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Video Content Creation Reference | |
| | Specific intro only for certain palettes | |
| | Author | Message |
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Shining
Posts : 4824 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Specific intro only for certain palettes November 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 | |
| | | Doom
Posts : 10488 Join date : 2014-08-22
| | | | Mistah Jorge
Posts : 2356 Join date : 2013-07-04 Age : 26 Location : Portugal
| Subject: Re: Specific intro only for certain palettes November 14th 2019, 6:31 am | |
| Try putting this in the trigger palNo = (put the number of the palette here) | |
| | | Shining
Posts : 4824 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: Specific intro only for certain palettes November 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
;--------------------------------------------------------------------------- | |
| | | Mistah Jorge
Posts : 2356 Join date : 2013-07-04 Age : 26 Location : Portugal
| Subject: Re: Specific intro only for certain palettes November 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) | |
| | | crosspotts1.0
Posts : 4856 Join date : 2013-04-15 Age : 31 Location : GLEN BURNIE maryland
| Subject: Re: Specific intro only for certain palettes November 15th 2019, 5:09 pm | |
| That's really cool I wish I could figure codes out lol | |
| | | Shining
Posts : 4824 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: Specific intro only for certain palettes November 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 | |
| | | Mistah Jorge
Posts : 2356 Join date : 2013-07-04 Age : 26 Location : Portugal
| Subject: Re: Specific intro only for certain palettes November 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) | |
| | | Shining
Posts : 4824 Join date : 2013-03-26 Age : 44 Location : Italy
| Subject: Re: Specific intro only for certain palettes November 16th 2019, 10:12 am | |
| Good, thanks a lot my friend I will try | |
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