Posted by KBN22
in Yuri 98 by Adamskie (Started by KBN22 January 02, 2011, 12:36:50 amBoard: Requests
Posted by KBN22
in Yuri 98 by Adamskie (Started by KBN22 January 02, 2011, 12:36:50 am
Posted by KBN22
in Sean by DG (EDIT) & Ryu by DG (UPDATE) (Started by KBN22 December 13, 2010, 03:35:42 pmAgh...I think I'll skip on this update. No ofense, its just that I prefer my SF3 chars to scale at .844, 1 so they can align better with the rest of my mugen chars (mainly SFA and CVS sprited)
Posted by KBN22
in Sean by DG (EDIT) & Ryu by DG (UPDATE) (Started by KBN22 December 13, 2010, 03:35:42 pmVery nice to hear. What got updated on Ryu this time? Just the Hadouken FX?
Posted by KBN22
in Sean by DG (EDIT) & Ryu by DG (UPDATE) (Started by KBN22 December 13, 2010, 03:35:42 pm
Posted by KBN22
in Guardian Heroes Chars by Curze (Site is Offline) (Started by KBN22 November 29, 2010, 02:16:10 pm
Posted by KBN22
in Amingo by Raaja (winmugen version) (Started by KBN22 November 06, 2010, 04:50:27 pm
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amHey dude you don't fix the align bug on launching denjin hadouken and the shinku hadouken
I Really like the new ryu's portrait
And I Think the animations of falling and these things is very bad (for me) i can fix all if you send me ryu...
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amJust tested the last update, and didn't read the rest of the topic.
I like what you're doing with this Ryu. Even though it's "just" an edit, it has some sweet ideas and neat FX.
- FIXED* Some supers (if not all) give back power.
- FIXED* I don't like how you remove the lifebars during supers, since you can't see how much powerbar you have (to perform other moves if possible) and how much you've killed the opponent. Remove them during the superpause, but not more.
- FIXED* Hadouken misses cornered opponents at close range (tested on SPO Ryu by Rikard).
- FIXED* Basics have too much juggling. I can do up to 6 or 7 s.LP and c.LP on opponents that are hit in the air.
1. I don't think that in this type of gameplay you should be able to chain supers into others (Shin Shoryuken into Shinku Hadouken, or even into itself).
2. FX have mixed styles. Hadouken is CVS, but shinkuu and denjin are MVC. Chose one please.
3. Also, I think it would look better if you removed the shadows from these FX.
4. Shinkuu Tatusmaki causes debug flood on some opponents (in state 111353 : changed to invalid action 5061).
5. If I jump over the opponent and perform an aerial Tatsumaki, it looks strange how he goes far across the screen in the wrong direction.

Posted by KBN22
in Nanaya released, Kohaku & White Len updated 2-24-11 (Started by Magical Girl Amber May 24, 2009, 11:06:44 amActually yeah
Might be a helper problem with Denjin Hadouken.

Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amYo kibanaruto22...
You should check this one.
Helper problem with Denjin Hadouken?
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am- Wall impact Fx seems to be gone when you throw an opponent backwards.
- All Shoryukens look the same and send opponent soaring Sky-High...
I was thinking about incorporating a color separation patch to him, kinda like Umihei's...Gi Top, Gi Pants, Belt, Gloves, Hair...everything separated. Let me know if you are interested.

Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amUmihei's stuff is....HORRIBAD.
Use GM's for reference.
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amBTW... jump. MP should hit twice. Dunno if that is in SF3 too...
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amFinish words on Denjin doesn´t pop up everytime...
Seems when p2 get ko´ed from one of the last hits of the Denjin, the words don´t appear...
