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Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun" (Read 2307 times)

Started by BeastwithFriends, May 21, 2025, 11:47:46 pm
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Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun"
#1  May 21, 2025, 11:47:46 pm
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I recently started using the IKEMENGO universal stun system. I like it a lot, since it applies stun points to all characters in my build. There is a problem when characters come with their own stun systems. I'm using Rei's Twelve. I'm looking for a way to disable this character's stun system so that it can use IKEMEN GO's in-engine version. Does anyone know what I should look for when disabling this? I'm looking at the character in DEBUG mode, but I don't really know what to look for what to disable.
Last Edit: May 22, 2025, 12:04:52 am by BeastwithFriends
Re: Character-Specific "Stun System" Interferring with IKEMEN GO "Universal Stun"
#2  May 22, 2025, 05:39:54 pm
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I think I figured this out....But I'll have to test more. I think the custom stun state itself is causing some kind of stun loop with the IKEMEN system so characters have trouble leaving stun state even after getting hit.

I think if I change the Stun State to resemble something more basic, like Kung Fu Man's stun state for instance, that might fix it.

I think editing/removing the varadd state that affects stun points to the custom stun meter would also be a good idea next.

If this works, I can just remove the stun meter graphics from the .SFF.

Do you think this will work?