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Messages by K-Fox

    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15)

 December 15, 2024, 12:57:51 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Hey all. I found some problems with some of the SoR characters (Adam, Blaze, Roo, and Ash) not having their "Tiny" HUDs working correctly, so here is a small update. I've also replaced the .cmd files for the characters and Bonus Game with .txt files, which hopefully will stop some browsers from thinking the downloads are viruses.

Bonus Game: https://www.mediafire.com/file/0yafr1xid494no0/SoR2IK8Alt.zip/file
Characters: https://www.mediafire.com/file/wdj3b5d8v1wyeil/12Char4StagePackIK3Alt.zip/file

The Bonus Game hasn't had any changes besides the .cmd file being replaced.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/2)

 December 03, 2024, 08:25:23 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

That is concerning, but I run virus scans daily. There shouldn't be anything wrong. I even downloaded the Bonus Game from the link and checked it for viruses. Nothing was there.

Is anyone else getting virus alerts from the download? Please tell me if so. If somehow there is a virus, I need to take down those links before anyone else downloads the files.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/2)

 December 03, 2024, 04:39:48 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Whoa, can't believe its been a little over a year since my last post, but I'm back with a rather important update, for both the Bonus Game AND the characters.

Bonus Game: https://www.mediafire.com/file/j9o1v7fxfnjrr6f/SoR2IK8.zip/file

Characters: https://www.mediafire.com/file/6k8677tozez2sek/12Char4StagePackIK3.zip/file

Bonus Game changes:
Spoiler, click to toggle visibilty

Character changes:
Spoiler, click to toggle visibilty

I've been keeping up with IKEMEN and know that it has removed a certain trigger that my Bonus Game and characters used, making them unplayable in the nightly versions (they would just crash the program).

It took quite a while, but this update replaces those triggers, allowing the Bonus Game and characters to work again in the current nightly version of IKEMEN as of December 2, 2024, and I tested each character plus the Bonus Game to make sure they actually worked. There are several balance updates to the characters too.

As always, if there are any problems, tell me so I can fix them.
    

Re: Jake Long (American Dragon) Update (10/23/2024)

 October 23, 2024, 08:48:31 am View in topic context
 Posted by K-Fox  in Jake Long (American Dragon) Update (10/23/2024) (Started by K-Fox August 12, 2022, 05:46:28 am
 Board: IKEMEN Releases

Oh I'm so sorry everyone. I forgot that the custom-tag file had some code that was removed from the nightly version of IKEMEN. Here is a fix: https://www.mediafire.com/file/uvbv4038m504bsc/JakeLong4.1.zip/file

Changes:
1. Updated the custom-tag file so it won't cause a crash in the nightly builds of IKEMEN anymore.
2. Added some instructions in the Info file on how to disable Jake's ability to tag in/out in Dragon Form.

This time, I downloaded the nightly build myself and played Jake for a bit in it to make sure there were no more crashes. This version of Jake still works in version 0.99.0, so you don't have to use the nightly version to play as Jake.
    

Re: Jake Long (American Dragon) Update (10/22/2024)

 October 22, 2024, 08:14:02 pm View in topic context
 Posted by K-Fox  in Jake Long (American Dragon) Update (10/23/2024) (Started by K-Fox August 12, 2022, 05:46:28 am
 Board: IKEMEN Releases

Here is the update: https://www.mediafire.com/file/o2pthcfqr5wyjz7/JakeLong4.zip/file.

Changes:
Spoiler, click to toggle visibilty

This should allow Jake to work in the nightly builds for IKEMEN GO (I don't use the nightly builds, but I'm pretty sure I fixed the problem that was causing the crash mentioned above).
    

Re: Jake Long (American Dragon) Update (8/26/2022)

 October 13, 2024, 06:52:53 am View in topic context
 Posted by K-Fox  in Jake Long (American Dragon) Update (10/23/2024) (Started by K-Fox August 12, 2022, 05:46:28 am
 Board: IKEMEN Releases

are you planning to update Jake for the nightly builds?

Yes I am. I've actually been working on an update for Jake, but haven't gotten around to finishing it. Now it seems I'll need to finish this quickly and make some more changes; that error is because Jake has the "GetPlayerID()" triggers which has been removed from the nightly builds of IKEMEN (I've been keeping track of IKEMEN on github).
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024)

 July 07, 2024, 08:35:53 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Hi again. Got an update for Tabuu here: https://www.mediafire.com/file/uhbfpuua5nfe6hq/TabuuSSBBVer7.zip/file

Changes:
Spoiler, click to toggle visibilty

The most notable changes here are:

1. Some attacks can now can deal guard damage to a character who guards but doesn't take damage from the attack for some reason. This should make it harder for these kinds of characters to just tank every attack without any worry. This "Anti-No Guard Damage" system doesn't work vs. a Simul mode team since its very hard to properly track and apply damage to the right opponents.