Posted by KBN22
in Super Finish Words not Showing Up [SOLVED] (Started by KBN22 October 14, 2010, 04:13:50 amtrigger6= numhelper(3110)|| NumHelper(3111)|| NumHelper(3112)
trigger6= (helper(3110),stateno=[3099,3199])
Posted by KBN22
in Super Finish Words not Showing Up [SOLVED] (Started by KBN22 October 14, 2010, 04:13:50 am;========================<SUPER FINISH>=============================
[Statedef 8600]
type=A
velset=0,0
anim=9741
[State 8600, Sound]
type=playsnd
trigger1= !time
value=S668,0
channel=0
[State 8600, BG PalFX]
type=bgpalfx
trigger1= time<16
time=1
mul= 0, 0, 0
[State 8600, BG PalFX]
type=bgpalfx
trigger1= time=[16,24)
time=1
mul= 32*(time-16), 32*(time-16), 32*(time-16)
[State 8600, Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=[2999,3049]);2999);
var(0)=1
[State 8600, AIR Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3050,3060])
var(0)=1
[State 8600, Denjin Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3099,3199])
var(0)=6
[State 8600, Shin Shouryuu]
type=varset
trigger1= !time && (root,var(23)=[3200,3299])
var(0)=3
[State 8600, Shinkuu Tatsumaki]
type=varset
trigger1= !time && (root,var(23)=[3300,3399])
var(0)=4
[State 8600, Repuu Jinrai]
type=varset
trigger1= !time && (root,var(23)=[3400,3499])
var(0)=5
[State 8600, MvC]
type=explod
trigger1= !time
anim=8600
ID=8600
ontop=1
postype=left
pos=160,120
scale=.5,.5
bindtime=-1
removetime=32
pausemovetime=-1
supermovetime=-1
[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(8600)
ID=8600
trans= addalpha
alpha= ifelse(time<16, 256, 256-32*(time-16)), 256
[State 8600, Text]
type=explod
trigger1= !time && var(0)
anim=8610+var(0)
ID=10
ontop=1
postype=left
pos=160,120
scale=.5,.5
bindtime=-1
removetime=32
pausemovetime=-1
supermovetime=-1
[State 8600, Text]
type=explod
trigger1= !time && var(0)
anim=8610+var(0)
ID=11
ontop=1
postype=left
pos=160,120
scale=.5,.5
bindtime=-1
removetime=8
pausemovetime=-1
supermovetime=-1
[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(10)
ID=10
trans=addalpha
alpha= ifelse(time<16, 256, 256-32*(time-16)), ifelse(time<16, 0, 32*(time-16))
[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(11)
ID=11
scale= .5 + (.0625*time), .5 + (.0625*time)
trans=addalpha
alpha= 256 - (32*time), 32*time
[State 8600, Circle]
type=explod
trigger1= !time
anim=8601
ID=8601
under=1
postype=left
pos=160,120
bindtime=-1
removetime=16
pausemovetime=-1
supermovetime=-1
[State 8600, Fade]
type=modifyexplod
trigger1= numexplod(8601)
ID=8601
scale= (.25*time), (.25*time)
trans= addalpha
alpha= 256 - (16*time), 256
[State 8600, Assert]
type=assertspecial
trigger1= time<16
flag=noFG
[State 8600, Assert]
type=assertspecial
trigger1= time<24
flag=nobardisplay
[State 8600, End]
type=removeexplod
trigger1= time>=24
trigger2= roundstate<3
[State 8600, End]
type=destroyself
trigger1= roundstate<3
;--------------------------------
[State -3, Super Finish]
type=helper
triggerall= winKO && roundstate=3 && !numhelper(8600)
trigger1= movehit=1 && (stateno=[3000,4999])
trigger1= movecontact=1 && (stateno=[3000,4999])
trigger1= var(23):=stateno
trigger2 = (StateNo = [3000,3049])
trigger2= var(23):=3000
trigger3 = (StateNo = [3200,3299])
trigger3= var(23):=3200
trigger4= stateno=3300 && time<=1
trigger4= var(23):=3300
trigger5= stateno=3400 && time<=1
trigger5= var(23):=3400
