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Modern Kitana 3.0 (1.1) (Read 53242 times)

Started by Bruizerhands, January 06, 2023, 05:42:43 pm
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Modern Kitana 3.0 (1.1)
#1  January 06, 2023, 05:42:43 pm
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  • Bruizerhands All Things Mugen & IKEMEN
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BRAND-NEW update to Kitana which was well needed. Really BALANCED, COMBO FOCUSED, QULALITY character w/ AGGRESSIVE AI. There are so many COMBO choices, more fan attacks, over 20 signature SPECIALS/MOVES, 4 SUPERS incl. COMBO BREAKER && new BRUTAL FATAL BLOW. FATALATIES are here and they are easier to remember! Character is compatible w/ any MUGEN 1.1 and IKEMEN. This is the Wildshark & Dampir version updated extensively by Bruizerhands.  All FRAME DATA for signature moves are coded accurately as possible. AI has been reworked and Kitana is beast to beat! CHECK OUT MOVELIST & CHARACTER WALKTHROUGH VIDEO below:



Alternate Download Link (MediaFire): Modern Kitana 3.0 Download

**Patch Notes** 
[Last updated: 02/03/2023] (Newest Patches @ the top & all new moves added to MOVE-LIST)
   
Finally figured out why A.I. was getting stuck in air. shout out to JJkooloaid for helping! I'm happy about this update and worked hard towards it! There are many fixes and polishing. My goal was to create smoother gameplay and fixed all the bugs, unintended combo chains, glitchy gameplay. This is a step in the right direction.     

Fixed inconsistent sprites for Teleport Punch, Square Wave, and Fan Toss Air. Only 1 sprite left to correct, which only affect "Windmill" move. Cleaned up some coding. Removed unintentional envshake from Stand HP and others. Upgraded Stand HP timings for smoother transitions into specials. Upgraded Pretty Kick animation/timings for smoother gameplay. Upgraded Rising Fan and Rising Fan 2 animations/timings for smoother gameplay; Reduced the time spent on the ground which changes the behavior of move for the better. Upgraded Windmill to smoother animation. New animation for Strong Doublekick and upgraded timings for smoother gameplay; Removed slow motion and move does not leave the ground anymore. Upgraded FWD Punchh to smoother animation/timings. Upgraded Low Backspin Punch animation w/ more recovery frames & smoother transition. Upgraded last hit of Edenian Twirl combo to smoother animation. Upgraded Back HK (roundhouse) to smoother animation/timings so it connects better. Assassin Air Strike animations are a bit faster with better timings. Fixed Hi Backspin not chaining into specials. Fixed unintended block sound effects. Fixed crusty fans in sprites. Fixed issue when Square Wave would phase through aerial enemies in hurt state. Fixed Collision & Hitboxes for several attacks so they wouldn't have unintended priority. Fixed unintended hit sparks appearing for some attacks. Fixed unintentional power gain from super moves. Fix FWD Kick not triggering "Finish Him". Fixed issue where second hits of super moves wouldn't connect with short characters. Fix unintentional pushback on FWD Kick. Tweaked AI more. More sprite inconsistency fixes (98% done). Fixed instance when player gets stuck in air if hit during FWD Kick & Strong Doublekick. Fixed properties for Assassin Air Strike air throw. Animation can be done in air on command without touching enemy and can also now miss & be punished. Requirement for enemy's velocity to be at zero has been removed. Also fixed issue when air throw would not finish if enemy was too low to the ground. After these changes, air throw is now easier to execute.  Fixed issue when Hi Princess Parry would take priority over standing punches. New skin added. Fixed FWD Punch only doing 10 damage and also fixed P2 animtype on hit for this move.  Fixed issue where Windmill would take priority during Edenian Twirl combo. Adjusted damage for counterattacks. Fixed issue where A.I. would get stuck in air due to taunting. Fixed Crouch HP animation moving backwards. Fixed sprite inconsistency for Fan Chops, parts of Square Wave & Fan Toss Air (97% done w/ sprite fixes)

BUGS:
-If buttons are pressed during intro, control is gained for a quick moment. Still looking into this. Help is welcomed & appreciated!
-If Fatality stance is triggered on enemy while in Simul mode while other enemies are still alive, then it will kill them and put them in the stance. Each character depends.    Anyway, I have a code that disables fatalities for Simul mode if you need.
-Sprite pallets swap on some moves, when you choose non-default skin. The default skin works fine. (99% done w/ this issue)

