MovelistSpoiler, click to toggle visibiltyhttps://x3dos.blogspot.com[/img]watch the video to see the news.The Pikachu UpdateImprobed AnimationsBug Fixes Some new Moves1 Extra HyperNew Color Palsvarious moves added, included some specials.i changed the damage and some other things-added charge power with button "z"-warner's peter decapitation compatibility-changed palfx-bgpalfx fixed-play snd fixed-attr fixed (i think so)-power usage fixed-adde 2 more color pals-compatible with winmugen, 1.0, 1.1, aaaaaand thats all i think i will focus on another preojecti hope you enjoy this pikachu ,have funthanks to PlasmoidThunder and Duke of Corvus for the great help.
So a few things I noticed when messing around with it:-Every move that uses Power also gives Power back.-Power usage is inconsistent between Specials; some use 100, others 200.-Why do Specials even use Power? What about them is so advantageous to warrant that?-Power consumption doesn't always match up to the Power requirement; for instance, Thunderjolt Crouch and Thunderjolt Air only require 51 Power, but use 200, while Super Quick Attack requires 1000 despite using no Power at all (it actually gives Pikachu 60 Power on startup).-Damage output of the Hypers isn't relative to the Power they use, with the 2000 Power Hyper only doing 167 damage, the 1000 Power Hyper doing 191 damage, and the free Hyper doing 202 damage; that said, the 2000 Power Hyper only requires 1000.-Thunder(?)'s projectile is affected by cornerpush.-Super Quick Attack's voice and background effect continue to play even if the attack is blocked; the same happens with the other Hypers if Pikachu is hit out of them.-It seems silly to have Pikachu be invulnerable when Quick Attack and Super Quick Attack are blocked, since it makes the move practically impossible to punish despite its horrendously high frame disadvantage (about -48 on quick getup, -107 otherwise).-Everything is attributed as a Normal, which may play havoc with invulnerabilities, counters, and anything else that relies on attack attribution.-The electrical effects that occur during some of Pikachu's attacks aren't properly bound to Pikachu, so stuff like this happens:
PlasmoidThunder said, July 21, 2018, 01:49:56 pmSo a few things I noticed when messing around with it:-Every move that uses Power also gives Power back.-Power usage is inconsistent between Specials; some use 100, others 200.-Why do Specials even use Power? What about them is so advantageous to warrant that?-Power consumption doesn't always match up to the Power requirement; for instance, Thunderjolt Crouch and Thunderjolt Air only require 51 Power, but use 200, while Super Quick Attack requires 1000 despite using no Power at all (it actually gives Pikachu 60 Power on startup).-Damage output of the Hypers isn't relative to the Power they use, with the 2000 Power Hyper only doing 167 damage, the 1000 Power Hyper doing 191 damage, and the free Hyper doing 202 damage; that said, the 2000 Power Hyper only requires 1000.-Thunder(?)'s projectile is affected by cornerpush.-Super Quick Attack's voice and background effect continue to play even if the attack is blocked; the same happens with the other Hypers if Pikachu is hit out of them.-It seems silly to have Pikachu be invulnerable when Quick Attack and Super Quick Attack are blocked, since it makes the move practically impossible to punish despite its horrendously high frame disadvantage (about -48 on quick getup, -107 otherwise).-Everything is attributed as a Normal, which may play havoc with invulnerabilities, counters, and anything else that relies on attack attribution.-The electrical effects that occur during some of Pikachu's attacks aren't properly bound to Pikachu, so stuff like this happens:thats a good help, i never known how to code properlyi'll try to fix it but i dont have any idea how to stop a sound if the char is get hit, same for the bgpalfxto the other problems ill investigate how to fix emthanks so much for your time. saludos
The easiest way to stop a sound when the character gets hit is to add channel = 0 to the PlaySnd controller.There's probably a much less silly way of doing this, but I'd put a BGPalFX controller in state -2 with a time of 0 that triggers when your previous state number is equal to that of the Hypers.
PlasmoidThunder said, July 21, 2018, 11:20:52 pmThe easiest way to stop a sound when the character gets hit is to add channel = 0 to the PlaySnd controller.There's probably a much less silly way of doing this, but I'd put a BGPalFX controller in state -2 with a time of 0 that triggers when your previous state number is equal to that of the Hypers. thanks that 2 problems were fixed.now i dont have idea how to change the atributes that you mentioned before, please show me how i can.
