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KBN22

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Messages by KBN22

    

Re: Ryu by DG (UPDATED 10/9/10)

 October 10, 2010, 09:22:52 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

Try it against your own Ryu... Shoryuken of the "Reppuu Jinrai Shou" will miss.

Oh I see, Ok fixed! Something to do with his CLSNs so I just Made the last attack CLSNs a tad larger and it should be fine now...still lookin for something else to work on.. ;P Thanks bro!!

EDIT: Ok Fixed my Crappy Fixes, made the Denjin hit at even numbers, changed the Fade FX on the Finish BG

EDIT: FIXED NoBarDisplay on Shinkuu-Hadouken and Denjin Hadouken Supers

EDIT: FIXED Projectile Dust

EDIT: FIXED Hadouken Projectiles pos, added new Air Dash lines, New X Scale for Ryu
    

Re: Ryu by DG (UPDATED 10/9/10)

 October 10, 2010, 05:03:15 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

Didn´t had time to test further... but...

Last hits of the "Reppuu Jinrai Shou" misses Ryu, when in the corner.

Ok, I tested it out and I got P2 to get hit in the corner with the last attack, also I added a new Finish hit BG for Ryu, Thanks again bro!!!

EDIT: Re-Uploaded Added Fade to Finish hit BG... ENJOY!!
    

Re: Ryu by DG (UPDATED 9/23/10)

 September 24, 2010, 02:17:28 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

Ok, I updated Ryu again, this time I added PotS Style Lettering to his Super Finish BG..along with making some minor fixes..ENJOY!!!

10/9/10 EDIT:

I fixed the Denjin Super so that the Finish Words will pop up, also added a slight BGpalFX to the Supers
    

Re: Adding PotS Style words to Super Finish BG

 September 21, 2010, 09:51:45 pm View in topic context
 Posted by KBN22  in PotS Style words to Super Finish BG [SOLVED] (Started by KBN22 September 21, 2010, 07:39:36 pm
 Board: M.U.G.E.N Development Help

Here's a video showing wut I'm talking about:
http://www.youtube.com/watch?v=yia0mDcS19c

I finally figured out the Denjin HAdouken problem through some trial and error,
but I'm still having troubles with these last three states

EDIT: Also fixed the Air Shinkuu Hadouken
EDIT: Another problem if I change:

[State 8600, Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=2999) ;[3000,3049])<THIS
var(0)=1

Then Shinkuu Hadouken words show up but Air Shinkuu disappear..WTF?!?!
I tried changing the Air Hadouken state to 4050, but the words still are missing..
I've tried everything, and I'm really exhausted..any help would be awesome.

Here's The Shinkuu Hadouken State:
Code:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken
[Statedef 3000]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 7                     
velset = 0,0                     
ctrl = 0                         
anim = 3000                       
;poweradd = 75                   
sprpriority = 2

[State 3000, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0

[State 3000, 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
sprpriority = 3
ownpal = 1
supermovetime = -1
removeongethit = 1

[State 3000, 2] ;Back Dust (shinkuu hadou-ken)
type = Explod
trigger1 = Time = 84
persistent = 0
anim = 8020
postype = p1
pos = 11, 2
velocity = 0, 0
accel = 0, 0
removetime = 83;171
sprpriority = 3
ownpal = 1
;supermovetime = -1
removeongethit = 1

[State 3000, 3] ;Energy
type = Explod
trigger1 = Time = 7
persistent = 0
anim = 3005
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 13
supermovetime = -1
bindtime = -1
ownpal = 1
removeongethit = 1

;[State 3000, 4.0]
;type = SuperPause
;trigger1 = Time = 0;, 44]
;anim = -1
;movetime = 44
;darken = 0
;sprpriority = 3
;Time = 44

;[State 3000, 4.05] ;BG charging pal
;type = BGPalFX
;trigger1 = Time = [0,44]
;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)
;;mul = 152,178,229
;time = 1

[State 3000, 4.1]
type = SuperPause
trigger1 = Time = 0;45;53
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 = 3
Time = 85;41