2. Added a lot more options to customize the fight.

3. There is a new stage included with Tabuu. I didn't make it, I just edited it from the original. This edited stage should fit Tabuu much better than the other cheap stage I made.

If you find any problems, tell me so I can fix them.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023)

 December 26, 2023, 06:44:47 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Merry Christmas. Here is an update for Tabuu. The newest version of IKEMEN caused some odd issues with Tabuu and the stage, so I've fixed them and adjusted a lot of stuff: https://www.mediafire.com/file/hyq3g0675655n5e/TabuuSSBBVer6.zip/file

Changes:
Spoiler, click to toggle visibilty

He should now have most of his attacks in some way. I'm aware that the "Electric Orbs" attack looks kinda odd, but it should be okay for now. As always, if there are any problems, tell me so I can fix them.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9)

 November 03, 2023, 04:08:06 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Ahoy, not quite sure what's going on, but the latest update's mediafire link is broken.

Well this is a double dose of problems. I was going to just upload a new version of the Bonus Game with some minor fixes to replace this link, but I'm currently on a Mobile HotSpot (true internet is down), and apparently Mediafire doesn't like the very slow upload speed; when I try to upload the file the progress keeps resetting.

So at the moment, I have another way. Here is the update, except 2 files are excluded to reduce the file size (the "SoR2" AU Format Sound file and the "SoR2FinalLevelTheme" MP3 file) so that this can actually upload properly: https://www.mediafire.com/file/roxt36knfvtfijs/SoR2IK7.1NoSnd.zip/file

Once this is downloaded, download Update 6: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file. Then take the 2 sound files listed above from this folder and move them to the updated Bonus Game Folder with the missing sound files.

Here is the small update notes for this "patch". Do note that with this patch the newest version of IKEMEN is now needed:

~Fixed

1. If the "Boss Breaker" tweak was on, Jet was sometimes becoming invincible but not actually using a breaker attack.
2. If the "Idle Super Armor" and "Boss Breaker" tweaks were on, Bosses weren't affected by the Breaker attack cooldown in their Super-Armor state and as such could spam Breaker attacks.

~IKEMEN Specific Changes

A. Due to the change in how Red Life works in IKEMEN GO v0.99.0, certain enemy throws have been fixed to give the proper amount of Red Life.
B. Also due to the Red Life change, the life bar in Tag mode has been fixed to properly display Red Life.
C. The new "GlobalNoKO" AssertSpecial flag is now used to prevent players from being really KO'd and out of the fight (VERY helpful for characters that can inflict self-damage, and even more important in Simul mode for characters who can damage not only themselves but their allies as well).
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9)

 October 10, 2023, 03:33:12 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Its been a while. Here is another update. I found some rather big issues with the Bonus Game, so I'm back to fix them.
Link: https://www.mediafire.com/file/liwu0ro6wcw0lly/SoR2IK7.zip/file

Changes:
Spoiler, click to toggle visibilty

A critical bug involving Mr.X being "guard KO'd" was fixed (if using the default IKEMEN guard system, forgot to mention that in the update notes). That wasn't cool when that happened to me, and considering it takes so long to complete the bonus game, I couldn't just leave that there.

Another thing I added was the ability to change all Boss & Mini-boss life and/or damage by a percentage. I think that most Bosses have a bit too much life and not enough damage, making the fights kind of boring. You can now set these new values to your liking. Ideally, reducing their life and increasing their damage should make for more intense fights.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 9/30/2023)

 September 30, 2023, 05:33:42 pm View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

So I've been looking over Tabuu and trying to figure out, "How can I make him more of a challenge without resorting to cheapness like 99% of other Bosses for MUGEN/IKEMEN do?". Its not easy, but I think I've got something going here.

Tabuu was really easy to defeat at first because of his very slow attacks, so I added an option to speed them up. But it still doesn't seem to really help. I think the other reasons are that he is too predictable, and that the "Powers" I added are a bit too strong (especially Evershield & Healing Shield).

This update adds a new set of options you can enable in the Options file to increase the difficulty even more, and fixes various other minor things.

Link: https://www.mediafire.com/file/y2y78fy0qy84p81/TabuuSSBBVer5.zip/file

Changes:
Spoiler, click to toggle visibilty

The new "Misc. Options" should help with increasing the difficulty. Hitting the Super-Armor now awards points in same way the default score system does, so no more weird score values.