trigger6= (StateNo = [3099,3199])
trigger6= var(23):=3100
trigger7= numhelper(3060)
trigger7= helper(3060),stateno = 3060
trigger7= var(23):=3050
helpertype=normal
stateno=8600
ID=8600
name="Super Finish"
postype=left
pos=160,-120
ownpal=1
pausemovetime=255
supermovetime=255
ignorehitpause=1
[Statedef 3100]
type = S
movetype= A
physics = S
juggle = 7
velset = 0,0
ctrl = 0
anim = 3100
;poweradd = 75
sprpriority = 2
[State 3100, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0
[State 3100, 1.2] ;Back Dust
type = Explod
trigger1 = Time = 1
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
supermovetime = -1
sprpriority = 3
ownpal = 1
[State 3100, 2] ;Energy (start)
type = Explod
trigger1 = Time = 7
persistent = 0
anim = 3104
postype = p1
pos=-13,-68;-10,-65
velocity = 0, 0
accel = 0, 0
removetime = 71;-2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1
scale=.25,.25
[State 3100, 3] ;Energy - level 1
type = Explod
triggerall = command = "hold_xyz" && var(30) = 0
trigger1 = Time = 78;76 + 7
persistent = 0
ID = 3105
anim = 3105
postype = p1
pos=-13,-69;-10,-65
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1
scale=.25,.25
[State 3100, 4] ;Energy - level 2
type = Explod
triggerall = command = "hold_xyz" && var(30) = 0
trigger1 = Time = 136
persistent = 0
ID = 3105
anim = 3106
postype = p1
pos=-11,-69
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1
scale=.45,.45
[State 3100, 5] ;Energy - level 3
type = Explod
triggerall = command = "hold_xyz" && var(30) = 0
trigger1 = Time = 204
persistent = 0
ID = 3105
anim = 3107
postype = p1
pos=-8,-68
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1
scale=.75,.75
[State 3100, 6] ;Remove Energies
type = RemoveExplod
trigger1 = command != "hold_xyz"
ID = 3105
;[State 3100, 6.1] ;BG charging pal
;type = BGPalFX
;trigger1 = Time = [0,40]
;add = 30,33,80 ;Floor((30 + 40 * sin((2 * pi * (time))/17.0)) + 0.5),Floor((33 + 42 * sin((2 * pi * (time))/17.0))+0.5),Floor((60 + 60 *sin((2 * pi * (time))/17.0))+0.5)
;time = 1
[State 3100, 7]
type = SuperPause
trigger1 = Time = 0;41
anim = -1;S8020
;sound = S0, 0
pos = 11, 2
movetime = 85;41
darken = 0;ifelse(Time >= 45, 1, 0);1
poweradd = -1000
bindtime = -1
sprpriority = -5
Time = 85;41
[State 3100, 8]
type = AssertSpecial
trigger1 = Time = [0, 78];[37, 78]
flag = nobardisplay
ignorehitpause = 1
[State 3100, 9]
type = AssertSpecial
trigger1 = Time = [79, 296]
trigger1 = command = "hold_xyz" && var(30) = 0
flag = nobardisplay
ignorehitpause = 1
[State 3100, 12]
type = PlaySnd
trigger1 = Time = 37
value = 30, 0
[State 3100, 9];Portrait
type = Helper
trigger1 = anim=3100 && animelem = 3
Helpertype=normal
stateno = 8890
ID = 8890
postype = p1
pos = -15,-70
ownpal = 1
supermovetime =9999
persistent=0
[State 3100, 14]
type = VarSet
trigger1 = command != "hold_xyz"
trigger1 = Time = [0, 79]
v = 30
value = Time
[State 3100, 15]
type = VarAdd
trigger1 = Var(30)
;trigger1 = Time =< 79
v = 30
value = 1
[State 3100, 16]
type = VarSet
trigger1 = command != "hold_xyz"
trigger1 = Time = [0, 135];[0,58]
v = 31
value = 0
[State 3100, 17]
type = VarSet;Add
;triggerall = var(31)
trigger1 = command != "hold_xyz"
trigger1 = Time = [136, 203];[59,126]
v = 31
value = 1
[State 3100, 18]
type = VarSet;Add
;triggerall = var(31)
trigger1 = command != "hold_xyz"
trigger1 = Time = [204, 296];[127,218]
