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Modifying FightFx via character code (Read 553 times)

Started by jamielashley, February 01, 2009, 10:15:02 am
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Modifying FightFx via character code
#1  February 01, 2009, 10:15:02 am
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Hi Guys,

If I have an image in my data/fightfx, can I modify the sprites in it via PalFx? Ive tried it so far and nothing happens. Am I doing something wrong? Its supposed to give a flashing effect based on trigger

[mcode];---------------------------------------------------------------------------
;ƒIƒŠƒWƒiƒ‹ƒRƒ“ƒ{ƒQ[ƒW
[Statedef 6110]
ctrl = 0
anim = 6900 ---------> Dummy Anim
ownpal = 1

[State 6110, PalFX]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,0,0
ignorehitpause = 1

[State 6110, PalFX]
type = PalFX
triggerall = (GameTime%3)=0
trigger1 = parent,power >= 3000 && !parent,var(16)
trigger2 = parent,stateno = [870,875]
time = 1
add = 256,256,256
ignorehitpause = 1

[State 6110, Explod];”wŒi1P
type = Explod
trigger1 = !NumExplod(6111)
anim = f6111
id = 6111
postype = Back
pos = 140,230
ownpal = 1
bindtime = -1
ignorehitpause = 1
ontop = 1
pausemovetime = -1
supermovetime = -1[/mcode]
Re: Modifying FightFx via character code
#2  February 01, 2009, 10:24:05 am
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To apply PalFX to an explod it has to set with ownpal=0.
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