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Ichirin Kumoi (Read 18267 times)

Started by Ricepigeon, January 02, 2017, 06:34:26 am
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Re: Ichirin Kumoi
#21  March 09, 2017, 02:00:04 pm
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I'm not too late, am I?



Sorry for the lack of palettes.... I was having a tough time thinking of an idea. But then, a Team Magma Grunt idea hit me out of nowhere. Hopefully it's decent enough.
Re: Ichirin Kumoi
#22  March 09, 2017, 05:27:34 pm
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inb4 Courtney :p

and no, you're not too late.
Re: Ichirin Kumoi
#23  March 09, 2017, 08:13:59 pm
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inb4 Courtney :p

and no, you're not too late.

What's funny is, it started out as a Courtney palette.... But, I figured the normal Grunt's colors went better. Since there's a lack of a good place to put the gold colors on Ichirin. Meanwhile, the normal grunts have less gold on them.
Re: Ichirin Kumoi
#24  January 24, 2018, 10:11:38 am
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I know this is a bit out of topic but I have tried to tag-team-fied Ichirin in my MUGEN (with Uno Tag System) but whenever she tag-switchs with partners, Unzan will stay with them instead of leaving with her. I have tried to make her unable to switch teams with Unzan on with this:
Code:
[State -1, TagIn]
type = ChangeState
value = 1251110
triggerall = sysvar(4) = 1 || sysvar(4) = 15
triggerall = NumPartner && NumEnemy
triggerall = RoundState = 2
triggerall = Partner, life > 0
triggerall = Partner, StateNo = [1251112,1251114]
triggerall = Partner, Time >= 40
triggerall = (MoveType != A && StateType != A) && (Ctrl = 1) || StateNo = 0
trigger1 = command = "palit"
trigger1 = AILevel <=  0
trigger1 = root,numhelper(21000)=0;<---Unzan on?
trigger2 = AILevel >  0
trigger2 = Random < (ifelse((LifeMax/Life > 120), 120, LifeMax/Life)+((EnemyNear,statetype=L)*25))
trigger2 = Life < Partner, Life && Partner, Time > 1 * TicksPerSecond
trigger2 = EnemyNear, movetype != A
trigger3 = AILevel >  0
trigger3 = Life < Partner, Life && Partner, Time > 1 * TicksPerSecond && Life < LifeMax * (LifeMax*0.55)
trigger3 = Random < ((ifelse(LifeMax/Life > 10, 10, LifeMax/Life) + (10+ifelse((EnemyNear, StateNo > 5000),25,1))) * ifelse((Life < Partner, Life), 1.45, 0.5))
trigger3 = Partner, Time > 1 * TicksPerSecond
trigger3= EnemyNear, statetype = L || p2bodydist x > 250 && EnemyNear, movetype != A
trigger4 = AILevel >  0
trigger4 = Life < 150 && Life < Partner, Life
trigger4 = EnemyNear, statetype = L || p2bodydist x > 200 && EnemyNear, movetype != A
trigger4 = Random < (125*(AILevel**2/64.0))
But I have no success so far. Is it possible to do this though?