[State 3000, 8]
type = PlaySnd
trigger1 = Time = 41
value = 30, 0

[State 3000, 9];Portrait
type = Helper
trigger1 = anim=3000 && animelem = 3
Helpertype=normal
stateno = 8890
ID = 8890
postype = p1
pos = -20,-70
ownpal = 1
supermovetime =9999
persistent=0

[State 3000, 10]
type = Helper
trigger1 = Time = 84;96
helpertype = normal
name = "Shinkuu Hadou-Ken"
ID = 3010
pos = 93, -67
postype = p1
bindtime = -1
;facing = 1
stateno = 3010 
ownpal = 1

[State 3000, 11]
type=afterimage
trigger1= time= 78
time=90
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 3000, 12] ;charging shinkuu hadou-ken (thanks SMI)
type = PalFX
trigger1 = Time = [7,83]
trigger1 = time < 84
add = Floor((30 + 40 * sin((2 * pi * (time-7))/7.0)) + 0.5),Floor((33 + 42 * sin((2 * pi * (time-7))/7.0))+0.5),Floor((60 + 60 *sin((2 * pi * (time-7))/7.0))+0.5)
;mul = 152,178,229
time = 1

[State 3000, 13] ;executing shinkuu hadou-ken (thanks SMI)
type = PalFX
trigger1 = Time = [84,171]
add = Floor((0 + 40 * sin((2 * pi * (time-84))/5.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-84))/5.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-84))/5.0))+0.5)
time = 1

[state 3000, 14]
type = VelSet
trigger1 = Time = [90, 120];[102, 132] 
x = -.2

[State 3000, 15]
type = MakeDust
trigger1 = Time = 93;105
pos = 47, -1
spacing = 1
sprpriority = -3

[State 3000, 16]
type = MakeDust
trigger1 = Time = 95;107
pos = 44, -1
spacing = 1
sprpriority = -3

[State 3000, 17]
type = MakeDust
trigger1 = Time = 97;109
pos = 40, -1
spacing = 1
sprpriority = -3

[State 3000, 18]
type = MakeDust
trigger1 = Time = 99;111
pos = 35, -1
spacing = 1
sprpriority = -3

[State 3000, 19]
type = Width
trigger1 = Time = [84, 104]
value = 25, 5

[State 3000, 21]
type = EnvShake
trigger1 = Time = 84
time = 85
ampl = -2
freq = 70
phase = 30
supermovetime = 1000
ignorehitpause = 1

[State 3000, 22]
type = PlaySnd
trigger1 = Time = 1
value = 5, 0
channel = 0

[State 3000, 23]
type = PlaySnd
trigger1 = Time = 85
value = 2, 0;3000,0
channel = 17

[State 3000, 24]
type = PlaySnd
trigger1 = Time = [7, 83]
value = 20, 2
channel = 1
ignorehitpause = 1
persistent = 0
loop = 1

[State 3000, 25]
type = StopSnd
trigger1 = Time = 84
channel = 1
ignorehitpause = 1

[State 3000, 26]
type = ChangeState
trigger1 = Time = 171;183
value = 3001
ctrl = 0

;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken: Helper
[Statedef 3010]
type    = A
movetype= A
anim = 3010
sprpriority = 6

[State 3010, 1]
type = BindToRoot
trigger1 = 1
pos = 93, -67
time = -1
ignorehitpause = 1

[State 3010, 2]
type = HitDef
trigger1 = Time % 3 = 0 && Time <= 72
attr = A, HP                     
damage = 4 + (root,var(42)), 2                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFP                 
priority = 6 + var(43), Hit               
sprpriority = 6
pausetime = 0, 2
guard.sparkno = S8200;-1;
sparkno = Sifelse((Random < 330),8500,ifelse((Random = [330,660]),8501,8502)) ;S8500
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)), 0 ;(thanks GGN)
hitsound = S20, 0                 
guardsound = S16, 0               
ground.type = Low               
ground.slidetime = 57;27
ground.hittime  = 20             
ground.velocity = -5
airguard.velocity = -1     
air.type = Low                 
air.velocity = -5, -1           
air.hittime = 20
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