About the "Dodge Detector" code... I added that to prevent the ultimate cheese against Tabuu. If anyone triggers this attack, tell me: was it a good idea?
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 8/12/2023)

 August 12, 2023, 03:34:04 pm View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Have another update: https://www.mediafire.com/file/t3ftpthsp4d591i/TabuuSSBBVer4.zip/file

Changes:
Spoiler, click to toggle visibilty

I knew that Tabuu would be kind of easy to defeat with the lives system, but after more testing, it became clear that he was simply way too easy to defeat due to several other factors (even some AI-controlled characters could win).

As such, this update adds more "Difficulty+" options to allow for a bigger challenge. It also reduces the amount of lives a Tag-Mode team has so that they effectively have "5 lives" when compared to a solo player or Simul-Mode team.

The last Difficulty+ option makes Tabuu's attacks much faster, which should solve the main problem with Tabuu; his attacks are extremely easy to dodge.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 7/30/2023)

 July 31, 2023, 02:13:24 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Small update: https://www.mediafire.com/file/az5355dd1xpwkv9/TabuuSSBBVer3.zip/file

Changes:
Spoiler, click to toggle visibilty

There are 4 more Power items with interesting effects, and some other minor changes, plus a new attack.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 7/22/2023)

 July 22, 2023, 10:55:29 pm View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Medium-sized update for Tabuu: https://www.mediafire.com/file/2f0axr76tactnxg/TabuuSSBBVer2.zip/file.

Changes:
Spoiler, click to toggle visibilty

Now that Tabuu has more attacks, he should be much less predictable.
    

Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024)

 July 15, 2023, 03:30:19 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 7/7/2024) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

This is a rather random project I've been working on for a little over a month. It started when I was looking for some more characters on a certain site and found this: https://www.andersonkenya1.net/files/file/19781-tabuu-sumin-styled/. A tiny version of Super Smash Bros. Brawl's Tabuu. Interesting, but that wasn't all that was on that page; there was a Mediafire link to some sprites of Tabuu from Brawl. I downloaded them and started making a character of sorts, by adding the required sprites and some special states for Tabuu. It quickly turned into something bigger once I actually added attacks and more systems to Tabuu and now he is an actual Boss character now, although he still incomplete.

I wanted to share to get feedback (and because it seemed like a waste to just keep it to myself). There are some things I should mention first:
Spoiler, click to toggle visibilty

There are many other things about Tabuu that are explained in the Info file, so be sure to read it. With all that out of the way, here is the link: https://www.mediafire.com/file/uhbfpuua5nfe6hq/TabuuSSBBVer7.zip/file

Screenshots:
1: https://www.mediafire.com/view/ty3z5nrko9oe06l/TabuuSS1.png/file
2: https://www.mediafire.com/view/saf57gc3krqa1ll/TabuuSS2.png/file
3: https://www.mediafire.com/view/223f1g6gcwnq6yq/TabuuSS3.png/file
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 3/31)

 April 06, 2023, 11:10:23 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Boyboyz's Rugal XV char makes enemy disappear with genocide cutter and grab based moves.

Its an unfortunate "problem" with certain characters that remove Helpers to avoid the "character clone" glitch, but it screws up the Bonus Game as a result.

To fix this, open the "SetConfig" file and look for this:
Code:
;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
;       ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0

Change the value from 0 to 1. This will let you use the "problematic" characters against the Bonus Game at the cost of some attacks not being able to hit the enemies.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 3/31)

 April 01, 2023, 02:12:47 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Alright, I got something big here. Years ago I had an idea to add a new section to the Bonus Game where you'd fight all the Major Bosses again (with a different palette) after first fighting a small group of enemies, which was more or less what the final stage of Streets of Rage 2 was. I even wanted to use explods to "replace" the background so it would look like you were in Stage 8 of SoR2, although it was harder to do than I thought, so I dropped that idea.

I wanted to release it during Christmas as a "gift" of sorts, but I never got around to it. Now, years later, its FINALLY done, and here it is: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file

Changes:
Spoiler, click to toggle visibilty

Now you'll basically "be" in Stage 8 of Streets of Rage 2 after depleting the Enemy Strength Meter in the second round (comeplete with Stage 8 music), fighting some amount of enemies, then a Sub-Boss. This is the first update in a long time that has actually has added something major to the Bonus Game; I hope you enjoy it.

I'd also like to thank everyone who took interest in this Bonus Game, whether you posted in the original topic, this one, or even made a Youtube video of this Bonus Game. Its been 8 years (I can't believe it) since I posted the original, and 46 updates later, its become an absolutely massive Bonus Game, which all started because I wanted a good "Beat-em Up" style bonus game for MUGEN, but most I found were either very simple, overly difficult, or just poorly coded.

