wow makes perfect sense...
1 more thing:
Since u fixed the team colors deal,
when adding more costumes to characters,
i.e. giving dem the cbliss effect,
is there anything special we need to do?
I'm going to update my cBliss stock files, but until then just know that the first two digits for a costume (IE, the ones I said were mostly for organizational purposes) determine the team colors. 00 is for Red team, 01 is for Blue team and 03 is for Green team, I believe. So, if you wanted fighter file 01 to be red, the numbers you would use would be 0001, the first 00 determines it's red team, the second determines which costume file it loads. For green team to be costume 02, it would be 0302 and for blue team to load from costume 3, it would be 0103.
Any other set of those first 2 numbers paired with costumes is purely for organizational purposes, so they can be anything. I'm not sure if having the same number twice can cause conflicts or not, it's something I'll have to test.
02000001 03020103 04040505 06060707
08080909 0C000000 00000000 00000000
^ I believe that should give them proper team colors assigned to 01, 02 and 03 as red, green and blue. I'm going to be testing it in a sec as soon as I copy it to all my files. Of course, if you don't care which costume is assigned to which team, you could just use my current files. (I've already verified that they work)