[State 3010, 3]
type = HitDef
trigger1 = Time > 72
attr = A, HP                     
damage = 7 + (root,var(42)), 4                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFP                 
priority = 7 + var(43), Hit               
sprpriority = 6
pausetime = 0, 2
guard.sparkno = S8200;-1; 
sparkno = -1;S8500                     
sparkxy = 0, 0             
hitsound = S20, 0                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 50
ground.hittime  = 20             
ground.velocity = -26, -7
airguard.velocity = -5
air.type = High                 
air.velocity = -28, -9           
air.hittime = 20
fall = 1
air.fall = 1
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5

;[State 3010, 4] ;Super Guard Sparks
;type = Explod
;triggerall = NumExplod(8200) = 0
;trigger1 = NumTarget > 0
;trigger1 = MoveGuarded && Time < 163
;persistent = 1
;anim = 8200
;ID = 8200
;postype = left;p2
;pos = floor(160.5 + target, pos x), 145 ;20(+160), -40  (thanks SMI)
;velocity = 0, 0
;accel = 0, 0
;removetime = -2
;sprpriority = 7
;ownpal = 0
;scale = 0.5,0.5

[State 3010, 5]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = MoveHit
v = 20
value = 2

[State 3010, 6]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3010, 7]
type = PlaySnd
trigger1 = Time = 1
value = 30, 3
channel = 2
ignorehitpause = 1

[State 3010, 8]
type = StopSnd
trigger1 = root, MoveType = H
channel = 2
ignorehitpause = 1

[State 3010, 9]
type = DestroySelf
trigger1 = AnimTime = 0 ;Time = 86
trigger2 = parent, MoveType = H
trigger3 = parent, StateNo != 3000

;---------------------------------------------------------------------------
; Shinkuu Hadou-Ken - (move end)
[Statedef 3001]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 3001
sprpriority = 2

[State 3001, 1]
type = VarSet
trigger1 = 1
v = 50
value = 1

[State 3001, 2] ;code by SodonHID, adapted
type = ScreenBound
trigger1 = P2MoveType = H ;|| BackEdgeBodyDist < -1
;;;trigger1 = Helper(3010), MoveHit
;trigger1 = NumHelper(3010) > 0
;trigger1 = Helper(3010), MoveHit
trigger2 = NumTarget > 0
value = 0
movecamera = 0,0

[State 3001, 3] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType = H
;;;trigger1 = BackEdgeBodyDist <= -1
;triggerall = NumHelper(3010) > 0
;triggerall = Helper(3010), MoveHit
trigger2 = NumTarget > 0
value = 9000
ctrl = 0

[State 3001, 4] ;code by SodonHID, adapted
type = ChangeState
triggerall = AnimTime = 0
trigger1 = P2MoveType != H
;;;trigger1 = BackEdgeBodyDist > -1
;triggerall = NumHelper(3010) > 0
;triggerall = Helper(3010), MoveHit = 0
trigger2 = NumTarget < 1
value = 0
ctrl = 1

And here's the ShinShouryuu-Ken states:
Code:
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shin Shouryuu-Ken (start)
[Statedef 3200]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 7                     
velset = 0,0                     
ctrl = 0                         
anim = 3200                       
;poweradd = 75                   
sprpriority = 2                 

[State 3200, 1]
type = PosSet
trigger1 = PrevStateNo = 3300
y = 0

[State 3200, 1.2] ;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 = 1

[State 3200, 2]
type = SuperPause
trigger1 = Time = 1;53
anim = -1;S8020
;sound = S0, 0
pos = 11, 2
movetime = 41;0
darken = 0
poweradd = -1000
bindtime = -1
sprpriority = 3
Time = 41

[State 3200, 3]
type = AssertSpecial
trigger1 = Time = [1, 100]
flag = nobardisplay
ignorehitpause = 1