**Patch Notes** 
[Last updated: 01/31/2023] (Newest Patches @ the top & all new moves added to MOVE-LIST)
   
Tweaked AI. Fixed instance when player gets stuck in air if hit during FWD Kick. Fixed properties for Assassin Air Strike air throw. Animation can be done in air on command without touching enemy and can also now miss. Requirement for enemy's velocity to be at zero has been removed. Also fixed issue when air throw would not finish if enemy was too low to the ground. After these changes, air throw is now easier to execute.  Fixed issue when counter would take priority over standing punches. New skin added. Fixed FWD Punch only doing 10 damage and also fixed P2 animation on hit for this move.  Fixed issue where Windmill would take priority during Edenian Twirl combo. Adjusted damage for counterattacks. Fixed issue where A.I. would get stuck in air due to taunting. Fixed Crouch HP animation moving backwards. Fixed sprite inconsistency for Fan Chops, parts of Square Wave & Fan Toss Air (97% done w/ sprite fixes)


01/29/2023----- Now 95% done with fixing the inconsistent sprites on custom palettes. There are only 10 skins now. A new skin was added which resembles an Edenian race. There are only a few moves that have the sprite inconsistency, but I will be working toward a fix. Fatalities have been re-enabled (causes K.O. glitches in simul mode). Added glowing effects to various attacks which also signal counterattacks from parries. SLOWMO version is nice & subtle, give it a try! Added FWD Punch Ender & Hi Backspin Fan Ender attacks which are combo ender versions that causes player to glow.  Added easier inputs for counters (no directianal input required anymore). Added new moves High Backspin Fan (~B, HP) & Low Backspin Fan attacks (~DB, MP) and a few chains for them. Low Backspin Fan can chain into High Backspin Fan Ender or Stand FWD Punch Ender for a special finish. Added new combo/animation Edenian Twirl (~B + HP, ~B + y, HP). These new attacks & combos add more mix-up options. All parries can follow up w/ a combo. Added new move Princess Parry Low for enemy low attacks (a+b on enemy low attacks).  Added new move/animation for counterattack from Princess Parry Low. Added new move/animation for counterattack that executes after successful Princess Parry High. Upgraded Assassin Air Strike w/ more hits! Added the ability to chain Fan Toss Air from Jump LK/MK. Added a few new sounds and removed unnecessary ones. Tweaked counter SLOWMO effects so it does not affect gameplay or slow down too much. Fixed instances when player gets stuck in air again. Sometimes the AI will still do this. Fixed Crouch HP chains not working. Corrected properties for throws & for various moves. Fix issue when player was able to do standing Fan Toss in air and get stuck. Fixed hit states that were keeping player in the air after being hit during certain moves.

