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KBN22

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Messages by KBN22

    

Yuri 98 by Adamskie

 January 02, 2011, 12:36:50 am View in topic context
 Posted by KBN22  in Yuri 98 by Adamskie (Started by KBN22 January 02, 2011, 12:36:50 am
 Board: Requests

Does anyone still have Yuri 98 by Adamskie? The only Version I can find is poorly done Hentai version. 
    

Re: Sean by DG (EDIT) & Ryu by DG (UPDATE)

 December 13, 2010, 07:21:13 pm View in topic context
 Posted by KBN22  in Sean by DG (EDIT) & Ryu by DG (UPDATE) (Started by KBN22 December 13, 2010, 03:35:42 pm
 Board: Edits & Add-ons

Agh...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)

Rock on, I went ahead and added a CvS Scale Patch for Both chars and re-Realigned the FX...
    

Re: Sean by DG (EDIT) & Ryu by DG (UPDATE)

 December 13, 2010, 06:15:38 pm View in topic context
 Posted by KBN22  in Sean by DG (EDIT) & Ryu by DG (UPDATE) (Started by KBN22 December 13, 2010, 03:35:42 pm
 Board: Edits & Add-ons

Very nice to hear. What got updated on Ryu this time? Just the Hadouken FX?

I touched up some of the loose pixels on the sprites, also fixed some vels with the hadoukens...as well as rescaled him to .90, 1.05 SF3 accurate and had to realign all the FX....and I'm pretty sure there were some other things I forgot too since my last release.. ;P
    

Sean by DG (EDIT) & Ryu by DG (UPDATE)

 December 13, 2010, 03:35:42 pm View in topic context
 Posted by KBN22  in Sean by DG (EDIT) & Ryu by DG (UPDATE) (Started by KBN22 December 13, 2010, 03:35:42 pm
 Board: Edits & Add-ons

    

Guardian Heroes Chars by Curze (Site is Offline)

 November 29, 2010, 02:16:10 pm View in topic context
 Posted by KBN22  in Guardian Heroes Chars by Curze (Site is Offline) (Started by KBN22 November 29, 2010, 02:16:10 pm
 Board: Requests

Does anyone have the updated Golden Silver and Proto Silver by Curze? I'm actually looking for any of his Guardian Heroes characters, infoseek webs is dead and I'm not sure if he has another Site up or not, Thanks.
Constancechaos@aol.com
    

Amingo by Raaja (winmugen version)

 November 06, 2010, 04:50:27 pm View in topic context
 Posted by KBN22  in Amingo by Raaja (winmugen version) (Started by KBN22 November 06, 2010, 04:50:27 pm
 Board: Requests

Looking for Amingo by Raaja winmugen version, I saw all his chars are now 1.0
THNX!!  :sugoi:
my Email: constancechaos@aol.com
    

Re: Ryu by DG (UPDATED 10/20/10)

 October 21, 2010, 02:31:01 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Updated Ryu! New Denjin and S.Hadouken, also all FX are now HiRes!! ENJOY!!!

EDIT: Removed that Horrid Afterimage from the Denjin Hadouken, fixed some sprites and added a SF4 palette in the ACT folder...

EDIT2: Fixed Hadouken Vels and anim time
    

Re: Ryu by DG (UPDATED AGAIN 10/18/10)

 October 19, 2010, 03:26:58 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Ahh I see wut you meant about the Tatsumaki, I went ahead and changed the Velocity on the kicks so the opponent doesnt do a hail mary across the screen..
Also I tried using PotS FX on this edit and they looked Horri-bad!!
SO I added some Placeholder FX until I can find something with a more CvS style feel to them that I like..although I do like how these FX look compared to the Old ones.. also removed the Shadows...

EDIT: 10-19-10
Minor fix to the Air Tatsumaki Vel

EDIT2: 10-19-10
Changed Denjin Color to match S.Hadouken

EDIT3: 10-19-10
Added Radial Blur to Denjin FX

EDIT4: 10-19-10
And on the fourth edit, man discovered Contrast   --;
    

Re: Ryu by DG (UPDATED AGAIN 10/17/10)

 October 18, 2010, 07:21:46 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Hey dude you don't fix the align bug on launching denjin hadouken and the shinku hadouken  :P

I Really like the new ryu's portrait ;P

And I Think the animations of falling and these things is very bad (for me) i can fix all if you send me ryu...

Sure, the download is in the first post.
    

Re: Ryu by DG (UPDATED AGAIN 10/16/10)

 October 17, 2010, 10:55:04 pm View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Just 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.

1. I always liked how DG's Ryu could chain Supers, like doing the ShinkuuTatsumaki into the ShinkuuHadouken.
   With the next update I will make sure that they cant chain into them selfs though..not quite sure how to do that yet..
2. I havent been able to find any Shinkuu Hadouken/Denjin FX that go well with this Ryu...
   I've been trying to "Hi-Res" those images by doubling the scale and using Radial Blur, but I'm
   still having troubles fine tuning the images..the edges stand out..
3. I dont mind the shadows either..if I ever finish the "hi-res" FX, I'll see how it looks w/o them..
4. State 5061 is Air Fall Comming down, some chars dont have this..The same debug happens with PotS Ryu's Special Kick.
5. I cant seem to dupilcate the Strange aerial Tatsumaki across the screen...