[State 3200, 6]
type = PlaySnd
trigger1 = Time = 1
value = 30, 0

[State 3200, 9];Portrait
type = Helper
trigger1 = anim=3200 && animelem = 1
Helpertype=normal
stateno = 8891
ID = 8890
postype = p1
pos = -26,-53
ownpal = 1
supermovetime =9999
persistent=0

[State 3200, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA                     
damage = 75 + var(42), 8                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFD                 
priority = 5 + var(43), Hit               
pausetime = 0, 38;36
;snap = 0, 0
guard.sparkno = S8200               
sparkno = S8270+(random%4)                     
sparkxy = -15, -71             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = Low               
ground.slidetime = 25
ground.hittime  = 40;70             
ground.velocity = 0 ;-.3
airguard.velocity = -.1
air.type = Low                 
air.velocity = 0 ;-.4
air.hittime = 32
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
kill= ifelse(anim=3200, (numenemy>1), (numtarget!=numenemy))

[State 3200, 9] ;Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 52
persistent = 0
anim = 8505
postype = p2
pos = 8, -95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .85,.85

[State 3200, 10] ;Medium Energy (1)
type = Explod
triggerall = var(40) != 0 && var(40) != 1 && var(40) != 3
trigger1 = var(40) = 2 && AnimElem = 3
persistent = 0
anim = 1120
ID = 1120
postype = p1
pos = 30, -31
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
removeongethit = 1
bindtime = -1
ownpal = 1

[State 3200, 11] ;Big Energy (1)
type = Explod
triggerall = var(40) != 0 && var(40) != 1 && var(40) != 2
trigger1 = var(40) = 3 && AnimElem = 3
persistent = 0
anim = 1120
ID = 1120
postype = p1
pos = 30, -31
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 3
removeongethit = 1
bindtime = -1
ownpal = 1

[State 3200, 12]
type=afterimage
trigger1 = Time = 0
time=150
framegap=3
length=10
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1


[State 3200, 13] ;level 1 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 2 && Time = [0, 60]
add = Floor((20 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((23 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((50 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 20,23,50
;sinadd = 40,42,60,7
time = 1;60

[State 3200, 14] ;level 2 & 3 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 3 && Time = [0, 60]
add = Floor((0 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 0,14,95
;sinadd = 40,42,60,7
time = 1;60

[State 3200, 15]
type = VarSet
;trigger1 = var(40) != 0
trigger1 = MoveHit
v = 20
value = 2

[State 3200, 16]
type = HitBy
trigger1 = 1
value = SCA, HA,NP,SP,HP

[State 3200, 18]
type = PlaySnd
trigger1 = Time = 2;1
value = 5, 4
channel = 0
supermovetime = 1000
ignorehitpause = 1

[State 3200, 19]
type = PlaySnd
trigger1 = MoveHit
value = 20, 3
trigger1 = Time = 50;48
channel = 1
supermovetime = 1000
ignorehitpause = 1
persistent = 0

[State 3200, 20]
type = PlaySnd
trigger1 = MoveHit
value = 18, 1
trigger1 = Time = 49;48
channel = 4
supermovetime = 1000
ignorehitpause = 1
persistent = 0

[State 3200, 21]
type = PlaySnd
trigger1 = MoveHit
;trigger2 = MoveHit != 1
;trigger2 = AnimElem = 5, = 2
value = 5, 2
channel = 0
supermovetime = 1000
ignorehitpause = 1
persistent = 0

[State 3200, 22]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit
value = 3201

[State 3200, 23]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveHit != 1
value = 3202

;---------------------------------------------------------------------------
; Shin Shouryuu-Ken (Close)
[Statedef 3201]
type    = S                     
movetype= A                     
physics = S                                       
velset = 0,0                     
ctrl = 0                         
anim = 3201                       
;poweradd = 75                   
sprpriority = 2                 

[State 3201, 1]
type = AssertSpecial
trigger1 = Time = [0, 275]
flag = nobardisplay
ignorehitpause = 1

