I will send you the no kill bosses script as soon as I can for you to tryActually, I want to kill the boss with a finishing attack.
However, since players who are not good at attacking may drag their time, I think I would have tried it if my game had clean attacks like Ultimate Double Dragon.
In Mugen, I think I saw the character mode change depending on the palette number. If this is a function that can be done in Openbor, you can try changing it depending on the character.Excellent for this Scorpion edit.
I don't know what you think about a possible change of his special moves by color palette (eg: Blue for Sub Zero's special attacks, green for Reptile). Nothing obligatory but perhaps something to consider for later![]()
Yes, its pretty much doableIf this is a function that can be done in Openbor, you can try changing it depending on the character.![]()
void checkPal(int Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap matches is not the one given
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
if(Map!=Remap){
performattack(self, openborconstant(Ani)); //Attack!
}
}
void checkPal2(int Ani, int Remap)
{//
// Only occurs if remap matches
// O Ilusionista - 20/11/2013
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
if(Map==Remap){
performattack(self, openborconstant(Ani)); //Attack!
}
}
void checkPal3(int Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap is great than the one specified
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
if(Map>Remap){
performattack(self, openborconstant(Ani)); //Attack!
}
}
void checkPal4(int Ani, int Remap)
{// Attack interruption if there's player
// Only occurs if remap is lesser than the one specified
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
if(Map<Remap){
performattack(self, openborconstant(Ani)); //Attack!
}
}
void checkPal5(int Ani, int RemapLow, int RemapHigh)
{// Attack interruption if there's player
// Only occurs if remap is between both values
void self = getlocalvar("self");
int Map = getentityproperty(self, "map");
if(Map>=RemapLow && Map<=RemapHigh){
performattack(self, openborconstant(Ani)); //Attack!
}
}
void checkPalOriginal(int Ani, int Remap)
{//
// Only occurs if original remap matches
// O Ilusionista - 03/04/2022
void self = getlocalvar("self"); //Get calling entity.
int oPal = getentityproperty(self, "mapdefault"); //Get original pallete
if(oPal==Remap){
performattack(self, openborconstant(Ani)); //Attack!
}
}
Usage
@cmd checkPal2 "ANI_FOLLOW10" 1
I see, you choose this option because seems like all characters have exact same inputs/commands.
We implemented an attack whose performance changes when you select the color of the Scorpion using a palette script.
Starting with the palette script, characters with multiple fighting methods can now be applied in this way.I see, you choose this option because seems like all characters have exact same inputs/commands.
And you had more ideas (unused) you want to add to alternate versions of Scorpion. Nice option, really.
Even if I always feel like having all the moves to enjoy gameplay diversity in a row ^^
To be honest, I first thought you were going to swap Scorpion to Sub Zero when selection blue palette or something ^^
I notice the enemies blink upon falling.
In this video, I adjusted the difficulty level and uploaded it to easy mode and extreme mode.