Posted by beterhans
in HKStreet (Hi-Res Version) by fengkkkkkkkkk (Started by fenzi4224615 March 02, 2019, 11:24:26 pm
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
make the characters looks like giant.
But that SvC one is complete garbage!Are you interested to create an intro against my Morrigan(s)?Uh, sure! But I don't have any ideas, and I'm not sure there's much he has animation-wise that would be appropriate!
He already has that super
Best Chun-Li in Mugen! Love this character.
TBH, I didn't do much
But yeah, thanks for mentioning, I don't mind contributing at all.
Someone bitchslap me! Seems I have not DLed last @Jmorphman 's Chun Li, so I don't know if this was added:Spoiler, click to toggle visibilty
What you put(Kinteki Shuu) was not done by me at 100%. Her hitting feet is as in SF3, while the one you posted is kinda like in SF4.Spoiler, click to toggle visibilty
If you find these useful, be my guest
One last questionIt was all me; sometimes I've used previously CS'd characters and expanded on the CS and/or touched them up, but I always note when that happens. It didn't happen for Chun-Li, though!
Who did CS on @Jmorphman chun-li ? is himself?
Since I took some part of the sprites...
Seems pretty OP with her cancels and multi-hit specials. Other than that it's a good effort especially with the Zoom effect which is common for your chars.
Also why does the Houyoku Sen have Guard Sparks when it hits?
Hi I found this move in Jmorphman's Chun-li
Hope I could use it too.This one is mine. Use it as you please.
Ooops, my bad. I did another variation of that kick in particular.
Okay everyone! I'm Re-Releasing my Chun-Li Color Separation Patch, Sprites contains SFA3,MVC,CVS Pro,and Custom Sprites
http://www.mediafire.com/file/mevlh855eda3qvo/CS_Chun-Li.rar/file
Hey all,
I have intended to have any opponent that -- when in a get-hit, custom state -- changes its animation triggered by a series of animation element numbers instructed from the causative player's program. A piece of the code shows as follows:Code:[State 0, Turn]
type = ChangeAnim2
trigger1 = enemy(0), name = "char" && enemy(0), authorname = "authorname"
trigger1 = ID = (enemy(0), var(16))
trigger1 = enemy(0), Anim = 101
trigger1 = enemy(0), AnimElem = 2
value = 5002
[State 0, Turn]
type = ChangeAnim2
trigger1 = enemy(0), name = "char" && enemy(0), authorname = "authorname"
trigger1 = ID = (enemy(0), var(16))
trigger1 = (enemy(0), Anim = 101)
trigger1 = enemy(0), Anim = 101
trigger1 = enemy(0), AnimElem = 3
value = 5000
The rest of the trigger commands that I have examined from both state controllers executes fine; however, the last set of ones, i.e. the "enemy(0), AnimElem =" ones, has been the only problem, because the system presumably fails to recognize the code in-game at the specific moments.
I have tried to verify the implementation of the code in debug mode; however, the trigger command in question outputs nothing at the call of action:Code:[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = !IsHomeTeam && gethitvar(isbound) = 1
text = "ver = %d"
params = enemy(0), AnimElem = 2
Please propose any ideas as to how I can implement the desired effect from any opponent in the get-hit, custom state.
I consider all suggestions.