[State 3201, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA                     
damage = 75 + var(42), 8                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFD                 
priority = 5 + var(43), Hit               
pausetime = 1, 28   
;snap = 60, ifelse(target, StateType = A, -50, 0)
guard.sparkno = S8200             
sparkno = S8270+(random%4)                     
sparkxy = -15, -71             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 25
ground.hittime  = 22;60             
ground.velocity = 0;-.3             
airguard.velocity = -.1     
air.type = High                 
air.velocity = 0;-.3           
air.hittime = 22
palfx.time = 51
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
kill= (numtarget!=numenemy) || (animelem=20)

[State 3201, 3]
type = HitDef
trigger1 = Time = 56;57 60 ;AnimElem = 19
attr = A, HA                     
damage = 80 + var(41), 9                 
animtype = Heavy                 
guardflag = MA                 
hitflag = MAFD                 
priority = 5 + var(43), Hit               
pausetime = 0, 0 ;8,4 
guard.sparkno = S8200             
sparkno = S8270+(random%4)                     
sparkxy = -15, -71             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 25
ground.hittime  = 1;21             
ground.velocity = -3,-19             
airguard.velocity = -1.9,8     
air.animtype = High                 
air.velocity = -2,-17           
air.hittime = 32
fall = 1
air.fall = 1
palfx.time = 110
palfx.add = 160,240,140
palfx.mul = 80,120,220
palfx.sinadd = 80, 80, 80, 5
;kill= (numtarget!=numenemy) || (animelem=20)

[State 3201, 4] ;Super Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 38
persistent = 0
anim = 8505
postype = p2
pos = 8, -95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .85,.85

[State 3201, 5] ;Super Launcher Spark
type = Explod
trigger1 = MoveHit
trigger1 = Time = 59
persistent = 0
anim = 8505
postype = p2
pos = 8, -135;-95
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 7
ownpal = 1
supermovetime = 1000
pausemovetime = 1000
ignorehitpause = 1
scale = .9,.9

[State 3201, 6] ;Remove Energy (1)
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 1120

[State 3201, 7] ;level 1 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 2 && Time = [0, 105]
add = Floor((20 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((23 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((50 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 20,23,50
;sinadd = 40,42,60,7
time = 1;105

[State 3201, 8] ;level 2 & 3 efect
type = PalFX
triggerall = var(40) != 0 && var(40) != 1
trigger1 = var(40) = 3 && Time = [0, 105]
add = Floor((0 + 40 * sin((2 * pi * (time-0))/7.0)) + 0.5),Floor((14 + 42 * sin((2 * pi * (time-0))/7.0))+0.5),Floor((95 + 60 *sin((2 * pi * (time-0))/7.0))+0.5)
;add = 0,14,95
;sinadd = 40,42,60,7
time = 1;105

[State 3201, 9]
type = VarSet
;trigger1 = var(40) != 0 && var(40) != 1
trigger1 = MoveHit
v = 20
value = 2

[State 3201, 10]
type = StateTypeSet
trigger1 = Time = 57
statetype = A
movetype = A
physics = A

[State 3201, 11]
type = HitBy
trigger1 = Time = [0, 54]
value = SCA, SA,HA,NP,SP,HP

[State 3201, 12]
type = HitBy
trigger1 = Time = [55, 98]
value = SCA, HA,NP,SP,HP

[State 3201, 13]
type = VelSet
trigger1 = Time = 55;64;16
;x = 9.7
y = -10.1

[State 3201, 14]
type = VelSet
trigger1 = Time = 66;18
;x = 9.1
y = -16.1

[State 3201, 15]
type = VelSet
trigger1 = Time = 69;21
;x = 5.3
y = -19.1

[State 3201, 16]
type = VelSet
trigger1 = Time = 76;71;23
;x = 2.95
y = -15.1

[State 3201, 17]
type = VelSet
trigger1 = Time = 79;74;26
;x = 1.6
y = -7.1

[State 3201, 18]
type = VelSet
trigger1 = Time = 83;78;30
;x = .7
y = -3.3

[State 3201, 19]
type = VelSet
trigger1 = Time = 86;81;33
;x = .05
y = -1.3

[State 3201, 20]
type = VelSet
trigger1 = Time = 90;85;37
;x = 0
y = -.9

[State 3201, 21]
type=afterimage
trigger1 = Time = 0
time=150
framegap=2
length=10
palbright=0,0,0
paladd=0,0,0
palmul=.9,.9,.9
palcontrast=120,120,120
palpostbright=0,0,0
trans=add1

