You don't need custom states with Vegeta because it's only a pal change. Use remappal. Custom states, when its a different sprite set. I do it all the time.
I.E When you use multiple sprite sets(Hair like Goku, you do need Custom)
Spoiler, click to toggle visibilty
(https://i.imgur.com/967NZvz.gif)
(https://i.imgur.com/1Z4NAq6.gif)
(https://i.imgur.com/c3iJlYy.gif)
Pal change only(Like Vegeta, only a palette change)
Spoiler, click to toggle visibilty
(https://i.imgur.com/KTd7R9l.gif)
(https://i.imgur.com/xjKSrul.gif)
You don't need custom states with Vegeta because it's only a pal change. Use remappal. Custom states, when its a different sprite set. I do it all the time.
I.E When you use multiple sprite sets(Hair like Goku, you do need Custom)
Spoiler, click to toggle visibilty
(https://i.imgur.com/967NZvz.gif)
(https://i.imgur.com/1Z4NAq6.gif)
(https://i.imgur.com/c3iJlYy.gif)
Pal change only(Like Vegeta, only a palette change)
Spoiler, click to toggle visibilty
(https://i.imgur.com/KTd7R9l.gif)
(https://i.imgur.com/xjKSrul.gif)
Well, for what Mr.X (not the one from Resident Evil) A.K.A 2dee4ever (also...Keep doing the good work in CXS, i love your videos),goku would need a diferent sprite sets and i think that his moves would need a change i mean,just like the Kamehameha,in his super saiyan 1 form it should change like...a wave like the regular one,that demonstrating his new power level or something...
Woah dude, this is ABSOLUTELY GODLIKE!
One of the ol' projects that I had in mind was making a PotS styled Broly. And seeing your Goku has inspired me enough to try and code that Broly into existence!
Haha... if I have enough time, that is.
Keep it up buddy.
Btw, the hitsparks of the Kamehameha are kinda glitchy. I can fix them if you want me to, haha!
Also, im happy that you are back and with a new life yo!if you wanna make broly im 100% agree with that,also you can take your time,because i know that coding and spriting are not so easy and your trough the years have showed us that the Ultra Mugen Chars comes in a long road to perfection(also love your Ryu,Dan but most important your Q!,i mean he is my favourite,i got a mugen 1.0 screenpack,1.1 does not work on my pc...-shame-)
You don't need custom states with Vegeta because it's only a pal change. Use remappal. Custom states, when its a different sprite set. I do it all the time.
I.E When you use multiple sprite sets(Hair like Goku, you do need Custom)
Spoiler, click to toggle visibilty
(https://i.imgur.com/967NZvz.gif)
(https://i.imgur.com/1Z4NAq6.gif)
(https://i.imgur.com/c3iJlYy.gif)
Pal change only(Like Vegeta, only a palette change)
Spoiler, click to toggle visibilty
(https://i.imgur.com/KTd7R9l.gif)
(https://i.imgur.com/xjKSrul.gif)
I've never done that before! Whoa! I'd have have some help on that. I'm still a rookie learning everything
Spoiler, click to toggle visibilty
Aye bro with those example you showed me... Whats the coding for that?
So.. Obviously this is ideal for FG environment, but even if you don't gear it towards that you can get by with small edits. All you are doing is making a dup value for every custom state.
You already have your transformation var, whatever your value is. I use a single var for all characters whom change sprites via transformation, this way you can control universally if you combine it with your common1. Causal mugen users 9/10 don't touch the common1 so you could easily distribute your own for compatibility.
So say.. God Rugal
Spoiler, click to toggle visibilty
[State 5900, Mode Detection]
type=VarSet
trigger1=1
var(11)=ifElse(PalNo > 6, 1, 0)
An example of an attack
Spoiler, click to toggle visibilty
; Standing Light Punch
[Statedef 200]
type=S
movetype=A
physics=S
velset=0,0
ctrl=0
anim=ifelse(Var(11),10200,200) So.. Normal 200, Transformed 10200 basically, you'll just be doing this with all of your anim.
poweradd=10 * !var(20)
sprpriority=2
facep2=1
Now here is the main thing, custom states. When you look at it, its not even a lot of work, only for those who will absolutely not edit anything.
You'd just add something like..
Spoiler, click to toggle visibilty
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=0
trigger1=!Time && PrevStateNo !=806
value=815
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=1
trigger1=!Time && PrevStateNo !=806
value=10815 If you set your anim numbers to be universal, you'll only had to add a similar line to all the custom states which you could copy/paste change value.
A visual for that.
Spoiler, click to toggle visibilty
(https://i.imgur.com/EKf8hyk.gif)
(https://i.imgur.com/tsgIzJh.gif)
In your anims all you have to do is make a duplicate using the other values. So if your grab anim is..
Spoiler, click to toggle visibilty
Normal
[BegIn Action 815]
5011,10, 0,0, 6
5031,40, 0,0, 5, HV
5011,20, 0,0, 4, HV
5030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
5030,30, 0,0, -1
Transformed
[BegIn Action 10815]
15011,10, 0,0, 6
15031,40, 0,0, 5, HV
15011,20, 0,0, 4, HV
15030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
15030,30, 0,0, -1
In the common1 you'd do the same thing for all of your anims
Spoiler, click to toggle visibilty
anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=0
trigger1=!time && (gethitvar(animtype)=[3,5])
value=5030
; anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=1
trigger1=!time && (gethitvar(animtype)=[3,5])
value=15030
Aye, just like I told you, it may be a lil extra work, but the result will be worth it. If you are going to do something, why not take it to the limit? Ultimately up to you though. There may be better alternatives to this, but this is what I got from self learning.
Spoiler, click to toggle visibilty
Aye bro with those example you showed me... Whats the coding for that?
