ok thanks.
going back to the black and white blinking palfx
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[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 10 ;fv =
value = 1
;ignorehitpause =
;persistent =
[State 0, PalFX]
type = PalFX
trigger1 = var(10) > 0
trigger1 = animelem = 22
add = 255,255,255
mul = 0,0,0
time = 1
ignorehitpause = 1
persistent = 1
[State 0, PalFX]
type = PalFX
trigger1 = var(10) > 0
trigger1 = animelem = 22
add = 255,255,255
mul = 255,255,255
time = 1
ignorehitpause = 1
persistent = 1
it only blinks black and white once? i already used persistent = 1
i wanted the blinking to happen for the whole duration of 22nd animelem and stop when the 23rd animelem happens.
and about the angledraw problem:
the sprite is too big, so my "normal size" would be 0.5,0.5
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[State 0, 2]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 413
postype = p1
pos = 37,30
ownpal = 1
ontop = 1
size.xscale = 0.5
size.yscale = 0.5
;-------------------------------------------------------------------------------
[Statedef 413]
type = S
movetype= A
physics = N
juggle = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 413
sprpriority = 2
[State 0, Trans]
type = Trans
trigger1 = 1
trans = add
;alpha =
;ignorehitpause =
;persistent =
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time = 0 ;also tried 1 as trigger here
;value = (winmugen only)
scale = 0+time/20, 0+time/20
;ignorehitpause =
persistent = 0
[State 0, AngleDraw]
type = AngleDraw
trigger1 = time/20 >= 1
;value = (winmugen only)
scale = 0.5,0.5
;ignorehitpause =
;persistent =
[State 0, 4]
type = Destroyself
trigger1 = parent, stateno != 410
so it shrinks instead when time/20 >=1
can you explain why the scale is time/20 ?
i wanted the angledraw to work this way: so i call the helper, helper is something like 0.2,0.2 or 0.3,0.3 at time=0 then slowly and visibly increases in size up to when its already 0.5,0.5
thats what i was trying to do.