01/18/2023----- Added Global SLOWMO effects triggered when P1 counters from block stance (vice versa for P2) and while both players are attacking for a clash.  Counters are signaled by a bass sound if hit soon enough. Normal version and SLOWMO version are included. Added new move/animation for counterattack from Princess Parry Low. Added new move Princess Parry Hi that will counterattack enemy high attacks (x+y on enemy high attacks). Fix many blood explod locations. Fixed Fan Chops so it slides forward as it should. Stand MK Close now chains from Stand LK as it should. More AI fixes. Fixed unintended invulnerability on FATAL BLOWEdenian Twist from Backflip Escape can be done at a later frame which makes it easier. Fix issue when FWD HK would cross over when enemy lying down. Backflip Escape grants extra hit when done from Foward HK. Fixed Pretty Kick props so all hits connect. Fix properties for all Assassin Strike throws so they are actually throws and animation changes if move misses. Fixed is with Square Wave having too much velocity an opponent has a better chance at defending it. Added Backwards Assassin Strike Throw && Assassin Air Strike (~F + y+b in air). Fix all issues w/ Throw 2 properties again and added zoom effects. Tweaked AI. Fixed many gameplay bugs. Fixed properties for throw 2 again. Gave Edenian Twist damage buff and also move is easier to do from Backflip Escape on hit. Fixed properties for Backflip Escape so that the distance is more consistent. Added corner-ground-push to appropriate moves. Fixed early timing chains on many attacks. Slowed down Foward MP. Jump HP now crosses over. New animation for running punch. Fixed issue when able to do Fatal Blow from air. Fixed issues with Assassin Strike grab. Created new P2state for Rising Fan so it does not WHIFF anymore. Fix projectile explods out of place. Fixed issue when forward throw can be cancelled. Added Brand NEW Forward Throw (done w/ ~F, y+b while close). Fixed issue when forward attacks took priority over throws. Fixed & upgraded all screen shake effects because converting to 1.1 caused a few bugs. Fixed various issues w/ unintended chains. Try it out! Fixed Block sound being too loud. Fixed issue Backflip Escape distance too far. Upgraded block animations w/ fans. Added new hit & guard sounds to all fan attacks. Fixed blood effects for various attacks. Fixed timing for Fan Toss after Rising Fan Hit 2. Added really nice Movelist for IKEMEN & JPG files as well located in "Movelist" folder.  Fixed explod location for several attacks. Fixed an issue where Fan Toss Air would combo instead of Fan Toss. Slightly extended range for Square Wave. Fixed tornado animation for FATAL BLOW. Fixed issue when FATAL BLOW would phase through enemies. Fixed issue when Square Wave would phase through enemies. Added detailed MOVE-LIST for IKEMEN/or open "movelist.dat" w/ text editor for Mugen players. Converted/Updated everything to 1.1. Fixed issue when character crashes game. Fixed timing on Follow the Leader so it ends combo properly and slightly buffed damage. Fixed Backflip Escape from FATAL BLOW timing. Fixed Standing LK not executing when enemy airborne.

Kitana is a highly trained fighter who wields steel fans. She is a master in the art of fighting and develops these skills throughout her life. While Kitana is the daughter of the rulers of Edenia, King Jerrod, and queen Sindel, she is also a lover of truth and eventually learns the truth. She was too young when Shao Kahn took over her homeworld and apparently did not remember it. She grew up as a loyal hitman for the one who destroyed her parents.

[CHANGES]

A. OVERALL
1. Character balanced and reworked
2. Converted character from 4-button to 6-button
3. All Normals feature Chain Magic series from MVC
4. OROCHI TAG PATCHED
5. AI patched by Bruizerhands. Kitana is now a formidable opponent
6. Combo Scaling added to accommodate long combos
7. Several voices and character HD sound effects added and updated
8. SEVERAL COMBOS, CHAINS, & REBOUNDS ADDED
9. Combo scaling added
10. Added custom hit animation for Jump Heavy Punch attacks. Enemy plunges headfirst when airborne
11. Added air combo announcer
12. Character movelist added for IKEMEN or open "movelist.dat" file w/ text editor for Mugen players
13. Brand-New forward throw added

B. SPECIALS
1. Square Wave special attack added
2. Rising Fan special attack added
3. Fan Chops, Rising Fan follow up special added
4. Pretty Kick special attack added
5. Backflip Escape special added
6. Strong Double Kick special attack added
7. Edenian Twist follow up from Windmill special attack added
8. Edenian Twist follow up from Catapult Kick special attack added
9. Fixed Fan Lift special attack animation so you can combo from it. Also nerfed the active time of tornado

C. NORMALS (combo starters show **)
1. Stand Light Punch timings corrected                                       ("x")
2. Old Stand HP assigned to "y" Stand MP normal attack              ("y")
3. Stand Medium Punch normal overhead attack added                ("~F + y")
4. Stand Heavy Punch normal attack added                                ("z")     
5. Old Crouch HP assigned to "y" Crouch MP normal attack          ("~D + y", or "y" while crouching)
6. Back Heavy Punch normal attack added (Windmill)  **            ("D, DB, B,  z)   anit-projectile
7. Crouch Heavy Punch normal attack added                              ("~D + z" , or "z" while crouching)
8. Jump Heavy Punch normal attack added                                ("z" while in air) 
9. Stand Light Kick close normal attack added                            ("a" when close)
10. Stand Medium Kick normal attack added                              ("b")
11. Stand Medium Kick close normal attack added                      ("~F + b" when close)
12. Old Stand MK assigned to "c" Stand HK normal attack           ("c")
13. Stand Roundhouse Kick normal attack added                        ("~B + c")
14. Stand Heavy Kick normal overhead attack added   **            ("~F + c")
15. Stand Heavy Kick combo ender add (Follow The Leader)       ("~F + c" during stand MK close or Overhead Kick

D.  SUPERS (added zoom effects to all supers)
1. Super 1: (X-Ray 1)
    Changed the command to 2-button command for easier access                    ("D,F, b+y")
    Fixed the range and hitboxes. Now properly connects. Super now
    slides slightly forward to close gap between opponents.
    Buffed damage as it was very low for some reason.