So.. Obviously this is ideal for FG environment, but even if you don't gear it towards that you can get by with small edits. All you are doing is making a dup value for every custom state.
You already have your transformation var, whatever your value is. I use a single var for all characters whom change sprites via transformation, this way you can control universally if you combine it with your common1. Causal mugen users 9/10 don't touch the common1 so you could easily distribute your own for compatibility.
So say.. God Rugal
Spoiler, click to toggle visibilty
[State 5900, Mode Detection]
type=VarSet
trigger1=1
var(11)=ifElse(PalNo > 6, 1, 0)
An example of an attack
Spoiler, click to toggle visibilty
; Standing Light Punch
[Statedef 200]
type=S
movetype=A
physics=S
velset=0,0
ctrl=0
anim=ifelse(Var(11),10200,200) So.. Normal 200, Transformed 10200 basically, you'll just be doing this with all of your anim.
poweradd=10 * !var(20)
sprpriority=2
facep2=1
Now here is the main thing, custom states. When you look at it, its not even a lot of work, only for those who will absolutely not edit anything.
You'd just add something like..
Spoiler, click to toggle visibilty
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=0
trigger1=!Time && PrevStateNo !=806
value=815
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=1
trigger1=!Time && PrevStateNo !=806
value=10815 If you set your anim numbers to be universal, you'll only had to add a similar line to all the custom states which you could copy/paste change value.
A visual for that.
Spoiler, click to toggle visibilty
(https://i.imgur.com/EKf8hyk.gif)
(https://i.imgur.com/tsgIzJh.gif)
In your anims all you have to do is make a duplicate using the other values. So if your grab anim is..
Spoiler, click to toggle visibilty
Normal
[BegIn Action 815]
5011,10, 0,0, 6
5031,40, 0,0, 5, HV
5011,20, 0,0, 4, HV
5030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
5030,30, 0,0, -1
Transformed
[BegIn Action 10815]
15011,10, 0,0, 6
15031,40, 0,0, 5, HV
15011,20, 0,0, 4, HV
15030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
15030,30, 0,0, -1
In the common1 you'd do the same thing for all of your anims
Spoiler, click to toggle visibilty
anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=0
trigger1=!time && (gethitvar(animtype)=[3,5])
value=5030
; anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=1
trigger1=!time && (gethitvar(animtype)=[3,5])
value=15030
Aye, just like I told you, it may be a lil extra work, but the result will be worth it. If you are going to do something, why not take it to the limit? Ultimately up to you though. There may be better alternatives to this, but this is what I got from self learning.
I definitely will be doing some Trial and Error with the coding provided!!! So goku will be done properly! And any other char I may transform... I ran across an EB Normal/SSJ Trunks. I may do that if I plan to make him transform once I perfect it. Thanks man. It'll be worth learning and conquering!
Spoiler, click to toggle visibilty
Aye bro with those example you showed me... Whats the coding for that?
So.. Obviously this is ideal for FG environment, but even if you don't gear it towards that you can get by with small edits. All you are doing is making a dup value for every custom state.
You already have your transformation var, whatever your value is. I use a single var for all characters whom change sprites via transformation, this way you can control universally if you combine it with your common1. Causal mugen users 9/10 don't touch the common1 so you could easily distribute your own for compatibility.
So say.. God Rugal
Spoiler, click to toggle visibilty
[State 5900, Mode Detection]
type=VarSet
trigger1=1
var(11)=ifElse(PalNo > 6, 1, 0)
An example of an attack
Spoiler, click to toggle visibilty
; Standing Light Punch
[Statedef 200]
type=S
movetype=A
physics=S
velset=0,0
ctrl=0
anim=ifelse(Var(11),10200,200) So.. Normal 200, Transformed 10200 basically, you'll just be doing this with all of your anim.
poweradd=10 * !var(20)
sprpriority=2
facep2=1
Now here is the main thing, custom states. When you look at it, its not even a lot of work, only for those who will absolutely not edit anything.
You'd just add something like..
Spoiler, click to toggle visibilty
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=0
trigger1=!Time && PrevStateNo !=806
value=815
[State 815, ChangeAnim2]
type=ChangeAnim2
triggerall=var(11)=1
trigger1=!Time && PrevStateNo !=806
value=10815 If you set your anim numbers to be universal, you'll only had to add a similar line to all the custom states which you could copy/paste change value.
I know this late but It'll be almost time for me to use this small tutorial you've showed me very soon. And thanks again dude.
A visual for that.
Spoiler, click to toggle visibilty
(https://i.imgur.com/EKf8hyk.gif)
(https://i.imgur.com/tsgIzJh.gif)
In your anims all you have to do is make a duplicate using the other values. So if your grab anim is..
Spoiler, click to toggle visibilty
Normal
[BegIn Action 815]
5011,10, 0,0, 6
5031,40, 0,0, 5, HV
5011,20, 0,0, 4, HV
5030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
5030,30, 0,0, -1
Transformed
[BegIn Action 10815]
15011,10, 0,0, 6
15031,40, 0,0, 5, HV
15011,20, 0,0, 4, HV
15030,40, 0,0, 2
Clsn2: 1
Clsn2[0] = -31, -71, 30, -15
15030,30, 0,0, -1
In the common1 you'd do the same thing for all of your anims
Spoiler, click to toggle visibilty
anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=0
trigger1=!time && (gethitvar(animtype)=[3,5])
value=5030
; anim for hit_back
[state 0] ;[.11]
type=changeanim
triggerall=var(11)=1
trigger1=!time && (gethitvar(animtype)=[3,5])
value=15030
Aye, just like I told you, it may be a lil extra work, but the result will be worth it. If you are going to do something, why not take it to the limit? Ultimately up to you though. There may be better alternatives to this, but this is what I got from self learning.