trigger2 = Time = 296
v = 31
value = 2
;[State 3100, 19]
;type = Helper
;trigger1 = var(30) = 80
;trigger2 = command != "hold_xyz" && Time > 79 && var(30) = 0
;trigger3 = Time = 296 && var(30) = 0;259
;helpertype = normal
;name = "Denjin Projectile Dust"
;;ID = 8020
;postype = p1
;pos = 85, 5
;stateno = 8024 + var(31)
;sprpriority = 4
;ownpal = 1
;persistent = 0
;;ignorehitpause = 0
[State 3100, 20]
type = Helper
trigger1 = var(30) = 80
trigger2 = command != "hold_xyz" && Time > 79 && var(30) = 0
trigger3 = Time >= 296 && var(30) = 0;259
helpertype = normal
name = "Denjin Hadou-Ken"
ID = 3110
pos = 93, -67
postype = p1
;bindtime = -1
;facing = 1
stateno = 3110 + var(31)
ownpal = 1
[State 3100, 21]
type=afterimage
triggerall= time= 78
trigger1 = command = "hold_xyz" && var(30) = 0
time=218;296
framegap=3
length=15
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1
[State 3100, 22]
type=afterimage
trigger1 = var(30) = 76;80
trigger2 = command != "hold_xyz" && Time > 79 && var(30) = 0
trigger3 = Time = 296 && var(30) = 0
time=36
framegap=3
length=15
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1
[State 3100, 23] ;start
type = PalFX
trigger1 = Time = [9, 76]
add = Floor((23 + 40 * sin((2 * pi * (time-9))/7.0)) + 0.5),Floor((26 + 42 * sin((2 * pi * (time-9))/7.0))+0.5),Floor((59 + 60 *sin((2 * pi * (time-9))/7.0))+0.5)
;add = 23,26,59 ;30,33,60
;sinadd = 40,42,60,7
time = 1;76 ;269;296
[State 3100, 24] ;charging
type = PalFX
trigger1 = Time = [77, 135];84
trigger1 = command = "hold_xyz" && var(30) = 0
add = Floor((23 + 40 * sin((2 * pi * (time-77))/7.0)) + 0.5),Floor((26 + 42 * sin((2 * pi * (time-77))/7.0))+0.5),Floor((59 + 60 *sin((2 * pi * (time-77))/7.0))+0.5)
;add = 23,26,59 ;30,33,60
;sinadd = 40,42,60,7
time = 1;296 ;269 218
[State 3100, 25] ;charging level 2
type = PalFX
trigger1 = Time = [136, 203]
trigger1 = command = "hold_xyz" && var(30) = 0
add = Floor((0 + 40 * sin((2 * pi * (time-136))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-136))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-136))/7.0))+0.5)
time = 1;296
[State 3100, 26] ;charging level 3
type = PalFX
trigger1 = Time = [204, 296]
trigger1 = command = "hold_xyz" && var(30) = 0
add = Floor((0 + 129 * sin((2 * pi * (time-204))/7.0)) + 0.5),Floor((0 + 52 * sin((2 * pi * (time-204))/7.0))+0.5),Floor((0 + 116 *sin((2 * pi * (time-204))/7.0))+0.5)
;;add = 23,26,59 ;30,33,60
;;sinadd = 40,42,60,7
;sinadd = 129,52,116,7
time = 1;296
[State 3100, 28]
type = EnvShake
trigger1 = Time = 11
time = 6
ampl = -2
freq = 70
phase = 30
supermovetime = 1000
ignorehitpause = 1
[State 3100, 29]
type = EnvShake
trigger1 = Time = 136
time = 6
ampl = -2
freq = 70
phase = 30
supermovetime = 1000
ignorehitpause = 1
[State 3100, 30]
type = EnvShake
trigger1 = Time = 204
time = 6
ampl = -2
freq = 70
phase = 30
supermovetime = 1000
ignorehitpause = 1
[State 3100, 31]
type = PlaySnd
trigger1 = Time = 1
value = 5, 3
channel = 0
[State 3100, 32]
type = PlaySnd
trigger1 = Time = 11;78
value = 20, 1
persistent = 0
[State 3100, 33]
type = PlaySnd
trigger1 = Time = 136
value = 20, 1
persistent = 0
[State 3100, 34]
type = PlaySnd
trigger1 = Time = 204
value = 20, 1
persistent = 0
[State 3100, 35]
type = PlaySnd
trigger1 = Time = [7, 295]
value = 20, 2
channel = 1
ignorehitpause = 1
persistent = 0
loop = 1
