Thanks everyone for the feedbacks and support.
I'll take a look if i can handle to do the fixes on Blaze.
For the intro bug, I can give you a patch of what I did to fix it in my own "cancelled" version of Blaze. Just tell me.
Sure Ned!
After some backup is created you can try overwriting these and see the result.
in air file : action 190
(not sure if this one is needed, but I fixed the delay to make it look better)
[Begin Action 190]
190,0, 0,0, 5
190,1, 0,0, 5
190,2, 0,0, 5
190,3, 0,0, 60
190,4, 0,0, 5
190,5, 0,0, 5
190,6, 0,0, 5
190,7, 0,0, 5
190,8, 0,0, 5
190,9, 0,0, 2
190,10, 0,0, 2
190,11, 0,0, 2
190,12, 0,0, 5
190,13, 0,0, 4;2
190,14, 0,0, -1
in cns file: statedef 191 and 194
(the stucture of coding is a bit different because I did it over the version before Rhytmical made his own)
But It works.
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S64,0
volume = 255
channel = 5
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 190, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = 0
y = -6;-9
[State 190, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 10190
ID = 10190
pos = -40,-110
postype = p1
vel = -5,-7
accel = 0,.5
removetime = 30
scale = 1,1
sprpriority = 1
ownpal = 1
[State 190, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S9,0
volumescale = 100
channel = 1
[State 190, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 13
statetype = A
physics = N
[State 0, Gravity]
type = Gravity
;trigger1 = time > 132
trigger1 = AnimElemTime(13) > 0
;ignorehitpause =
;persistent =
[State 105, end]
type = ChangeState
;triggerall = time > 162
triggerall = AnimElemTime(14) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 194
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 194]
type = S
ctrl = 0
anim = 193
velset = 0,0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =
[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0