Striker ID icons. You know, the little images that appear at the bottom left/right screen that indicate which striker your fighter has in his arsenal. Well, I have three strikers coded for my WIP and they all work perfectly....but the IDs don't show up!
Striker ID icon Helper
[Statedef -3]
[State -3, M.Bison ID]
type = Helper
trigger1 = NumHelper(8100) = 0
name = "M.Bison ID"
id = 8100
pos = 110, -8
postype = front
stateno = 8100
helpertype = normal
keyctrl = 0
ownpal = 1
The animation is simple:
;Striker ID (M.Bison)
[Begin Action 8100]
8100,0, 0,0, -1 (For the left side)
;Striker ID (M.Bison)
[Begin Action 8101]
8101,0, 0,0, -1, H (For the right side)
For those who're trying to help me but need to see the striker code:
;=======================================================================
; Striker Helper =======================================================
;=======================================================================
[State 6000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "M.Bison"
id = 6001
pos = -15,-200
stateno = 6001
ownpal = 1
keyctrl = 0
postype = p1
[State 6000, 1]
type = ChangeState
trigger1 = Time = 0
value = 0
ctrl = 1
;============================================================
;Striker Code (Jump In)
;============================================================
[Statedef 6001]
type = A
physics = N
ctrl = 0
anim = 6000
sprpriority = 1
[State 6001, 1]
type = VelAdd
trigger1 = Time = 0
x = 4
y = 9
[State 6001, 3]
type = ChangeState
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 6002
[Statedef 6002]
type = S
physics = N
ctrl = 0
anim = 6000
[State 6002, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 6002, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 6002, 4]
type = ChangeState
trigger1 = Time = 0
value = 6003
ctrl = 1
;============================================================
;Striker Code (Action Pose)
;============================================================
[Statedef 6003]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
anim = 6001
;[State 6003, Super Pause]
;type = SuperPause
;trigger1 = AnimElem = 3
;movetime = 24
;poweradd = -1000
;time = 28
;anim = 6001
[State 6003, Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random <= 800
channel = 0
volume = 100
value = 56,0
[State 6003, Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random <= 800
channel = 0
volume = 100
value = 56,1
[State 6003, Sound]
type = PlaySnd
trigger1 = Time = 1
trigger1 = random <= 800
channel = 0
volume = 100
value = 56,2
[State 6003 3]
type = ChangeState
trigger1 = Time = 58
value = 6004
;============================================================
;Striker Code (Attack)
;============================================================
[Statedef 6004]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0
anim = 6002
[State 6004]
type = VelSet
trigger1 = Time >= 0
x = 15
[State 6004, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S,HA
hitflag = MA
animtype = Hard
pausetime = 6,6
damage = 25,2
sparkno = 1
sparkxy = 10,-20
hitsound = S0,0
guardsound = S4,0
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -3,-5
fall = 1
[State 6004, After Image]
type = AfterImage
trigger1 = time = 0
time = 1000
length = 10
palbright = 15,15,15
framegap = 2
trans = add
[State 6004]
type = ChangeState
trigger1 = Time = 100
value = 6005
;============================================================
;Striker Code (Kill off striker)
;============================================================
[Statedef 6005]
type = S
movetype = A
physics = S
ctrl = 0
anim = 6002
[State 6004,0]
type = DestroySelf
trigger1 = Time = 0
;==============================