Well. Initial guess is you have removed the common1.cns from your def file for stcommon. Engine needs to know where the common states are.
Iirc the winane template is specifically for the winmugen XOR AI activation which really doesn't work properly in 1.0 and i wouldn't expect it to work in ikemen either so you should probably swap to using Kfm
If it was me I'd be lazy and use p2stateno or enemynear, stateno is between 3000 and 4999 which are somewhat commonly held as super states. But theres no way to be 100% reliable here as people do weird stuff all the time.
Re: replacing sprites named with group and image number. in Fighter Factory
I haven't used it for ages. But iirc under the sff menu in ff3 at least there is an export sprites and an import sprites option. It uses an ffd file which is unique to fighter factory but should let you do things in bulk with the same axis as it used to have
Ok so the last bit of it misses. It looks like they're using a hitdef for that final bit or they wouldn't bother with hitboxes. P2 can't do anything as they're in a custom state that doesn't return ctrl. The last hit misses.
Go look at the code. Find the bad hitdef and post it. Videos will tell us nothing further.
If you want to double check the custom state bit. Press ctrl+d twice to look at p2s details. See if the text turns yellow and stays that way.
Normal fnt file? Either its been set up with offset colours and you're pointing at one of those. Iirc thats when its something like
Font = 2,0,8 Which is font 2 and offset the palette by 8 colours. Or the pallete for the fnt file is buggered. If its the first just swap it to 2,0,0 for example for the main colour style.
At least i think thats how that worked. One of the numbers is offset. The other is alignment. The 1st is definitely font number.
Re: replacing sprites named with group and image number. in Fighter Factory
Portrait spaces like that is just characters that don't exist added to your select.def. figure iut where those spots are in the character list and put in something like notacharacter
Mugen will leave the space blank. Repeat as many times as needed in the right spots till space is made
Re: Character does not ChangeState if Helper hits after if it misses
You would use a varadd to count the number of times the state is entered and disable the super armour coding while that variable is that value or more. Come up with some code to set it back to 0 again. Probably when your characters movetype returns to Idle
I assume you can play the game. Iirc kawaks used to have a way to swap between arcade and home system. If it doesn't have debug or sound test in the home version it will have the ability to turn the music off. Then you can record the sound with your favourite audio program
Don't entirely know the super cos i haven't seen it play. Isn't it just a big sprite hits and holds p2 then breathes fire on them? This is super simple really and can be done with a helper and a long hittime
That sounds like a custom state is being used and not returning ctrl to the player at all. The attacks missing could be hitboxes vanishing OR a damage dampener/juggle limit that kicks in when it shouldn't.
For the first. Turn on hitboxes and see if theres red and blue ones making contact. The second is a bit harder to diagnose so lets try easy first.
Decided I'm gonna charge retroactively for help over the years. If ive ever helped you out expect an invoice in your inbox. Cheap rates though. $2 should make me somewhere in excess of 100k
Re: What was the first character you downloaded for MUGEN?
Wasn't a character. DBZME2 was the game. So a bunch of el cheapo dbz shit. Followed by a dbz pack with a gundam in which made me start messing with the engine.
Re: I want to add/import a transformation to this character
How much do you know about how transformations work? There is a 90% chance you're going to have to rework the entire character you want to add and regardless of anything you need to know where the conflicts are between states animations sprites and sounds.
Coding ai is no different. Activation is way simpler though. Ailevel = 1 done. Its in the docs too and you can use it for difficulty scaling. No more weird methods just 1 trigger.