[State 3100, 36]
type = StopSnd
trigger1 = var(30) = 80
trigger2 = command != "hold_xyz" && Time > 79
trigger3 = Time = 296
trigger4 = MoveType = H
channel = 1
ignorehitpause = 1
[State 3100, 37]
type = ChangeState
trigger1 = var(30) = 80 ;79
trigger2 = command != "hold_xyz" && Time > 79 ;78
trigger3 = Time = 296 ;259;32 239-12
value = 3101
ctrl = 0
;---------------------------------------------------------------------------
; Denjin Hadou-Ken: Helper - level 1
[Statedef 3110]
type = A
movetype= A
anim = 3110
sprpriority = 6
[State 3110, 0]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Denjin Projectile Dust"
;ID = 8020
postype = p1
pos = -8, 72 ;(85, 5) + (-93, 67)
stateno = 8024 ;+ var(31)
sprpriority = 4
ownpal = 1
persistent = 0
;ignorehitpause = 0
[state 3110, 1]
type = VelSet
trigger1 = Time = 0
x = 2
[State 3110, 2]
type = HitDef
trigger1=animelem=2||animelem=4||animelem=6
trigger2=animelem=8||animelem=10||animelem=12
trigger3=animelem=14||animelem=16
trigger4=animelem=17
;;trigger1 = Time % 6 = 0 && Time <= 45
attr = A, HP
damage = 7 + (root,var(42)), 4
animtype = Heavy
guardflag = MA
hitflag = MAFP
priority = 5 + var(43), Hit
sprpriority = 6
pausetime = 1, 1
guard.sparkno = S8200
sparkno = S8270+(random%4)
sparkxy = 10, 0
hitsound = S15, 2
guardsound = S16, 0
ground.type = Low
ground.slidetime = 27
ground.hittime = 10
ground.velocity = -3
guard.velocity = -3
airguard.velocity = -2, -1
air.type = Low
air.velocity = -2, -1
air.hittime = 10;25
fall = 1
air.fall = 1
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;guard.kill = 1
;kill = 1
;[State 3110, 4]
;type = ParentVarSet
;trigger1 = NumTarget > 0
;trigger1 = !target, IsHelper
;trigger1 = MoveHit
;v = 20
;value = 2
[State 3110, 5]
type = AssertSpecial
trigger1 = root, P2BodyDist X <= 80
flag = unguardable
ignorehitpause = 1
[State 3110, 6]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3110, 7]
type = ChangeState
trigger1 = Time >= 50
value = 3115
;---------------------------------------------------------------------------
; Denjin Hadou-Ken: Helper - level 2
[Statedef 3111]
type = A
movetype= A
anim = 3110
sprpriority = 6
[State 3111, 0]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Denjin Projectile Dust"
;ID = 8020
postype = p1
pos = -8, 72 ;85, 5
stateno = 8025 ;+ var(31)
sprpriority = 4
ownpal = 1
persistent = 0
;ignorehitpause = 0
[state 3111, 1]
type = VelSet
trigger1 = Time = 0
x = 3.5
[State 3111, 2]
type = HitDef
trigger1=animelem=2||animelem=4||animelem=6
trigger2=animelem=8||animelem=10||animelem=12
trigger3=animelem=14||animelem=16
trigger4=animelem=17
;;trigger1 = Time % 6 = 0 && Time <= 66
attr = A, HP
damage = 7 + (root,var(42)), 4
animtype = Heavy
guardflag = MA
hitflag = MAFP
priority = 5 + var(43), Hit
sprpriority = 6
pausetime = 1, 1
guard.sparkno = S8200
sparkno = S8270+(random%4)
sparkxy = 10, 0
hitsound = S15, 2
guardsound = S16, 0
ground.type = Low
ground.slidetime = 27
ground.hittime = 10
ground.velocity = -3.9 ;-9
guard.velocity = -5.5
airguard.velocity = -4.5,-1
air.type = Low
air.velocity = -3.9,-1 ;-8, -1
air.hittime = 10
fall = 1
air.fall = 1
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;guard.kill = 1
;kill = 1
[State 3111, 4]
type = AfterImage
trigger1 = Time = 0
length = 15
;PalBright = 160, 240, 140
;PalContrast = 80, 120, 220
;TimeGap = 2