With this ultra late Christmas preset finally complete, I also want to say that I probably won't be updating this Bonus Game much anymore outside of bug fixes. Its not that I'm tired of it, its just that I've crammed so much into it that I don't think I have anything left to add. I'm glad I was able to make something so many people found fun despite the Bonus Game taking a very long time to complete.

Thank you all once again. I tested this update lots of times to make sure the new area works correctly, although knowing me I may have overlooked something. If anyone finds a problem, please let me know.

Finally, some things about the new area some people might wonder about:

1. I know a Jet copy didn't appear in Stage 8 (probably because he appeared as a normal enemy in earlier stages in Streets of Rage 2). I included Bomber because I wanted to have all the SoR2 Bosses in the new area.

2. Non-SoR2 enemies appear here for more variety.

3. The music for the area besides the "intro" of the song is loaded with IKEMEN's new "PlayBGM" State Controller, which is why there is a brief moment of no music when the "intro" part of the song finishes playing (and it seems this also causes it to not loop perfectly). I included the main part of the Stage 8 theme this way because including it in the sound file would have added 12.9 MB to the file size, plus the song wasn't looping for some reason when played with a "PlaySnd" with "loop = 1" (maybe because the size triggered some IKEMEN bug?).

EDIT: I found some issues, here is a "Micro-Update": https://www.mediafire.com/file/pale3sl98lhxz13/MicroUpdate1.zip/file
Instead of the whole Bonus Game folder, this only contains the files I changed. Copy these files into the Bonus Game folder, replacing the ones already there, to apply the Update.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 3/8)

 March 08, 2023, 07:11:27 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (All Updated 12/15) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Update time! Link: https://www.mediafire.com/file/yz5a42ij9c7bb63/SoR2IK5.zip/file. This update contains some important fixes.

Changes:
Spoiler, click to toggle visibilty

Changes (IKEMEN Specific):
Spoiler, click to toggle visibilty

The last four of the "fixes" are particularly important:

A. Shiva's ability to block any attack for 0 damage was meant to make him tougher, but it also was rather annoying to have almost all your attacks wasted on higher difficulty levels, so I added a maximum block chance to tone that down.

B. I do have some characters with "Breaker" attacks, but they couldn't use them against the Bonus Game because of its State Number being over 3000 and thus counted as "always using a super attack", which the Breaker moves didn't work against. Those characters should now be able to use their Breaker attacks properly.

C. The damage limit was to prevent 1-hit KO's against enemies, but it affected custom state attacks incorrectly. Now no longer a problem.

D. "Percentage" damage is rare, but if it was used against the Bonus Game enemies, they would usually take a huge amount of damage.

Also, Ash has a lot more attacks and should be a much bigger threat than before. But now there seems to be a bug that is causing his battle theme to cut out early (sometimes). I'm not sure why it happens yet. Sorry about that. I'll keep checking to see if I can fix it.

EDIT: One of Ash's new attacks wasn't activating. To fix this, open the "EStates3.cns" file, and go to line 25284 to find this:
Code:
triggerall = Time >= 15
Change 15 to 18.

I also forgot to list the new attacks Bonus Game Ash can use, and how the Bonus Game Ash's attacks are different compared to the playable Ash. Here they are:
Spoiler, click to toggle visibilty

EDIT 2: I have something for everyone: A list of all the enemies and their Stats/Attacks: https://www.mediafire.com/file/bzwqx3f9yck89l8/NewEnemyGuide.txt/file. Not much, but I figured some might find it useful.

I also found another issue with Ash; his laugh animation wasn't showing right. You'll need to open the "SoR2.air" file and find this starting from line 7450:
Code:
; AshLaugh
[Begin Action 10698]
Clsn2Default: 1
  Clsn2[0] = -14, -87, 11, 0
10698,0, 0,0, 7
LoopStart
10698,1, 0,0, 7
10698,2, 2,0, 0
Change that last line showing "10698,2, 2,0, 0" to "10698,2, 0,0, 7".
    

Re: Simple PalFX not working (IKEMEN)

 February 25, 2023, 12:47:00 am View in topic context
 Posted by K-Fox  in Simple PalFX not working (IKEMEN) (Started by K-Fox February 20, 2023, 07:11:36 am
 Board: M.U.G.E.N Development Help

This is weird. I got the PalFX to work, but found something really odd about this "fix". I changed the above PalFX to this:

Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = Time%3 = 0
time = 3
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1

All I did was change the "time" parameter from 1 to 3. Vehelits now flickers as it should with the "broken" PalFX; 1 frame almost solid black, 2 frames with normal appearance, repeat until leaving the hit state.

