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Force Pallet Transformation At Start (Read 941 times)

Started by Layanor, September 18, 2018, 07:37:11 am
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Force Pallet Transformation At Start
#1  September 18, 2018, 07:37:11 am
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I have a character with 12 palettes. 1 - 6 is normal mode. 7 - 12 is special mode IF a var is set.

https://gyazo.com/9c6a8144c6dd64d19119d65dfefcc17b

The problem is when you select the character and pick palette 7 - 12,  you get the transformation palette.

https://gyazo.com/f2db44579a67279d3fe25aa6522ffb6e


I want to force palettes 7 - 12 into 1 - 6 at the start of every match.

I have done some code for this but the palette blinks between each other. For example, if palette 7 is picked, palette 1 will blink in and out as Mugen is trying to switch this palette every 2 ticks.

Is this an unfixable glitch?
Last Edit: September 18, 2018, 07:40:53 am by Layanor
Re: Force Pallet Transformation At Start
#2  September 18, 2018, 12:17:36 pm
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Post your Statedef 5900. It may answer some questions.
Btw, I'd slow down the color change until he's done drinking. Or halfway done. Seems a tiny bit early.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Force Pallet Transformation At Start
#3  September 18, 2018, 12:24:26 pm
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;----------------------------------------------------------------------------

[Statedef 5900]
type = S

[State 5900, Pause]
type = Pause
trigger1 = !time
time = -1
movetime = -1

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
triggerall = time >= 2
trigger1 = !numhelper(76786)
value = ifelse(roundsexisted,0,5901)

;----------------------------------------------------------------------------