Nevermind, there were a lot of enemy triggers. The problem is that said "enemy" triggers in the statedef for the custom states don't seem to allow "PlayerID(Var(x))" without completely graying out what it is looking for, namely backedgebodydist and animelement. I've even tried rephrasing the code for P2 instead of enemy but that doesn't seem doable either. Tried enemyNear too, just in case.
Re: Third tag partner (p5/p6) unnaffected by certain custom states
Sadly it didn't work. Changed the code according to said technique and it still somehow does the same as when I used p2stateno, P5 and P6 still don't get put into the state. The triggers being used here are P1's own states and the target's stateno != [150, 155]
Re: Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated
I know you said you wouldn't do any tutorials but I've been learning Blender for months. I've done things with gooengine, 3D animations... But I'd really love to know how you've done that and I can't find a way.
At least if you could say the tools you use, some advice... Because it looks great on you, incredible. It's what I would most like to be able to do.
main thing is that, there's nothing "new" on this method, is just old methods worked as hell, nothing diferent from any blender 2.8 or even older versions, also, this is on "workbench" shader, no eevee or cycles, so, any pc can run it.
Yes, a Pac-Man character... that's not Pac-Man! Pretty much several people wanted to see this finally, and now, here it is!
Miru
Screenshots:
Preview:
Gameplay-wise, she is a zoner that mostly focuses on using projectiles to make sure the opponent has a harder time approaching her. She also has Pac-Man as an assist that has two attacks (being a special and even a hyper!).
i have dug up the remains of this thread to make use of it one more time. now that my time with the engine is being completely taken up with my newly released fullgame, I only got the motivation left for one more standalone character (for the foreseeable future) and I'll put my progress here like I used to.
I'll post more info tomorrow.
Re: Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated
[State 620, Juggle Count] type = VarAdd trigger1 = P2StateType = A trigger1 = MoveContact = 1 v = 20 value = 1
[State 620, Force P2 Fall Fast] type = TargetVelAdd trigger1 = var(20) >= 2 trigger1 = MoveContact trigger1 = anim = 2004 y = 0.68
I forgot to put in [Statedef -2] [State -2, VarSet] ;BitShift Reset type = VarSet triggerAll = P2Movetype != H trigger1 = e|| (var(27) := 131071) ; All values reset trigger1 = e|| (var(30) := 0) ; Special Moves hit value reset trigger1 = e|| (var(31) := 0) ; Special Moves hit value reset v = 20 value = 0
It doesn't matter...
but I don't know if it can be done up to that point.
I've been away for a while. I'll hopefully be home tomorrow. I'll be able to help more, then. If you run into an issue with a lot of states, sometimes it's good to make a section of Statedef -2 to help fix the code instead of copy and pasting it all over the place.
For something like this, in Statedef -2, you'd make a SelfState. There would probably only need to be 2 triggers. One to check triggerall = stateno = [3740,3750] trigger1 = time >= 240
So it'll only trigger in those 11 states once the timer is higher than 239. You might want to do this move in 1v1 and press F12 repeatedly. You'll notice that it makes mugen go into slow motion. It's because it's taking snapshots each time you press F12. It saves them to the root of your mugen folder. Make sure you have debug on on P2. You'll be able to see how P2 moves from state to state. Then if you do the same thing in a 2v2 match, you might be able to tell when P1 or P2 mess up. I like you use Irfanview to cycle through the images. You just press the left or right arrows on the keyboard to change the image forward or backwards.
You might also want to use CTRL+C to see if P2 has any hitboxes that P3 might be attacking when it's not supposed to?
Re: Some characters cannot allow adding palettes in SFF
If other people come across this, FF3 has trouble with saving the sff as a new file type. It seems to have extra trouble with palettes. So this problem can be a double whammy to figure out.
When editing a winmugen, or downgrading a 1.1 char to 1.0 I use the Save As 1.0 and name it something NOT in the def. I exit FF3 and either change the Def to the new name, or I rename the original sff and name the new sff to the original's name. Then reopen in FF3. The updated SFF will be loaded.
For palettes, Save the 1,0 palette as a new palette. Then you need to exit and save the char. Reopen. The palette may still be "attached" to the 1,0 palette. So you'd save the 1,7 palette as 1,8. Then save. Edit one color on the 1,7 palette and see if the 1,0 palette is affected. If it is, look at the 1,8 palette and edit the 1,0 back. I usually just adjust an all black or all white color so I can change it back easy. For some reason duplicating palettes or editing a palette in the editor can have the two overlap or something weird happens.
To take an Act file that's not saved in the Group and Index you can hit the IMAGE OR PALETTE button at the top middle, then import the palette. You'll see it on the right side. You can then press the Save as Index button and assign it into the group/index you need. This is just to show the advanced palette editor.
Spoiler, click to toggle visibilty
But again, make sure it's not "attached" to whatever palette you opened up the Advanced Palette Editor on. It can be rough sometimes.
It depends on the screen pack. if the pack is set up so it's not using 9000,1 THEN if your char doesn't have 9000,whatever it wont show up. If the char is winmugen, I think the first 2 images have to be 9000,0 and 9000,1
Re: A Help Topic: How Do You Make Color Palettes for Characters?
I dont use the act file. I use Mugen 1.0. So all of the palette info is in the sff if I remember correctly. The PNG should work for Mugen no matter how the png is set up. You just have to import it and set up the palette. If you feel like the palette is already in the char, when the import sprite box pops up, you can use FORCE PALETTE and input the value of the palette you want. Maybe that's what you're asking?
Re: Third tag partner (p5/p6) unnaffected by certain custom states