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Phantom9015

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Everything posted by Phantom9015

  1. Well if you want a certain track to play when fighting a specific character, you'd wanna go into select.def and find the character's name and do something like this... Billy, music=sound/TrueFighter.mp3 Similar thing with stages and priority. Billy, stages/BillyStage.def, music=sound/TrueFighter.mp3, order=3
  2. Yeah this is done by the system. If a win portrait is unavailable it will simply opt to use the big portrait that has been coded in. Ifelse is not useful in this regard, infact it likely result in the game facing an error.
  3. Easiest way to do this would be to override statedef 52 with this. Also you wanna put the lifeadd and targetstate state controllers into the landing states instead of right before landing, and instead of pos y <= 0 use time = 0. Also a quick side note, if your playing on 100% life an average character will be one shot by 1100 damage just saying. Here is a basic syntax idea for stateno 52 [State 0] Type = changestate Trigger1 = prevstateno = 1021 Trigger1 = time = 0 Value = 1022 Apologies if this isn't useful anymore.
  4. I know I already asked my question for the day but this one is important. Is there any way to give Player Type Helpers their own hurt animations besides editing every hit state animation with the !ishelper/ishelper argument? Just as an example the main playable character is a small character and one of the helpers is a big dude that's immune to grabs. Also... Is it possible to make the character get up from a knock down slower or faster depending his hp remaining?
  5. Oh... Okay that makes sense... But how would I get him to change back to the currently chosen palette (via select screen)? Would I put dest = 1,palno or what?
  6. Hello, I am working on a Mugen character that has AI helper players, I am trying to implement a command that changes the actual players playstyle based on what palette he is using and a specific variable. However this requires use of more than 12 palettes. If it helps any here is my current syntax in the character. [Statedef -2] [State 0] Type = Remappal Trigger1 = !ishelper & var(14) = 1 Source = 1,palno Dest = 1,13+random%2 [State 0] Type = Remappal Trigger1 = !ishelper & var(14) = 0 Source = 1,13 Dest = 1,palno [State 0] Type = Remappal Trigger1 = !ishelper & var(14) = 0 Source = 1,14 Dest = 1,palno
  7. Hello everyone. I'm Phantom9, I am a semi-professional Character Creator who is always looking to improve. If anyone has any sort of coding advice for any of my projects I may share here please it is welcomed. Game on folks!
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