it's possible but you'd be changing the actual players pal too.Just use a helper with ownpal=1 then give it it's palfx in it's own state, thats the only efficient way without affecting your actual players pallet..
mugen's unfriendly to me, it says that anim = F9999 is not a trigger XP.the code is in the common1.cns I'm using kamek's common1.I'm just messing with the HCF (NOT half circle foward) bg.
I know what some people are thinking about m last post. "WT* is this!?!?"well here's the code.[mcode];==============================================================================; KO Helper;==============================================================================[Statedef 1338000003][State 1338: Invisibo]type = AssertSpecialtrigger1 = 1flag = invisibleignorehitpause = 1[State 1338: Invincibo]type = NotHitBytrigger1 = 1value = SCAignorehitpause = 1;[State KO: Sound];type = PlaySnd;trigger1 = !Time;value = F11, 0;ignorehitpause = 1;abspan = 0;[State KO: SMAAAASH];type = PlaySnd;trigger1 = !Time;value = F5, 6;ignorehitpause = 1;abspan = 0;[State KO: clap];type = PlaySnd;trigger1 = !Time;value = F555, 5;ignorehitpause = 1;abspan = 0;loop=1;[State KO: wind];type = PlaySnd;trigger1 = !Time;value = F750, 2;ignorehitpause = 1;abspan = 0;loop=1;[State KO: cheer];type = PlaySnd;trigger1 = Time = 50;value = F951, 0;ignorehitpause = 1;abspan = 0;[State KO: Flash];type = EnvColor;trigger1 = Time < 16;trigger1 = !(Time % 2);time = 1;ignorehitpause = 1;flag = nomusic;[State KO: Pause];type = Pause;triggerall = Root, Name != "Zeeky H. Bomb" || Root, StateNo != 3202;trigger1 = !Time;time = 50;ignorehitpause = 1;movetime = 50;flag = nomusic; = Time = 50;[State KO: No Slowdown];type = AssertSpecial;trigger1 = 1;flag = nokoslow;flag2=nomusic ;Time = 50;ignorehitpause = 1;[State KO: Revive];type = LifeAdd;triggerall = matchover;trigger1 = time = 50;value = 1;kill = 1;absolute = 0;ignorehitpause =;persistent =;[State KO: BG Fix];type = BGPalFX;trigger1 = Time = 0;invertall = 1;color = 128;mul = 128, 128, 128;time = 50;flag = nomusic;[State KO: BG Fix];type = BGPalFX;trigger1 = Time = 0;invertall = 1;color = 128;mul = 128, 128, 128;time = 50;flag = nomusic;[State KO: BG FIX];type = BGPalfx;trigger1 = Time = 0;add = 50,50,150;sinadd = 10, 10, 10;time = 50;invertall = 1[State KO: HC Finish!]type = Null;PlaySndtrigger1 = !Timetrigger1 = Root, Stateno = [3000, 4999]value = F11, 1ignorehitpause = 1abspan = 0[State -2, Begin Speedlines]type = Helpertriggerall = NumHelper(1338000004) = 0trigger1 = Root, Stateno = [3000, 4999]trigger1 = RoundState = 3;anim = F840ID = 1338000004stateno = 1338000004name = "HC Finish!"pos = 160,-120postype = left;facing = facingsupermovetime = 9999pausemovetime = 9999ownpal = 1;==============================================================================; Hyper Combo Finish;==============================================================================[Statedef 1338000004]anim = F9999statetype = Iphysics = N[State 1338: Invisibo]type = AssertSpecialtrigger1 = 1flag = invisibleignorehitpause = 1[State 1338: Invincibo]type = NotHitBytrigger1 = 1value = SCAignorehitpause = 1[State KO: HC Finish!]type = PlaySndtrigger1 = !Timevalue = F11, 1ignorehitpause = 1abspan = 0[State KO: HC Finish!2]type = PlaySnd;trigger1 = !Timetrigger1 = Time = 40volume = 255time = 90value = F11, 2ignorehitpause = 1abspan = 0;[State KO: No Slowdown];type = AssertSpecial;trigger1 = !Time;flag = NoKOSlow;flag2=nomusic ;Time = 50;ignorehitpause = 1[State 996, Explod!]type = Explodtrigger1 = Time = 0anim = F835ID = 996;pos = 160, 120pos = 0,0postype = leftbindtime = -1removetime = -1supermovetime = 9999pausemovetime = 9999sprpriority = -3ignorehitpause = 1;ownpal = 1;palfx.sinadd = 120, 120, 60, 60[State 996, Explod!]type = Explodtrigger1 = Time = 0anim = F840ID = 996pos = 160, 120pos = 0,0postype = leftbindtime = -1removetime = -1supermovetime = 9999pausemovetime = 9999sprpriority = -4palfx.time = 9999palfx.sinadd = 120, 120, 60, 60;[State 996, Explod!pic];type = Explod;trigger1 = Time = 0;spr = 9000,0;ID = 996;pos = 160, 120;pos = 0,0;postype = left;bindtime = -1;removetime = -1;supermovetime = 9999;pausemovetime = 9999;sprpriority = -3;[State 996, PalFX];type = PalFX;time = 9999;trigger1 = !Time;sinadd = 120, 120, 60, 60;ignorehitpause = 1[State 996, PalFX]type = PalFXtime = 9999trigger1 = Time = 0sinadd = 120, 120, 60, 60[State 996, Kill Background]type = AssertSpecialtrigger1 = NumExplod(996) != 0flag = NoFGflag2 = NoBGflag3 = nobardisplayflag4 = NoKOSNDflag5 = NoKOSlowignorehitpause = 1[State 996, Bye]type = Removeexplodvalue = 994trigger1 = Roundstate = 4;ignorehitpause = 1[State 996, Bye]type = DestroySelftrigger1 = RoundState = 4;ignorehitpause = 1[/mcode]This is kamek's common1.cns I've edited a little.error says that anim = F9999 is not a valid trigger.What should I tell my mugen?anim = F9999 is NOT A DAMN TRIGGER!!!!is there any way to fix this?
Quote[Statedef 1338000004]anim = F9999statetype = Iphysics = NIt's that bit.You can't use a fightfx redirect on that particular anim setting. Would have to be 9999
awwww dammit I don't wanna go adding sprites to 150+ characters, might as well forget abouut it.EDIT: Wait can I use the explod method somehow?
It's a helper isn't it? If you set the explod to ownpal = 0 then you can apply palfx to your helper and they'll be applied to the explod as well.