FrameGap = 3
Trans = Add
time = 80
[State 3111, 5]
type = PalFX
trigger1 = Time = 0
add = 136,144,255
mul = 152,178,229
sinadd = 40,42,60,8
time = 80
;[State 3111, 6]
;type = ParentVarSet
;trigger1 = NumTarget > 0
;trigger1 = !target, IsHelper
;trigger1 = MoveHit
;v = 20
;value = 2
[State 3111, 7]
type = AssertSpecial
trigger1 = root, P2BodyDist X <= 80
flag = unguardable
ignorehitpause = 1
[State 3111, 8]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3111, 9]
type = ChangeState
trigger1 = Time >= 70
value = 3115
;---------------------------------------------------------------------------
; Denjin Hadou-Ken: Helper - level 3
[Statedef 3112]
type = A
movetype= A
anim = 3110
sprpriority = 6
[State 3112, 0]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Denjin Projectile Dust"
;ID = 8020
postype = p1
pos = -8, 72 ;85, 5
stateno = 8026 ;+ var(31)
sprpriority = 4
ownpal = 1
persistent = 0
;ignorehitpause = 0
[state 3112, 1]
type = VelSet
trigger1 = Time = 0
x = 5
[State 3112, 2]
type = HitDef
trigger1=animelem=2||animelem=4||animelem=6
trigger2=animelem=8||animelem=10||animelem=12
trigger3=animelem=14||animelem=16
trigger4=animelem=17
;;trigger1 = Time % 6 = 0 && Time <= 86
attr = A, HP
damage = 7 + (root,var(42)), 4
animtype = Heavy
guardflag = MA
hitflag = MAFP
priority = 5 + var(43), Hit
sprpriority = 6
pausetime = 1, 1
guard.sparkno = S8200
sparkno = S8270+(random%4)
sparkxy = 10, 0
hitsound = S15, 2
guardsound = S16, 0
ground.type = Low
ground.slidetime = 27
ground.hittime = 5
ground.velocity = -6.9 ;-7;-15
guard.velocity = -9
airguard.velocity = -6, -1
air.type = Low
air.velocity = -6,-1 ;-14, -1
air.hittime = 5
fall = 1
air.fall = 1
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;guard.kill = 1
;kill = 1
[State 3112, 4]
type = AfterImage
trigger1 = Time = 0
length = 15
;PalBright = 160, 240, 140
;PalContrast = 80, 120, 220
;TimeGap = 2
FrameGap = 3
Trans = add1
time = 100
[state 3112, 5]
type = PalFX
trigger1 = Time = 0
;add = 167,132,161
;mul = 129,52,116
sinadd = 129,52,116,8
time = 100
;[State 3112, 6]
;type = ParentVarSet
;trigger1 = NumTarget > 0
;trigger1 = !target, IsHelper
;trigger1 = MoveHit
;v = 20
;value = 2
[State 3112, 7]
type = AssertSpecial
trigger1 = root, P2BodyDist X <= 80
flag = unguardable
ignorehitpause = 1
[State 3112, 8]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3112, 9]
type = ChangeState
trigger1 = Time >= 90
value = 3115
;---------------------------------------------------------------------------
; Denjin Hadou-Ken: Helper (end)
[Statedef 3115]
type = S
movetype = I
ctrl = 0
anim = 3115
velset = 0, 0
sprpriority = 5
[State 3115, Denjin - P2 Dizzy]
type = TargetState
trigger1 = NumTarget > 0
trigger1 = target, StateNo = 5120 ;Get Up from LieDown
;trigger2 = target, StateNo = 12 ;&& AnimTime = 0 ;Crouch to Stand
value = 3104 ;5120 ;31050
[State 3115, 1]
type = DestroySelf
trigger1 = NumTarget > 0
trigger1 = target, StateNo = 5120 && Time > 10
trigger1 = !target, IsHelper
trigger2 = NumTarget > 0
trigger2 = target, PrevStateNo = 5120
trigger2 = target, StateNo != 31050
trigger2 = !target, IsHelper
trigger3 = NumTarget > 0
trigger3 = target, PrevStateNo = 31050
trigger3 = target, StateNo != 31050
trigger3 = !target, IsHelper
trigger4 = NumTarget > 0
trigger4 = target, IsHelper
trigger4 = AnimTime = 0