EDIT: Oh yea, and THNX for the feedback  :sugoi:
EDIT2: You were totally right about the Supers Chaining as well..It makes for a better character.  FIXED,Reuploaded
EDIT3: Reuploaded Again..messed up the CMD, my bad!!
    

Re: Kohaku released, Youmu updated 10-15-10

 October 17, 2010, 04:06:59 am View in topic context
 Posted by KBN22  in Nanaya released, Kohaku & White Len updated 2-24-11 (Started by Magical Girl Amber May 24, 2009, 11:06:44 am
 Board: Your Releases, older Mugen

    

Re: Ryu by DG (UPDATED AGAIN 10/16/10)

 October 17, 2010, 04:06:00 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

    

Re: Ryu by DG (UPDATED AGAIN 10/14/10)

 October 16, 2010, 05:36:17 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

- 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.

Awesome, some great ideas here! I went ahead and made the shouryuukens different.

As for the Wall Impact FX, I put them back on the Backwards throws, I'm still having some trouble getting them to work with the special Kick states though...

Eventually I'll make it so only certain pals have the Ashura Teleport.
Also made it so the Dust FX dont trigger until the electricity kicks in.

If you're willing to do a color separation patch for DG's Ryu, then by all means...that would be so kickass!!

THNX for all the Feedback, you guys are helping make this a better edit everytime you comment..  :sugoi:

EDIT:
YES!!! Finally Fixed it so that the Hit Wall Sparks work on the Special Kick state (111350)
UPDATED LINK!!

EDIT: Fixed Denjin Enegy pos, and Shouryuuken yaccel
    

Re: Ryu by DG (UPDATED 10/14/10)

 October 15, 2010, 04:19:20 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Umihei's stuff is....HORRIBAD.
Use GM's for reference.

I checked GM's too, I just wanted to see if SF3 Ryu did a double hit for the Medium Air Punch (moving) Before I added in another hitdef...
    

Re: Ryu by DG (UPDATED 10/14/10)

 October 15, 2010, 01:54:42 am View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

BTW... jump. MP should hit twice. Dunno if that is in SF3 too...

I checked Umihei's SF3 Ryu, and his does it, so I went ahead and added it to this edit as well.... Updated Link!!! THNX again for the Feedback bro!!  :sugoi:
    

Re: Ryu by DG (UPDATED 10/13/10)

 October 14, 2010, 11:39:09 pm View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Finish words on Denjin doesn´t pop up everytime...   :S

Seems when p2 get ko´ed from one of the last hits of the Denjin, the words don´t appear...

Big Thanks to BC for helping me with this problem...I think I got it all fixed up now...
I tried countless different triggers for the DestroySelf, but just ended up taking the -1 out of the Denjin END Anim & replaced it with a loop of a blank anim...seemed to do the trick..
    

Re: Super Finish Words not Showing Up

 October 14, 2010, 04:20:02 pm View in topic context
 Posted by KBN22  in Super Finish Words not Showing Up [SOLVED] (Started by KBN22 October 14, 2010, 04:13:50 am
 Board: M.U.G.E.N Development Help

I've changed that code multiple times,I've tried everything.

Code:
trigger6= numhelper(3110)|| NumHelper(3111)|| NumHelper(3112)
trigger6= (helper(3110),stateno=[3099,3199])

Either Way the code works fine its just that the Denjin Hadoukens last few hits dont trigger the words...it must be something to do with the Denjin state....I just cant figure it out for the life of me..

I got it to work once by adding && time>=1 to the Numhelper code, but it caused the denjin words to pop up if I used the denjin, it didnt kill, and then after that I kO P2 with a normal attack...So I'm just kinda stumped....THNX
    

Super Finish Words not Showing Up [SOLVED]

 October 14, 2010, 04:13:50 am View in topic context
 Posted by KBN22  in Super Finish Words not Showing Up [SOLVED] (Started by KBN22 October 14, 2010, 04:13:50 am
 Board: M.U.G.E.N Development Help

I've managed to get all 5 Supers to activate the Super Finish Words, but the last few hits on the Denjin Hadouken Fails to activate the words.I've tried adding many different triggers to the -3 code, but it still fails.IS there anything here that could be messing up?

Here's a video of what I'm talking about:
http://www.youtube.com/watch?v=mWrR5OmAso4

Code:
;========================<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

Code:
[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
    

Re: Ryu by DG (UPDATED 10/12/10)

 October 13, 2010, 08:28:38 pm View in topic context
 Posted by KBN22  in Ryu by DG (UPDATED 5/9/11) (Started by KBN22 August 13, 2010, 10:35:00 am
 Board: Edits & Add-ons

Projectile Dust on LP Hadouken & LP Shakunetsu Hadouken is faster then the fireball...  ;P

I do liked the old dash fx & sound better... but it´s ok.  :-X

Ahh, I didnt see that before, THNX bro..Fixed and updated link...
As for the Air Dash, I was just tired of the old lines and SND, decided to use the TvC Dash sound and MvC2 Dash lines to change things up a little  :sugoi:
    

Re: MalaDingDong's Palettes

 October 12, 2010, 02:35:58 am View in topic context
 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
 Board: Edits & Add-ons

O_o Amazing Bro!! That Strider Cloud is Epic and those Felicia Palettes are the best I've ever seen, ROCK ON!!  :sugoi: