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Author Topic: Multiple Questions  (Read 755 times)

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Offline Shoryunator

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Multiple Questions
« on: December 25, 2013, 09:01:00 AM »
Some characters start with a set amount of super bar, how do you change that?

Thanks in advance
« Last Edit: December 30, 2013, 06:08:41 PM by Shoryunator »



Offline Cyanide

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Re: Amount of super bar at start
« Reply #1 on: December 25, 2013, 05:05:16 PM »
Either in the intro state, or in state -2 there will be

type = powerset

Search through all documents for that. Change it to

type = null

Just in case you ever want to turn it back on.

Offline Shoryunator

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Re: Amount of super bar at start
« Reply #2 on: December 26, 2013, 09:20:39 AM »
Thanks for the answer, and could someone be so kind to answer the following questions?
1. Some characters have very fast stun recovering time, how can I change that?
2. Some characters have a different mode when you press start in the select screen, how can I disable that?

Offline Cyanide

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Re: Amount of super bar at start
« Reply #3 on: December 26, 2013, 04:10:31 PM »
As in, they actually go to a stunned state? Normally that's state 5300 if people have coded it into their own characters. (i have established this is generally a bad idea and will no longer do it myself)

Search for statedef 5300, post the changestate triggers at the end of it here so we can see what it's using and advise the best way to change it. Disabling the stun code would be a pain to do properly.

For 2, search for a varset making use of the palno trigger. For example

trigger1 = palno = [7,12]

Set that to null as well, should resolve 99% of it.

Offline Shoryunator

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Re: Multiple Questions
« Reply #4 on: January 02, 2014, 09:01:41 AM »
I have another question (sorry for all these questions :l).
How can I let a character use the hitsparks from the fight file instead of the character's own hitsparks?

Offline DEMONKAI

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Re: Multiple Questions
« Reply #5 on: January 02, 2014, 02:55:10 PM »
sparkNo =0
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Cyanide

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Re: Multiple Questions
« Reply #6 on: January 02, 2014, 09:26:50 PM »
using sparks from the fight file rather than the characters .sff and .air is managed by using the S prefix on the sparkno parameter, so

SparkNo = S100
would use anim 100 from your characters .air

Sparkno = 100
Would use anim 100 (if it exists) from fightfx.air. I assume you know what values you want.

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