2. Super 2: (X-Ray 2)
    Changed the command to 2-button command for easier access                    ("D,F, a+x")
    Fixed the range and hitboxes. Now properly connects
 
3. Super 3: (Fatal Blow)                                                                                ("D,B, a+x")
    Added new Lvl 3 super. Toss 3 Fans to stun enemy. Will follow up with
    devastating combo when fan hits within Square Wave range.

4.  COMBO BREAKER ADDED (Uses 1000 power)                                            (c+z, while being hit by ground combos and some air combos) 

D. OTHER COMMAND CHANGES
1. Changed Sai Toss and Air Sai Toss to cause it makes sense                          ("D,B, y")
2. Changed command for fan attack to accommodate new                              ("~F + y")
    combos and match fan attack auto combo animation           
3. Throw command replaced with modern command                                      (~B or ~F + a+x)
4. Recovery command changed                                                                    ("a+x" while falling)

E. FATALITIES Commands:

Brutality
command = ~F, F, b

Friendship 
command = ~F, F, c

Babality   
command = ~F, F, z

Animality"   
command = ~F, F, a

BlackAxe"   
command = ~F, F, x

Toasty
command = ~F, F, y
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Last Edit: February 05, 2023, 06:01:57 am by Bruizerhands
Re: Modern Kitana 3.0 (1.1)
#2  January 06, 2023, 11:24:43 pm
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  • Your Successor in Netherrealm Service!!!
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I have to check  this out. I am huge Kitana Fan! Liking her gameplay too.
Your Successor in Netherrealm Service!!!
Re: Modern Kitana 3.0 (1.1)
#3  January 06, 2023, 11:37:40 pm
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As a person that feels like the MK sprites in CVS or MVC form need more love, I am definitely intrigued by this release and looking forward to checking this out
Re: Modern Kitana 3.0 (1.1)
#4  January 07, 2023, 01:03:23 am
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Doesn't work, here is the error:

Quote
Error detected.

Error parsing triggerall
Error parsing [state -2, Combo Announcer]
Error in [Statedef -2]
Error in Kitana.cns:4952
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Kitana/Kitana.def
Error loading p1

Clipboard tail:
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage Custom Car Garage loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1610463254
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/Kitana/Kitana.def...
  Loading info...Info: Kitana loading in pre-1.0 compatible mode
OK
  Loading cmd command set Kitana.cmd...OK
  Loading cns Kitana.cns...Freeing player RC MKvsSF Kitana...CMD...CNS...SFF...AIR...SND...Misc...OK

Btw, I tried setting the mugenversion to 1.0 and 1.1 and it still shows up.
Re: Modern Kitana 3.0 (1.1)
#5  January 07, 2023, 11:32:27 am
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  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
Doesn't work, here is the error:

Quote
Error detected.

Error parsing triggerall
Error parsing [state -2, Combo Announcer]
Error in [Statedef -2]
Error in Kitana.cns:4952
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Kitana/Kitana.def
Error loading p1

Clipboard tail:
Game loop init
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage Custom Car Garage loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1610463254
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/Kitana/Kitana.def...
  Loading info...Info: Kitana loading in pre-1.0 compatible mode
OK
  Loading cmd command set Kitana.cmd...OK
  Loading cns Kitana.cns...Freeing player RC MKvsSF Kitana...CMD...CNS...SFF...AIR...SND...Misc...OK

Btw, I tried setting the mugenversion to 1.0 and 1.1 and it still shows up.