But the time parameter is 3, so it shouldn't cause the PalFX to last only 1 frame, it should be 3 frames. I did a test with this new PalFX on another character and a helper of that character, and both had the PalFX applied permanently as the PalFX was constantly activating as it wore off.

This bugged me a lot, so I looked at another PalFX bug in my Bonus Game and after several hours of testing I found something strange.

If a Helper with an "ownpal = 1" parameter creates another Helper with an "ownpal = 0" parameter, the original Helper has the duration of any PalFX on itself reduced by the number of "ownpal = 0" helpers it created. To test and prove this, I made a test character using Kung Fu Man. What I did is make it so that by pressing the a/b/c/x/y/z buttons, KFM goes into a state, summons a helper, then that helper summons more helpers that have "ownpal = 1" or "ownpal = 0" depending on the button used for the test.

Here is the test character: https://www.mediafire.com/file/akpxiwnydihcnjc/ownpalBug.zip/file

Select this character in Training mode. Each of the normal six buttons (a/b/c/x/y/z) will snap KFM into the center of the screen and turn him invisible, then a Helper will be created, along with some other smaller helpers. The larger Helper will have a PalFX on it. The smaller helpers have "ownpal = 1" if a, b, or c was used to start the test, and "ownpal = 0" is x, y, or z was used. Press any button after starting a test to return to state 0 so you can try another button. The results of each test should be as follows:

a/x = Creates 1 smaller helper. The PalFX for the larger helper is:
Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = IsHelper(4000) || IsHelper(4004)
trigger1 = Time%3 = 0
time = 1
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1
The larger Helper flickers normally with the "a" test, but doesn't flicker with the "x" test (time parameter is being reduced by 1?)

b/y = Creates 4 smaller helpers. The PalFX for the larger helper is:
Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = IsHelper(4002) || IsHelper(4005)
trigger1 = Time%6 = 0
time = 5
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1
The larger Helper stays "darkened" for 5 frames then is normal for 1 frame with the "b" test, but with the "y" test its reversed; the larger helper stays "darkened" for 1 frame, then is normal for 5 frames (time parameter is being reduced by 4?)

c/z = Creates 9 smaller helpers. The PalFX for the larger helper is:
Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = IsHelper(4003) || IsHelper(4006)
trigger1 = Time%10 = 0
time = 10
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1
The larger Helper stays solid black permanently with the "c" test, but with the "z" test it only flickers black for 1 frame, then is normal for 9 frames (time parameter is being reduced by 9?)

This is really bizarre. It must be an IKEMEN bug. I'll make sure to always use "ownpal = 1" for any helper created by another Helper.
    

Simple PalFX not working (IKEMEN)

 February 20, 2023, 07:11:36 am View in topic context
 Posted by K-Fox  in Simple PalFX not working (IKEMEN) (Started by K-Fox February 20, 2023, 07:11:36 am
 Board: M.U.G.E.N Development Help

In my Bonus Game, there is a mini-boss called "Vehelits" that uses a Hitoverride to go into a unique hit state, where its supposed to flicker with this simple PalFX:

Code:
[State 5201, 5] ;Blink black
type = PalFX
trigger1 = Time%3 = 0
time = 1
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1

But for some reason it doesn't work. The flicker effect doesn't show at all. I've checked everything I know that could cause PalFX to not work, but nothing seems to help. The PalFX works fine when put on a normal character, but not on Vehelits (which is a Helper, but I don't think that is the reason the PalFX doesn't work. The Vehelits helper does have the "ownpal = 1" parameter).

There are other PalFX state controllers in my Bonus Game, but I've made sure that they can't activate on this particular enemy (they also flat out can't activate for any enemy if a certain setting in the Config file is set to 0, which it was when I was testing this). So they can't be interfering with the flicker PalFX.

I can't seem to figure out why this PalFX won't work. Am I missing something extremely obvious? Or did I stumble upon an IKEMEN bug?

If you want to play the Bonus Game to see for yourself, you might want to set the difficulty to "Very Easy" so that you can get to Vehelits quickly, and also make sure the game mode in the Config file is set to 0 (Normal). Once you get to Vehelits, hit it with a weak attacks (so you don't KO it quickly because of its reduced Life) and observe the results; Vehelits should flicker but doesn't.

Here is the hit state for Vehelits:
Spoiler, click to toggle visibilty

This state can be found in the "EStates2.cns" file starting from line 17584.