[State 3201, 23]
type = PlaySnd
trigger1 = Time = 55
value = 2, 1
channel = 0
ignorehitpause = 1

[State 3201, 24]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Time = 37;35
value = 20, 3
channel = 2
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 25]
type = PlaySnd
trigger1 = MoveHit
trigger1 = Time = 57;55
value = 20, 3
channel = 3
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 26]
type = PlaySnd
trigger1 = Time = 36;35
value = 18, 1
channel = 4
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 27]
type = PlaySnd
trigger1 = Time = 56;55
value = 18, 1
channel = 4
supermovetime = 1000
;ignorehitpause = 1

[State 3201, 28]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

[State Electric]
type=helper
trigger1= movehit && numtarget && numhelper(8311)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=8311
ID=8311
name="Electricity"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
    

PotS Style words to Super Finish BG [SOLVED]

 September 21, 2010, 07:39:36 pm View in topic context
 Posted by KBN22  in PotS Style words to Super Finish BG [SOLVED] (Started by KBN22 September 21, 2010, 07:39:36 pm
 Board: M.U.G.E.N Development Help

I recently decided to add PotS style Letters to my Super Finish BG....
I've gotten some to work, but I'm still having problems with 2 states..
My biggest concern is that I can't get words for my Shinkuu Hadouken..
And changing the code slightly will allow words on one hadouken but remove them
On the other...
See Next post

Here's the Super Finish code along with the -3 Helper:

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)=[3000,3049])
var(0)=1

[State 8600, Denjin Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3100,3199])
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, AIR Shinkuu Hadouken]
type=varset
trigger1= !time && (root,var(23)=[3050,3099])
var(0)=1

[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= var(23):=stateno
trigger2= numhelper(3010)
trigger2= helper(3010),stateno=3010
trigger2= var(23):=3000
trigger3= stateno=3202 && time<=1
;trigger3= stateno=3201 && (animelemtime(19) = [0, 1])
trigger3= var(23):=3200
trigger4= var(23):=3300
trigger4= stateno=3300 && time<=1 
trigger5= var(23):=3400
trigger5= stateno=3400 && time<=1
trigger6= numhelper(3110)
trigger6= (helper(3110),stateno=[3110,3112])
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
    

Re: Hadouken Help!!

 September 20, 2010, 03:41:53 am View in topic context
 Posted by KBN22  in Hadouken Help!! [SOLVED] (Started by KBN22 September 20, 2010, 02:40:59 am
 Board: M.U.G.E.N Development Help

I mean it goes boom and destroys itself, then p2 lies on the ground for a sec and not until he stands back up can I fire another hadouken...
 
Here's the code for the last fire Hadouken and its helper end state:
Code:
;---------------------------------------------------------------------------
; Fire Hadou-Ken: Helper - Z
[Statedef 1015]
type    = A
movetype= A
anim = 1010
sprpriority = 3

[State 1015, 0]
type = Helper
triggerall = parent, Pos Y = 0
trigger1 = Time = 0 ;AnimElem = 5
helpertype = normal
name = "Projectile Dust"
postype = p1
pos = 6, 71 ;54, 5
stateno = 8022
sprpriority = 4
ownpal = 1
persistent = 0

