The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: Trinitronity on December 19, 2014, 05:43:30 pm

Title: Problems with Pallette Cycling
Post by: Trinitronity on December 19, 2014, 05:43:30 pm
While I'm waiting until I get the needed FX for Espeon and Vaporeon, I decided to already start to work on my fifth Eeveelution (Umbreon) for Ryon's and Alexei's Project Catch'Em All...and I already have ran into a serious problem: I try to make Umbreon cycle through pallettes,so the yellow marks glow (kinda like the Shadow Lady mode of JMM's Chun-Li), but the pallette cycling wont work, sadly...
Here is the code:
Code:
;Initialize
[StateDef 5900]
type = S

[State 5900, Int VarReset]
type = VarRangeSet
trigger1 = !RoundsExisted
value = 0

[State 5900, Float VarReset]
type = VarRangeSet
trigger1 = !RoundsExisted
fvalue = 0

;Pallette setting
[State 5900, Palette 1 (x)]
type = VarSet
trigger1 = PalNo = 1
var(40) = 1 ;CHANGE THIS LINE

[State 5900, Palette 2 (y)]
type = VarSet
trigger1 = PalNo = 2
var(40) = 2 ;CHANGE THIS LINE

[State 5900, Palette 3 (z)]
type = VarSet
trigger1 = PalNo = 3
var(40) = 3 ;CHANGE THIS LINE

[State 5900, End]
type = ChangeState
trigger1 = 1
value = 5901

[StateDef 5901]
type = S

[State 5901, RemapPal]
type = RemapPal
trigger1 = 1
source = 1,0
dest = var(40),0

[State 5900, Battle Start Transition]
type = Explod
trigger1 = roundno=1 && ID=56
anim = F15050
ID = 15050
pos = 160,101
postype = left
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .5,.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0

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

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0
Code:
[State -3, VarAdd]
type = VarAdd
trigger1 = var(40) = [1,3]
trigger1 = GameTime % 5 = 0
var(41) = 1
ignoreHitPause = 1

[State -3, VarSet]
type = VarSet
trigger1 = var(40) = [1,2]
trigger1 = var(41) = 8
trigger2 = var(40) = 3
trigger2 = var(41) = 28
var(41) = 0
ignoreHitPause = 1

[State -3, RemapPal: 5 palettes]
type = RemapPal
trigger1 = var(40) = [1,2]
trigger1 = GameTime % 5 = 0
source = 1,0
dest = var(40),ifElse(var(41) > 4, 8 - var(41), var(41))
ignoreHitPause = 1
Since Umbreon is for a fullgame, I cannot use State -2, because all the fullgame stuff is inside State -2, so I had to use State -3 instead.
I would like to know, how I can achieve constant pallette cycling without using State -2. Thanks in advance!