-Eco- said, July 23, 2018, 01:32:56 amnow i dont have idea how to change the atributes that you mentioned before, please show me how i can. Under Hitdef there's a parameter "attr"This is the attribute of the attack. It is used to determine if the attack can hit P2. It has the format:attr = X, YYWhere: X is either "S", "C" or "A". Similar to "statetype" for the StateDef, this says whether the attack is a standing, crouching, or aerial attack.YY is a 2-character string. The first character is either "N" for "normal", "S" for "special", or "H" for "hyper" (or "super", as it is commonly known). The second character must be either "A" for "attack" (a normal hit attack), "T" for "throw", or "P" for projectile. Example:Attr = S,NAIn this case, the value "S, NA" means that it's a "Standing, Normal Attack". You always have to tell MUGEN what attribute your hit has. In other examples, you could have "C, SA" for "Crouching, Special Attack", or "A, HT" for "Aerial, Hyper Throw".Some chars have moves that can counter other moves with certain attributes. Geese for example has a move that blocks Standing Normal Attacks and immediately grabs the opponent and slam them on the ground. In the case of your Pikachu if its thunder have a "S,NA" attribute Geese could grab the thunder and slam it along with Pikachu despite how silly it sounds.
Duke of Corvus said, July 23, 2018, 07:06:31 pm-Eco- said, July 23, 2018, 01:32:56 amnow i dont have idea how to change the atributes that you mentioned before, please show me how i can. Under Hitdef there's a parameter "attr"This is the attribute of the attack. It is used to determine if the attack can hit P2. It has the format:attr = X, YYWhere: X is either "S", "C" or "A". Similar to "statetype" for the StateDef, this says whether the attack is a standing, crouching, or aerial attack.YY is a 2-character string. The first character is either "N" for "normal", "S" for "special", or "H" for "hyper" (or "super", as it is commonly known). The second character must be either "A" for "attack" (a normal hit attack), "T" for "throw", or "P" for projectile. Example:Attr = S,NAIn this case, the value "S, NA" means that it's a "Standing, Normal Attack". You always have to tell MUGEN what attribute your hit has. In other examples, you could have "C, SA" for "Crouching, Special Attack", or "A, HT" for "Aerial, Hyper Throw".Some chars have moves that can counter other moves with certain attributes. Geese for example has a move that blocks Standing Normal Attacks and immediately grabs the opponent and slam them on the ground. In the case of your Pikachu if its thunder have a "S,NA" attribute Geese could grab the thunder and slam it along with Pikachu despite how silly it sounds. oh, i understand by the night ill fix that.thankyou so much
Just asking, but any chance you used an older version to update the character? Because this "update" feels like a downgrade.-Update is missing sprites.-Pikachu's portraits and Mimikyu sprites are gone.-Update has less animations.-Pikachu's sleeping intro looks unfinished.-Pikachu's quick attack (I don't know what this move is called as there is no movelist or a readme) has a dust cloud on top of the stage. Which was not present on the previous version and uses it's super voice sound.-Two of the supers does nearly half of the opponent's health while the the other got really nerfed (Again, I don't know the name of the moves).-Supers uses different command inputs.-Character files are a few days older from 7/18.-Update has a lot of bugs which aren't present in the previous version.Please check these as I feel like this update plays worse than the original.
SolidZone 26 said, July 25, 2018, 08:17:57 amJust asking, but any chance you used an older version to update the character? Because this "update" feels like a downgrade.-Update is missing sprites.-Pikachu's portraits and Mimikyu sprites are gone.-Update has less animations.-Pikachu's sleeping intro looks unfinished.-Pikachu's quick attack (I don't know what this move is called as there is no movelist or a readme) has a dust cloud on top of the stage. Which was not present on the previous version and uses it's super voice sound.-Two of the supers does nearly half of the opponent's health while the the other got really nerfed (Again, I don't know the name of the moves).-Supers uses different command inputs.-Character files are a few days older from 7/18.-Update has a lot of bugs which aren't present in the previous version.Please check these as I feel like this update plays worse than the original.hahahahaha yeah my fault, I erroneously compressed the folders.inside the zip is another folder named pikachu, thats the update, ill fix the zip now.thanks for the info. greetsFixed enjoy it.
