Hey i updated the template (not the uploaded one not yet)
i found a bug that prevents custom combo from activating
when palette selector is activated here is the fix
over write this in the system.st
Spoiler, click to toggle visibilty
[state -2, No Clones]
type = remappal
triggerall=numenemy && (var(40)=[1,59])
trigger1=var(42)&&!numhelper(256)&&matchno=1&&roundno=1
trigger1=enemy,authorname="BLANK"&&enemy,name="CHAR NAME"&&enemy,var(40)=var(40)
source = 1, 1
dest = 1, Ifelse(teamside!=1 && enemynear,Numhelper(256)=0,enemy,var(40)+teamside,var(40))
ignorehitpause = 1
[state -2, Palette]
type = varset
trigger1 = numhelper(256)
trigger1=helper(256),var(40)=[1,59]
var(40)= helper(256),var(40)
ignorehitpause = 1
[state -2, Palette Selection]
type = remappal
trigger1 = numhelper(256)
trigger1=helper(256),var(40)=[1,59]
source = 1, 1
dest = 1, var(40)
ignorehitpause = 1
[state -2, Continue Palette]
type = remappal
trigger1=var(42)&&matchno>1
source = 1, 1
dest = 1, var(40)
ignorehitpause = 1
over write this in the custom.cns
Spoiler, click to toggle visibilty
[State 5900, Palette Selector]
type = VarSet
trigger1 = 1
v = 42
value = 1
;VALUE
;0= OFF
;1= ON
[State 5900, Pal Selector on]
type=helper
triggerall=var(42)&&!numhelper(256)&&!AILevel&&numenemy
trigger1= roundno = 1 && matchno=1 && !(teammode = simul) && !(enemy, teammode = simul)
trigger2= !var(40)
trigger3=(teammode = turns)
trigger3=!roundsexisted && (enemy,roundsexisted)
id=256
stateno=256
facing=facing
ownpal=1
size.xScale=0.5
size.yScale=0.5
[state 5900, No Palette selector]
type = remappal
trigger1 = !var(42)
trigger2 = AILevel && !var(40)
source = 1, 1
dest = 1, palno
ignorehitpause = 1
over write this in the helpers.st
Spoiler, click to toggle visibilty
;Pal Select
[Statedef 256]
physics = N
anim = 256
velset=0,0
sprpriority=99999
[State 256, PosSet]
type = PosSet
trigger1 =!time
x = root,facing*-90
y = 20
ignorehitpause = 1
[State 256, AS]
type=assertspecial
trigger1=1
flag=intro
flag2=noshadow
[State 256, Reset]
type=varset
trigger1=!time
var(29)=200
[State 256, Pal]
type=varset
trigger1=!time
var(40)=root,palno
[State 256, Varset]
type=varset
trigger1=var(40)<1||var(40)>59
var(40)=1+(var(40)<1)*58
[State 256, PlaySnd]
type = PlaySnd
trigger1 =var(10)=2
value = S256,0
volumescale = 50
channel = 20
[State 256, PlaySnd]
type = PlaySnd
triggerall=ishelper(256)
trigger1=root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||root,command="s"||roundstate=2
trigger2=var(29)<=5
value = S256,1
volumescale = 50
channel = 20
persistent =0
[State 256, Countdown]
type = VarAdd
trigger1 =1
var(29)=-1
[State 256, Countdown]
type = VarAdd
trigger1=!var(10)&&var(29)<150
trigger1=root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd"
var(29)=25
[State 256, Varadd]
type=varadd
trigger1=!var(10)
trigger1=root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd"
var(40)=1-(root,command="holddown"||root,command="holdback"&&facing=1||root,command="holdfwd"&&facing=-1)*2
[State 256, Varadd]
type=varadd
trigger1=(root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd")&&!var(10)||var(10)
var(10)=1
[State 256, Varset]
type=varset
trigger1=!time||var(10)>=17
var(10)=0
[State 256, End]
type=destroyself
triggerall=ishelper(256)
trigger1=root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||root,command="s"||roundstate=2
trigger2=var(29)<=0
trigger3=root,AILevel
If you added palettes dont forget to redo the numbers in the codes,
the ones that say how many pals your char has and type in your name
and char name again in the code that go's in -2