trigger5 = NumTarget = 0 && AnimTime = 0
;---------------------------------------------------------------------------
; Denjin Hadou-Ken - (move end)
[Statedef 3101]
type = S
physics = S
ctrl = 0
anim = 3101
sprpriority = 2
[State 3101, 1] ;Back Dust
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
ownpal = 0
[State 3101, 2] ;Hadou-Ken Dust
type = Explod
trigger1 = Time = 6;4
persistent = 0
anim = 8021
postype = p1
pos = 0, 9
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 4
ownpal = 1
[State 3101, 3]
type = AssertSpecial
trigger1 = Time = [0, 60]
flag = nobardisplay
ignorehitpause = 1
[State 3101, 4]
type = VarSet
trigger1 = Time = 0
v = 30
value = 0
[State 3101, 5]
type = VarSet
trigger1 = 1
v = 50
value = 1
[state 3101, 6]
type = PalFX
trigger1 = time = [0,7]
add = 160,240,240
time = 1
[state 3101, 7]
type = PalFX
trigger1 = time = [8,11]
add = 120,180,180
time = 1
[state 3101, 8]
type = PalFX
trigger1 = time = [12,15]
add = 80,120,120
time = 1
[state 3101, 9]
type = PalFX
trigger1 = time = [16,19]
add = 40,60,60
time = 1
[state 3101, 10]
type = VelSet
trigger1 = Time = [0,30]
x = -.2
[State 3101, 11]
type = MakeDust
trigger1 = Time = 2
pos = 47, -1
spacing = 1
sprpriority = -3
[State 3101, 12]
type = MakeDust
trigger1 = Time = 4
pos = 44, -1
spacing = 1
sprpriority = -3
[State 3101, 13]
type = MakeDust
trigger1 = Time = 6
pos = 40, -1
spacing = 1
sprpriority = -3
[State 3101, 14]
type = MakeDust
trigger1 = Time = 8
pos = 35, -1
spacing = 1
sprpriority = -3
[State 3101, 15]
type = Width
trigger1 = Time = [1, 38]
value = 20, 5
[State 3101, 17]
type = EnvShake
trigger1 = Time = 0
time = 13
ampl = -4
freq = 60
phase = 30
supermovetime = 1000
ignorehitpause = 1
[State 3101, 18]
type = PlaySnd
trigger1 = Time = 1
value = 2, 0;3000,0
channel = 17
[State 3101, 19]
type = PlaySnd
trigger1 = Time = 1
value = 18, 0
[State 3101, 20] ;code by SodonHID, adapted
type = ScreenBound
trigger1 = P2MoveType = H ;|| BackEdgeBodyDist < -1
;trigger1 = NumHelper(3110) > 0
;trigger1 = Helper(3110), MoveHit
;trigger2 = NumHelper(3111) > 0
;trigger2 = Helper(3111), MoveHit
;trigger3 = NumHelper(3112) > 0
;trigger3 = Helper(3112), MoveHit
trigger2 = NumTarget > 0
value = 0
movecamera = 0,0
[State 3101, 21] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType = H
;trigger1 = NumHelper(3110) > 0
;trigger1 = Helper(3110), MoveHit
;trigger2 = NumHelper(3111) > 0
;trigger2 = Helper(3111), MoveHit
;trigger3 = NumHelper(3112) > 0
;trigger3 = Helper(3112), MoveHit
;;trigger1 = BackEdgeBodyDist <= -1
trigger2 = NumTarget > 0
value = 9000
ctrl = 0
[State 3101, 22] ;code by SodonHID, adapted
type = ChangeState
triggerall = !animtime
trigger1 = P2MoveType != H
;;trigger1 = BackEdgeBodyDist > -1
;trigger1 = NumHelper(3110) > 0
;trigger1 = Helper(3110), MoveHit = 0
trigger2 = NumTarget < 1
;trigger2 = NumHelper(3111) > 0
;trigger2 = Helper(3111), MoveHit = 0
;trigger3 = NumHelper(3112) > 0
;trigger3 = Helper(3112), MoveHit = 0
value = 0
ctrl = 1
Posted by KBN22
in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 amProjectile Dust on LP Hadouken & LP Shakunetsu Hadouken is faster then the fireball...
I do liked the old dash fx & sound better... but it´s ok.
Posted by KBN22
in MDD's Palette Dimension Of Chaos(I Summon the Colors: Rolento by Warusaki) (Started by Rozay June 11, 2010, 04:22:50 am