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 Specific intro only for certain palettes

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4 posters
AuthorMessage
Shining

Shining


Posts : 4824
Join date : 2013-03-26
Age : 44
Location : Italy

Specific intro only for certain palettes Empty
PostSubject: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 14th 2019, 2:33 am

Is it possible to assign specific intro only for few palettes, for example for pal 7, pal 8, pal9?
Please help me
Thanks in advance
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Doom

Doom


Posts : 10488
Join date : 2014-08-22

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 14th 2019, 5:24 am


Ammm ... doesn't Superman Beyond char help you?? geek
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https://doom783.wixsite.com/doomismia
Mistah Jorge

Mistah Jorge


Posts : 2356
Join date : 2013-07-04
Age : 26
Location : Portugal

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 14th 2019, 6:31 am

Try putting this in the trigger
palNo = (put the number of the palette here)
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Shining

Shining


Posts : 4824
Join date : 2013-03-26
Age : 44
Location : Italy

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 14th 2019, 4:07 pm

it s 2 character in one...i would have pal 7,pal8,pal9 with intro 193(10193anim) and intro 194(10194anim)

;===============================================================================
;                                 Introduction
;===============================================================================
; INTRODUCTION
[Statedef 190]
type = S
ctrl = 0

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 190, 1]
type = ChangeState
trigger1 = !var(50)
value = ifelse(random<100,196,ifelse(random<500,191,193))

[State 190, 1]
type = ChangeState
trigger1 = var(50)
value = ifelse(random<100,196,ifelse(random<800,193+random%2,197))

;-------------------------------------------------------------------------------
;Intro Fall
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 191, ScreenBound]
type = ScreenBound
trigger1 = time = 1
value = 0

[State 191]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ChangeAnim Hulk]
type = ChangeAnim
triggerall = !var(50)
trigger1 = !time
value = 191

[State 191, PosSet Hulk]
type = PosSet
triggerall = !var(50)
trigger1 = time = 1
y = -250

[State 191, VelSet Hulk]
type = VelSet
triggerall = !var(50)
trigger1 = time>10
x = 0
y = 20


[State 191, PlaySnd Hulk]
type = PlaySnd
triggerall = !var(50)
trigger1 = Time = 23
value = S3,12


[State 191, ChangeAnim Savage Hulk]
type = ChangeAnim
triggerall = var(50)
trigger1 = !time
value = 10191

[State 191, PlaySnd Savage Hulk]
type = PlaySnd
triggerall = var(50)
trigger1 = Time = 2
value = S191,0

[State 191, PlaySnd Savage Hulk 2]
type = PlaySnd
triggerall = var(50)
trigger1 = animelem = 27
value = S191,1


[State 192, PlaySnd Savage Hulk 3]
type = PlaySnd
triggerall = var(50)
trigger1 = animelem = 23
value = S3,5
channel = -1

[State 192, PlaySnd Savage Hulk 3]
type = PlaySnd
triggerall = var(50)
trigger1 = animelem = 25
value = S800,1
channel = 2

[State 191, ChangeState Hulk]
type = ChangeState
triggerall = !var(50)
trigger1 = Pos Y >0
trigger1 = Vel Y >0
value = 192
ctrl = 0

[State 191, ChangeState Savage Hulk]
type = ChangeState
triggerall = var(50)
trigger1 = animtime = 0
value = 199
ctrl = 0

;-------------------------------------------------------------------------------
;Fall Land
[Statedef 192]
type = S
ctrl = 0
velset = 0,0
sprpriority = 1

[State 192]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 192, ChangeAnim Hulk]
type = ChangeAnim
triggerall = !var(50)
trigger1 = !time
value = 192

[State 192, PlaySnd Hulk]
type = PlaySnd
triggerall = !var(50)
trigger1 = Time = 1
value = S3,1

[State 192, EnvShake Hulk]
type = EnvShake
triggerall = !var(50)
trigger1 = Time = 1
time = 25
ampl = -4
freq = 150
phase = 1

[State 192, Explod Hulk]
type = Explod
triggerall = !var(50)
trigger1 = Time = 1
persistent = 0
anim = 8500
pos = 0,3
postype = p1
scale = 1,1
sprpriority = -3
bindtime = 1
ownpal = 1

[State 192, Explod Hulk]
type = Explod
triggerall = !var(50)
trigger1 = Time = 1
persistent = 0
anim = 8570
pos = 0,-10
postype = p1
scale = .2,.2
sprpriority = -2
bindtime = 1
ownpal = 1

[State 192, Explod Hulk]
type = Explod
triggerall = !var(50)
trigger1 = Time = 1
persistent = 0
anim = 8571
pos = 0,10
postype = p1
scale = .2,.2
sprpriority = 2
bindtime = 1
ownpal = 1

[State 192, ChangeAnim Savage Hulk]
type = ChangeAnim
triggerall = var(50)
trigger1 = !time
value = 10192

[State 192, PlaySnd Savage Hulk 1]
type = PlaySnd
triggerall = var(50)
trigger1 = animelem = 3
value = S191,2

