

I did my best to make it as good-looking as possible, but I'm sure there are some flaws. Street Fighter Zero 3 HD (NikoPalad67140) : Hey guys! Here is a remake of HLoader's Street Fighter Zero 3 HD screenpack, converted for Ikemen. Pos = cond(teamside = 1, 96, 272), ceil((1.STREET FIGHTER ZERO 3 HD GO (Hloader) : Screenpack Street Fighter Alpha Zero 3 HD by Hloader, version for ikemen GO by me, JUCES. Pos = cond(teamside = 1, 88, 264), ceil((1.33 * gameheight / gamewidth) * 0) top left of screen for player 1, top right for player 2 Pos = cond(teamside = 1, 80, 256), ceil((1.33 * gameheight / gamewidth) * 0) top left of screen for player 1, top right for player 2 Pos = cond(teamside = 1, 77, 253), ceil((1.33 * gameheight / gamewidth) * 4) top left of screen for player 1, top right for player 2 Pos = cond(teamside = 1, 56, 232), ceil((1.33 * gameheight / gamewidth) * 0) top left of screen for player 1, top right for player 2 Pos = cond(teamside = 1, 64, 240), ceil((1.33 * gameheight / gamewidth) * 0) top left of screen for player 1, top right for player 2 Pos = cond(teamside = 1, 72, 248), ceil((1.33 * gameheight / gamewidth) * 0) top left of screen for player 1, top right for player 2 For Some Reason, modifyexplod doesn't allow the changing of explods' animations Constantly destroys explods so that their animations can change. For this code snippet, we will use Sequence A from above. If var(2) is 1, then it will add 5 to 10000 and the animation that represents the number 1 will be played. If you chose Sequence B, then you would simply multiply the variable that corresponds to the place value for your explod by 5, and then you would add it to 10000, like so: If var(2) is 1, then it will add 1 to 10000 and the animation that represents the number 1 will be played. If you chose Sequence A, then you would simply add the variable that corresponds to the place value for your explod to 10000, like so: Meaning, they must all have the same basic multiple, like this: The animations in the air files should be numbered logically. Your air file should have 10 animations that represent numbers 0 - 9 respectively. The following code assumes your number fonts have dimensions of 8x8 and are aligned at 0,0 on the axis Var(2) = floor(fvar(0) / 100) % 10 * 100 uncomment to get exact amount of hundreds Var(1) = floor(fvar(0) / 10) % 10 * 10 uncomment to get exact amount of tens Var(0) = floor(fvar(0) / 1) % 10 * 1 uncomment to get exact amount of ones