I have updated all errors. There were some errors in the def file. Please download again. Sorry about that
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Re: Modern Kitana 3.0 (1.1)
#6  January 07, 2023, 03:22:13 pm
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  • commissions open bang my line
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    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
only complaint here is that her sprites have jarring inconsistencies but otherwise shes fun and plays pretty well!
https://streamable.com/rxi0cj
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Modern Kitana 3.0 (1.1)
#7  January 07, 2023, 08:10:58 pm
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  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
only complaint here is that her sprites have jarring inconsistencies but otherwise shes fun and plays pretty well!
https://streamable.com/rxi0cj

Glad you like! I am constantly updating this one. Sometimes several times a day via MediaFire. I added this issue in the bugs section. BTW, the default skin works consistently. I need some help correcting the custom ones.
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Re: Modern Kitana 3.0 (1.1)
#8  January 07, 2023, 08:26:37 pm
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  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
I have to check this out. I am huge Kitana Fan! Liking her gameplay too.
You definitely should. She's a blast! There are a lot of combos I haven't shown yet. I have downloaded from you B4 btw. What an honor! Great Work! I use your Orchid, Mileena, & probably more! Do you go by JJKoolaid or Rusher?
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Last Edit: January 07, 2023, 08:41:59 pm by Bruizerhands
Re: Modern Kitana 3.0 (1.1)
#9  January 07, 2023, 08:35:06 pm
  • *
  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
As a person that feels like the MK sprites in CVS or MVC form need more love, I am definitely intrigued by this release and looking forward to checking this out

I was on a path to get the best cartoon edits for MK. I had the best Mileena by Rusher (2019), but Kitana didn't stand a chance and was lacking! So I became inspired to make her beasty for Mugen. She is fun to play with bunch of combos/specials.
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Re: Modern Kitana 3.0 (1.1)
#10  January 16, 2023, 09:09:22 pm
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  • Your Successor in Netherrealm Service!!!
    • USA
I have to check this out. I am huge Kitana Fan! Liking her gameplay too.
You definitely should. She's a blast! There are a lot of combos I haven't shown yet. I have downloaded from you B4 btw. What an honor! Great Work! I use your Orchid, Mileena, & probably more! Do you go by JJKoolaid or Rusher?


Thanks man! I go by JJkoolaid everywhere. I know sometimes the inconsistencies in palettes can be the auto feature palettes in fighter factory.
Your Successor in Netherrealm Service!!!
Re: Modern Kitana 3.0 (1.1)
#11  January 18, 2023, 06:51:08 am
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  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Re: Modern Kitana 3.0 (1.1)
#12  January 18, 2023, 08:05:25 am
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You’re puttin in work with this. Very consistent updates. You have any more MK on your to do list?
Re: Modern Kitana 3.0 (1.1)
#13  January 18, 2023, 08:19:15 am
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  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
 Yeah man, pretty much because working on characters can be addicting! Goal 4 next projects:

Sindel
Johnny Cage
Jade
Kira





“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Last Edit: January 18, 2023, 08:32:28 am by Bruizerhands
Re: Modern Kitana 3.0 (1.1)
#14  January 18, 2023, 01:57:06 pm
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  • Your Successor in Netherrealm Service!!!
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!

Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.
Your Successor in Netherrealm Service!!!
Re: Modern Kitana 3.0 (1.1)
#15  January 18, 2023, 04:44:32 pm
  • *
  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!

Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.

Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.


“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Last Edit: January 18, 2023, 04:48:25 pm by Bruizerhands
Re: Modern Kitana 3.0 (1.1)
#16  January 18, 2023, 07:40:40 pm
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  • Your Successor in Netherrealm Service!!!
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!

Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.

Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.




Use ff3 instead of studio. I don't know what studio will do. Hit yes see what it will do. Make sure you made a backup just in case.
Your Successor in Netherrealm Service!!!
Re: Modern Kitana 3.0 (1.1)
#17  January 20, 2023, 08:01:21 pm
  • *
  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!

Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.

Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.




Use ff3 instead of studio. I don't know what studio will do. Hit yes see what it will do. Make sure you made a backup just in case.


Thanks for help! I tried everything. I consumed a lot of time on this. I used all different versions of FF3 and still no solution. I manually ordered sprites & anims, Re-added palettes, not moving the default one. Sprites start at 0,0 as it should and color palettes start at 1,0 as it should. I make sure all to match character sprites to the same palette (1,1) followed everything here too: https://mugenguild.com/forum/topics/additional-palettes-keep-reverting-palette-1-193607.0.html. I'm thinking about removing the palettes until I figure this thing out. It's so annoying to figure out.
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Last Edit: January 20, 2023, 08:08:52 pm by Bruizerhands
Re: Modern Kitana 3.0 (1.1)
#18  January 20, 2023, 11:50:29 pm
  • **
  • Your Successor in Netherrealm Service!!!
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!

Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.

Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.




Use ff3 instead of studio. I don't know what studio will do. Hit yes see what it will do. Make sure you made a backup just in case.


Thanks for help! I tried everything. I consumed a lot of time on this. I used all different versions of FF3 and still no solution. I manually ordered sprites & anims, Re-added palettes, not moving the default one. Sprites start at 0,0 as it should and color palettes start at 1,0 as it should. I make sure all to match character sprites to the same palette (1,1) followed everything here too: https://mugenguild.com/forum/topics/additional-palettes-keep-reverting-palette-1-193607.0.html. I'm thinking about removing the palettes until I figure this thing out. It's so annoying to figure out.

I see the problem now . All of Kitana with her fan sprites need to match palette number 1,1(You can either remap the palette slots to match 1,1 in image editor or use her fresh sprites that match 1,1 and put in her fans as explods instead. If you put in her fans as explods they don't need to match palette 1,1. I would do her fan attacks as explods and put a hit def box where they appear in the animation. In statedef -2 or -3 put this code for all her fan attacks explods so they disappear if Kitana gets hit or does special cancel.

In the Explod for fans make sure to put "removeongethit = 1"

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movetype = H  ; if Kitana gets hit to remove.
trigger2 = !alive    ;Kitana is dead
trigger3 = parent,stateno != [3400,3403]     ; whatever states are her fan attacks
id = 3480   ;Id from fans explods


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Last Edit: January 21, 2023, 02:17:47 am by JJkoolaid
Re: Modern Kitana 3.0 (1.1)
#19  January 21, 2023, 11:57:51 pm
  • *
  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!

Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.

Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.




Use ff3 instead of studio. I don't know what studio will do. Hit yes see what it will do. Make sure you made a backup just in case.


Thanks for help! I tried everything. I consumed a lot of time on this. I used all different versions of FF3 and still no solution. I manually ordered sprites & anims, Re-added palettes, not moving the default one. Sprites start at 0,0 as it should and color palettes start at 1,0 as it should. I make sure all to match character sprites to the same palette (1,1) followed everything here too: https://mugenguild.com/forum/topics/additional-palettes-keep-reverting-palette-1-193607.0.html. I'm thinking about removing the palettes until I figure this thing out. It's so annoying to figure out.

I see the problem now . All of Kitana with her fan sprites need to match palette number 1,1(You can either remap the palette slots to match 1,1 in image editor or use her fresh sprites that match 1,1 and put in her fans as explods instead. If you put in her fans as explods they don't need to match palette 1,1. I would do her fan attacks as explods and put a hit def box where they appear in the animation. In statedef -2 or -3 put this code for all her fan attacks explods so they disappear if Kitana gets hit or does special cancel.

In the Explod for fans make sure to put "removeongethit = 1"

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movetype = H  ; if Kitana gets hit to remove.
trigger2 = !alive    ;Kitana is dead
trigger3 = parent,stateno != [3400,3403]     ; whatever states are her fan attacks
id = 3480   ;Id from fans explods




OKAY THANKS. GREAT FIND! I'm so glad I set a custom palette as the default cuz that probably helped you see the inconsistency. I understand what you're saying. And definitely creating explods and changing a little animation beat editing them.  I will be glad to try this. THANK YOU
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Re: Modern Kitana 3.0 (1.1)
#20  January 22, 2023, 12:39:28 am
  • *
  • Bruizerhands All Things Mugen & IKEMEN
  • I will upload characters most of the time
    • USA
I have been on the mission. Question: What do you supposed to do with the fan animations for melee attacks? I used an animation that is already on 1,1 palette. When I bind the explod to proper location it looks find when move doesn't hit. When hitting the enemy the fan explod flickers. Im guessing your solution is only ideal for projectile and helper moves? An what image editor would I use I I took the other route?
“Never argue with an idiot. They will drag you down to their level and beat you with experience.” Mark Twain
Last Edit: January 22, 2023, 01:51:27 am by Bruizerhands