
type = Null
trigger1 = fvar(4):=floor((295)*fvar(34)) ; Attack
trigger1 = fvar(5):=floor((295)*fvar(35)) ; Special Attack
trigger1 = fvar(6):=floor((284)*fvar(36)) ; Defense
trigger1 = fvar(7):=floor((317)*fvar(37)) ; Special Defense
Float variables 4-7 has to have the code changed to the above. If the previous looked like this:
trigger1 = fvar(4):=300 ; Attack
trigger1 = fvar(5):=300 ; Special Attack
trigger1 = fvar(6):=300 ; Defense
trigger1 = fvar(7):=300 ; Special Defense
Then it has to look like this:
trigger1 = fvar(4):=floor((300)*fvar(34)) ; Attack
trigger1 = fvar(5):=floor((300)*fvar(35)) ; Special Attack
trigger1 = fvar(6):=floor((300)*fvar(36)) ; Defense
trigger1 = fvar(7):=floor((300)*fvar(37)) ; Special Defense
And in that moment, I forgot to update the Kung Fu Man template and the Developer Reference.txt file to the new system changes... An update will pop up soon.