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Author Topic: Force a character to start in 12P mode  (Read 3068 times)

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Offline Don Ravioli

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Force a character to start in 12P mode
« on: January 18, 2014, 03:07:13 PM »
So I'm trying to make it so that pikapon's Tewi (which I edited with help from Cyanide , thanks again) starts in 12P mode, whatever the buttons used to select her, for CPU opponent purpose (Saltybet. I feel like unleashing demons.  :cool )  Can someone point me to what I need to do ?

Long story short, I tried changing the states used for this modes to regular palettes, only to get a ton of errors.

http://www.mediafire.com/download/pggrm6x85dp9usx/tei.rar The character is here, if someone wants to take a look.

Awaiting responses eagerly !



Offline Cyanide

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Re: Force a character to start in 12P mode
« Reply #1 on: January 19, 2014, 04:18:09 AM »
Is this a 1.0 based character? Does it say Mugenversion = 1.0 in the .def file?

You have the bit that set her off in the 12th palette, i assume that's still in place. Find that and add a new trigger that checks AI level

trigger = AILevel > 0
Dunno what number trigger you need. If it's 1 already, you need 2, if there is already a 2, add 3, etc.

Offline Don Ravioli

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Re: Force a character to start in 12P mode
« Reply #2 on: January 19, 2014, 07:32:41 AM »
According to her def, she isn't made for 1.0. But her version date states otherwise :

versiondate = 04.27,2013
mugenversion = 12,27,2007

So that's weird. Is there a specific kind of bit I have to look for ?

Offline Cyanide

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Re: Force a character to start in 12P mode
« Reply #3 on: January 19, 2014, 04:28:13 PM »
Just change it and see if the character behaves itself. The version date defines what triggers/sctrls the character can use. If it says 1.0, it'll make use of the new features (not sff, but the other stuff) if it says anything else, mugen treats it as a winmugen character. As such the new stuff doesn't work.

AIlevel is the BEST trigger to make use of if you wish to detect CPU control. And that only works in 1.0 and up.

Offline Don Ravioli

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Re: Force a character to start in 12P mode
« Reply #4 on: January 20, 2014, 05:19:25 AM »
OK, I think I get it, but her states are... numerous to say the least, and I don't see which one is the 12P mode trigger. There is a a LOT of palette related triggers actually. Is there any blatant hints about those ?

Offline Cyanide

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Re: Force a character to start in 12P mode
« Reply #5 on: January 21, 2014, 02:45:04 AM »
12th palette is palno = 12

I am surprised a variable is not in use to activate all of these. You could change things so anywhere it says

palno = 12 it becomes (palno = 12 || ailevel > 0)

But by the sounds of it, you may have a bit of work in front of you.

Offline Arkady

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Re: Force a character to start in 12P mode
« Reply #6 on: January 21, 2014, 06:00:57 AM »
Wouldn't it just be easier to save that particular 12.act, and rename it 1.act and vice versa? I suppose it depends on how you want the character to look like

Offline O Ilusionista

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Re: Force a character to start in 12P mode
« Reply #7 on: January 21, 2014, 06:40:45 AM »
no, because it doesn't trigger with the name, but with which slot the palette is.

Offline Arkady

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Re: Force a character to start in 12P mode
« Reply #8 on: January 21, 2014, 09:16:46 AM »
Oh I see, he wants the 12.act to act as is does in its slot, but be the default



 :-?? That could be something that you would probably need to rename everything that states palno = 12 , but remove the "2" on the end, then do what said before and swap the .acts
but you might have to add "2" to anything that states palno=1
basically change 12 into 1 and reroute 1 into 12

Offline Cyanide

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Re: Force a character to start in 12P mode
« Reply #9 on: January 22, 2014, 03:06:24 AM »
There isn't any .act files involved at all. Any of them could be "12" in the list and the code won't care. It's looking at whether you pressed start+button. Not which act you loaded. As such he needs to change things so when the character is under AI control it's always doing the stuff it does in pal 12.

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