[State 192, PlaySnd Savage Hulk 2]
type = PlaySnd
triggerall = var(50)
trigger1 = animelem = 26
value = S191,3


[State 192]
type = ChangeState
trigger1 = AnimTime = 0
value = 199
ctrl = 0
;-------------------------------------------------------------------------------
; Intro 2
[Statedef 193]
type = S
ctrl = 0
velset = 0,0


[State 193]
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 193, ChangeAnim]
type = ChangeAnim
triggerall = !var(50)
trigger1 = time = 0
value = IfElse(random <=500,193,195)

[State 193, PlaySnd]
type = PlaySnd
triggerall = !var(50)
trigger1 = AnimElem = 4
value = S4,IfElse(random <=500,2,3)
channel = 0

[State 193, ChangeAnim]
type = ChangeAnim
triggerall = var(50)
trigger1 = time = 0
value = 10193


[State 193, PlaySnd]
type = PlaySnd
triggerall = var(50)
trigger1 = !Time
value = S191,4
channel = 2

[State 193, EnvShake]
type = EnvShake
triggerall = var(50)
trigger1 = AnimElem = 30
time = 15
freq = 60
ampl = -4
phase = 90

[State 193, PlaySnd]
type = PlaySnd
triggerall = var(50)
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = S800,1
channel = 1

[State 10191, ChangeState]
type = ChangeState
triggerall = !var(50)
trigger1 = AnimTime = 0
value = 199

[State 10191, ChangeState]
type = ChangeState
triggerall = var(50)
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; Intro 4 Decider
[Statedef 194]
type = S
ctrl = 0
anim = 10194
velset = 0,0

[State 194, 2]
type = AssertSpecial
trigger1 = Time = [0,340]
flag = Intro
flag2 = nobardisplay

[State 192, PlaySnd Savage Hulk 3]
type = PlaySnd
trigger1 = animelem = 9
value = S3,5
channel = -1

[State 192, PlaySnd Savage Hulk 3]
type = PlaySnd
trigger1 = animelem = 14
value = S800,1
channel = 2

[State 194, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = S191,5
channel = 2

[State 194, 4]
type = PlaySnd
trigger1 = AnimElem = 20
value = S4,10
channel = 2

[State 194, VarSet Decide Hulk]
type = VarSet
triggerall = var(50) = 1
trigger1 = !AILevel
trigger1 = command = "s"
trigger2 = AILevel
trigger2 = random<20
var(50) = 0

[State 194, VarSet Decide Savage Hulk]
type = VarSet
triggerall = var(50) = 0
trigger1 = !AILevel
trigger1 = command = "s"
trigger2 = AILevel
trigger2 = random<20
var(50) = 1

[State 194, ChangeState]
type = ChangeState
trigger1 = Time = 300
value = 197
ctrl = 0

;===============================================================================
;                                    TAUNT
;===============================================================================
;Taut
[Statedef 195]
type = S
ctrl = 0
movetype = A
physics = N
poweradd = 60
velset = 0,0
sprpriority = 0



[State 106]
type = VarRandom
trigger1 = !var(50)
triggerall = Time = 0
trigger1 = ctrl = 0
v = 6
range = 1

[State 200, ChangeAnim]
type = ChangeAnim
triggerall = var(6) = 0
triggerall = PrevStateNo != 9000
trigger1 = !var(50)
trigger1 = Time = 0 && Anim != 195
value = 195

[State 200, ChangeAnim]
type = ChangeAnim
triggerall = var(6) = 1
triggerall = PrevStateNo != 9000
trigger1 = !var(50)
trigger1 = Time = 0 && Anim != 196
value = 196

[State 200, ChangeAnim]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = var(50)
trigger1 = Time = 0 && Anim != 10195
value = 10195

[State 195]
type = PlaySnd
triggerall = !var(50)
trigger1 = anim = 195
trigger1 = AnimElem = 1
trigger2 = anim = 196
trigger2 = AnimElem = 6
value = S4,3


[State 195, 5]
type = PlaySnd
trigger1 = var(50)
trigger1 = AnimElem = 1
value = S191,3


[State 195]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Logo
[Statedef 196]
type = S
ctrl = 0
velset = 0,0
anim = 9999
sprpriority = 5


[State 196]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 196]
type = Explod
trigger1 = stateno = 196
trigger1 = Time%1 = 0
id = 9406
anim = 9406
pos = 0,ifelse(random<500,2,-2)
postype = left
sprpriority = 99
removetime = 1
bindtime = 1
ownpal = 1
persistent = 1

[State 196, RemoveExplod]
type = RemoveExplod
trigger1 = time>=140
trigger2 = animtime = 0
id = 9406

[State 196]
type = PlaySnd
trigger1 = Time = 0
value = 4,5

[State 196]
type = EnvShake
trigger1 = Time = 50
time = 90
ampl = -4
freq = 150
phase = 100

[state 196, fadeout]
type = AllPalFx
trigger1 = Time = 90
add = 0,0,0
sinadd = -300,-300,-300,400
time = 60

[State 193, fadein from black]
type = BGPalFx   ;allpalfx
trigger1 = time = 145
time = 24
add = -255,-255,-255
sinadd = 255,255,255,120