-Eco- said, July 25, 2018, 09:33:18 amhahahahaha yeah my fault, I erroneously compressed the folders.inside the zip is another folder named pikachu, thats the update, ill fix the zip now.thanks for the info. greetsFixed enjoy it.Ah, no wonder why. I hope I wasn't being rude with my last post. I completely missed that folder so I didn't know I was playing a beta, so disregard all of that since none of those issues are in the current version. Here's feedback on the update this time:-All of Pikachu's basic attacks gain back power when he doesn't hit the opponent.-All of Pikachu's supers gain back power when it hits the opponent.-Pikachu's sprites on one of his intros, standing block and Y basic attack are 1px down and doesn't match his stance's position.-Chain combos causes electrical effects around Pikachu not to finish completely.-The block fx on Electroshock, Attacktrueno, Thunder x, and Thunder y are sightly misaligned (Should be the same position as his basic attacks)-There's some dust FX on top of the screen of the stage when performing Quickattack on the P2 side.-There's no sound when Mimikyu disappears during one of Pikachu's intros and when called in as a striker.-The voice sound when Pikachu does his supers doesn't cut off during Quickattack if its blocked.-The voice sound when Pikachu does his supers continues playing during Quickattack if it doesn't hit.-Simplequickattacky has no dash sound.-Personal opinion, I do not like the buttons commands for Electroshock, Attacktrueno, and Electroball. Can you change it so it uses X or Y instead of both like Quickattack? Can you also make Quickattack performable with the B button as well?That's all for feedback. Will add more if I found anything else.
SolidZone 26 said, July 25, 2018, 11:40:27 am-Eco- said, July 25, 2018, 09:33:18 amhahahahaha yeah my fault, I erroneously compressed the folders.inside the zip is another folder named pikachu, thats the update, ill fix the zip now.thanks for the info. greetsFixed enjoy it.Ah, no wonder why. I hope I wasn't being rude with my last post. I completely missed that folder so I didn't know I was playing a beta, so disregard all of that since none of those issues are in the current version. Here's feedback on the update this time:-All of Pikachu's basic attacks gain back power when he doesn't hit the opponent.-All of Pikachu's supers gain back power when it hits the opponent.-Pikachu's sprites on one of his intros, standing block and Y basic attack are 1px down and doesn't match his stance's position.-Chain combos causes electrical effects around Pikachu not to finish completely.-The block fx on Electroshock, Attacktrueno, Thunder x, and Thunder y are sightly misaligned (Should be the same position as his basic attacks)-There's some dust FX on top of the screen of the stage when performing Quickattack on the P2 side.-There's no sound when Mimikyu disappears during one of Pikachu's intros and when called in as a striker.-The voice sound when Pikachu does his supers doesn't cut off during Quickattack if its blocked.-The voice sound when Pikachu does his supers continues playing during Quickattack if it doesn't hit.-Simplequickattacky has no dash sound.-Personal opinion, I do not like the buttons commands for Electroshock, Attacktrueno, and Electroball. Can you change it so it uses X or Y instead of both like Quickattack? Can you also make Quickattack performable with the B button as well?That's all for feedback. Will add more if I found anything else.wow thas a lot of feedbackill work on it these days,thanks a lot for your time and for the feedbackim planning to add a new super so will be a new update
DNZRX768 said, August 01, 2018, 06:11:49 amGlad to see another Pikachu running about. That means I can have a full team of Piakchu in MUGEN!jaja that would be great.
https://x3dos.blogspot.com chars sectionwatch the video to see the news.The Pikachu UpdateImprobed AnimationsBug Fixes Some new Moves1 Extra HyperNew Color Palsvarious moves added, included some specials.i changed the damage and some other thingsaaaaaand thats alli hope you enjoy this pikachu ,have fun
Renegade 128k said, September 02, 2018, 10:38:28 amPiiiiiiikaaaachuuuuu, awesome. Are you releasing that screenpack too?thanks, and i dont know, its so unfinished, i only use it for display purposes. saludos