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License: GNU General Public License v3.0
Naruto Gekitō Ninja Taisen (GNT), aka Clash of Ninja, Modding
License: GNU General Public License v3.0
During testing of a new feature in GNTool, I noticed that when I removed the code Training Mode Default Show Inputs: OFF [Nick]
, it did not fully remove it. That is, 2P can still be controlled but if you hit pause it shows Stand, which then makes the CPU Stand. I'm wondering if there's part of the code I forgot to include or if it's actually combined with another code.
This occurred with SCON4-1.4.321
PLS make gecko code to unlock these as well. Thank you
And discern how to make a modded version's save completely distinct from a vanilla one.
Code for turning GNT4 4p mode from always ft2, to following whatever is set in settings would be nice.
The buttons A, B, X, or Y can break grabs. When you have 0 chakra, you can mash X to easily break grabs with no downside. It would be beneficial to make it so that X no longer breaks grabs, only A, B, and Y do.
Make 1v1 the default selected and/or remove 3v3 as an option in training
Currently projectile models spawn a frame before the hitbox does, causing visual issues and makes projectiles appear to fly through people at close range. If they happen on the same frame it'd solve all problems and inconsistencies caused by this.
Posting so remembered
Requesting a code for Rev1 for disabling obstacles, and one for disabling stage transitions.
Unlike its predecessor, Naruto Shippuuden: Gekitou Ninja Taisen! EX 2 includes the ability to disable stage elements such as Obstacles and Hazards. However, the game still forces Stage Transitions to be enabled and no way to select the alternate Stage variants on their own.
Hi,
I'm trying to use the code on my dolphin emulator however, I don't understand how I can apply the character state flags code to the game. I'm looking to remove the x hit animation to the character. Please help.
The frame when the game connects a hitbox, the character who gets hit have the pf->damage flag set for one frame before getting removed.
While the pf->damage flag is set, all inputs for a character are ignored leading to KNJ not activating if input that frame.
Allow for input to not be ignored when the pf->damage flag is set, if possible only when already in a combo, cause otherwise sidestep could be possible one more frame than currently.
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