[State 190, 1]
type = ChangeState
trigger1 = !var(50)
trigger1 = Time >= 150
value = 193

[State 190, 1]
type = ChangeState
trigger1 = var(50)
trigger1 = Time >= 150
value = 197
;===============================================================================
;Intro
[Statedef 197]
type = S
ctrl = 0
poweradd = 0
velset = 0,0
sprpriority = 0


[State 197]
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = NoBarDisplay

[State 197, ChangeAnim]
type = ChangeAnim
trigger1 = !var(50)
trigger1 = Time = 0
value = ifelse(random<500,195,196)

[State 197, ChangeAnim]
type = ChangeAnim
trigger1 = var(50)
trigger1 = Time = 0
value = 10195

[State 197]
type = PlaySnd
triggerall = !var(50)
trigger1 = anim = 195
trigger1 = AnimElem = 1
trigger2 = anim = 196
trigger2 = AnimElem = 6
value = S4,3


[State 197, 5]
type = PlaySnd
trigger1 = var(50)
trigger1 = AnimElem = 1
value = S191,3


[State 197]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
[Statedef 199]; Move around before match
type = S
physics =S
sprpriority = 0
anim = 0
velset = 0,0

[State 196]
type = AssertSpecial
trigger1 = time<10
flag = Intro

;[State 199]
;type = OffSet
;trigger1 = Anim = [20,21]
;y = -8

[State 199]
type = PosSet
trigger1 = 1
y = 0

[State 199]
type = VelSet
trigger1 = Time = 0
y = 0


[State 199]
type = VelSet
trigger1 = !AILevel
trigger1 = command = "holdfwd"
x = 2.4

[State 199]
type = VelSet
trigger1 = !AILevel
trigger1 = command = "holdback"
x = -2.0

[State 199]
type = ChangeAnim
trigger1 = !AILevel
trigger1 = command = "holdfwd"
trigger1 = Anim != 20 + 10000*(var(50))
value = 20 + 10000*(var(50))

[State 199]
type = ChangeAnim
trigger1 = !AILevel
trigger1 = command = "holdback"
trigger1 = Anim != 21 + 10000*(var(50))
value = 21 + 10000*(var(50))

[State 199]
type = ChangeAnim
trigger1 = !AILevel
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Anim != 0 + 10000*(var(50))
value = 0 + 10000*(var(50))

[State 199]
type = VelSet
trigger1 = !AILevel
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0

[State 199]
type = VarSet
trigger1 = roundstate != 2
var(1) = floor(pos x)

[State 199]
type = posset
trigger1 = roundstate = 2
trigger1 = var(1) != 0
x = var(1)

[State 199]
type = varset
trigger1 = roundstate = 2
var(1) = 0

[State 199]
type = changestate
trigger1 = ctrl
trigger1 = !AILevel
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)

;---------------------------------------------------------------------




AND THIS IS OVERIDES;
;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(190)
value = 190+ 10000*(var(50))

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 191

;---------------------------------------------------------------------------
; INTRO (override this state to give character an intro)
[Statedef 191]
type = S
ctrl = 0

[State 191, 1]
type = ChangeState
trigger1 = Time = 0
value = 0

;---------------------------------------------------------------------------
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Mistah Jorge

Mistah Jorge


Posts : 2356
Join date : 2013-07-04
Age : 26
Location : Portugal

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 15th 2019, 12:32 pm

Put this right after the assertspecial in the first state 190 you posted, this should make the character you're having problems with go straight into states 193 or 194 randomly if they are using the palletes you specified
Code:
[State 190, 1]
type = ChangeState
trigger1 = palno = [7, 9]
value = ifelse(random<500,193,194)

If this doesn't work, try this one instead
Code:
[State 190, 1]
type = ChangeState
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
value = ifelse(random<500,193,194)
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crosspotts1.0

crosspotts1.0


Posts : 4856
Join date : 2013-04-15
Age : 31
Location : GLEN BURNIE maryland

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 15th 2019, 5:09 pm

That's really cool I wish I could figure codes out lol
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Shining

Shining


Posts : 4824
Join date : 2013-03-26
Age : 44
Location : Italy

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 15th 2019, 6:55 pm

thank you Jorge,fantastic...and now i would exclude these intro(193,194) from pal 10,11,12
from 191 to 196 except 193 and 194

then i will send you final result
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Mistah Jorge

Mistah Jorge


Posts : 2356
Join date : 2013-07-04
Age : 26
Location : Portugal

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 16th 2019, 9:28 am

Pretty much the same, but now you do "palno != 10", this means when pallete number is not 10, for example:
Code:
[State 190, 1]
type = ChangeState
triggerall = palno != 10 && palno != 11 && palno != 12
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
value = ifelse(random<500,193,194)
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Shining

Shining


Posts : 4824
Join date : 2013-03-26
Age : 44
Location : Italy

Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes EmptyNovember 16th 2019, 10:12 am

Good, thanks a lot my friend
I will try
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Specific intro only for certain palettes Empty
PostSubject: Re: Specific intro only for certain palettes   Specific intro only for certain palettes Empty

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Specific intro only for certain palettes
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