[state 1015, 1]
type = VelSet
trigger1 = Time = 0
x = 5

[State 1005, Assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 1015, 2]
type = HitDef
trigger1 = Time = 0 && P2BodyDist X > 80
attr = A, SP                     
damage = floor(100 + (root,var(41))/(1+(root,Var(19)/5.0))), 7
animtype = Heavy                 
guardflag = MA                 
hitflag = MAF                 
priority = 5 + var(43), Hit               
sprpriority = 3
pausetime = 2, 2     
guard.sparkno = S8200           
sparkno = S8271
sparkxy = 0, 0             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 20
ground.hittime  = 25             
ground.velocity = -5,-5;-10, -5
airguard.velocity = -5
air.type = High                 
air.velocity = -4,-4;-9, -4           
air.hittime = 25
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 1015, 3]
type = HitDef
trigger1 = Time = 0 && P2BodyDist X <= 80
attr = A, SP                     
damage = floor(105 + (root,var(41))/(1+(root,Var(19)/5.0))), 8
animtype = Heavy                 
guardflag = MA                 
hitflag = MAF                 
priority = 5 + var(43), Hit               
sprpriority = 3
pausetime = 3, 3 
guard.sparkno = S8200               
sparkno = S8271
sparkxy = 0, 0             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 20
ground.hittime  = 25             
ground.velocity = -5,-5;-15, -7
airguard.velocity = -5
air.type = High                 
air.velocity = -4,-4;-14, -6           
air.hittime = 25
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 1015, 4]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = parent, P2BodyDist X > 140;80
trigger1 = MoveHit
v = 20
value = 3
ignorehitpause = 1

[State 1015, 5]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = parent, P2BodyDist X <= 140;80
trigger1 = MoveHit
v = 20
value = 4
ignorehitpause = 1

[State 1015, 6]
type = HitBy
trigger1 = 1
value = SCA, NP,SP,HP

[State 1015, 7]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP,NA,NP,SP,HP,NT,HT
stateno = 1016
time = -1

[State 1015, 8]
type = ChangeState
trigger1 = MoveContact || BackEdgeDist < -45 || FrontEdgeDist < -45
value = 1016

[State 1015, flames]
type=helper
trigger1= movehit && numtarget && numhelper(8300)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=8300
ID=8300
name="flames"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
;---------------------------------------------------------------------------
; Hadou-Ken: Helper (end)
[Statedef 1016]
type = A
movetype = I
ctrl = 0
anim = 1011
velset = 0, 0
sprpriority = 2

;[State 1016, var(51)]
;type = ParentVarSet
;trigger1 = 1;Time = 0
;v = 51
;value = 1
;ignorehitpause = 1

[State 1005, Assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 1016, 1]
type = DestroySelf
triggerall = Time > 10 ;AnimTime = 0
trigger1 = P2MoveType != H ;NumTarget = 0


EDIT: I figure it has something to with the var(20) - which is just an electric Fire hits var.. wut kind of var can I make so that I can hit his get hit/recovery states?

EDIT: FIXED, turned out to be a poor coded DestroySelf trigger, here's the new one:
[State 1016, 1]
type = DestroySelf
triggerall = Time >= 10       
trigger1 = Parent, anim != 1011
    

Hadouken Help!! [SOLVED]

 September 20, 2010, 02:40:59 am View in topic context
 Posted by KBN22  in Hadouken Help!! [SOLVED] (Started by KBN22 September 20, 2010, 02:40:59 am
 Board: M.U.G.E.N Development Help

I recently added this to my CMD, in order to stop multiple Hadoukens
from appearing on the screen at the same time.
Code:
triggerall= ifelse(!var(20),!numhelper(1005) && !numhelper(1006) && !numhelper(1007),1) && !numhelper(1013) && !numhelper(1014) && !numhelper(1015)
But whenever I use my fire Hadouken, I can't fire another one
until P2 completely recovers, even when hes flat on the ground.
Is there any way to get it so I can Fire my hadoukens when hes in his get hit states?

1005-1007 are the Hadouken Helpers
1013=1015 are the Fire Hadouken Helpers

EDIT: I figure it has something to with the var(20) - which is just an electric Fire hits var.. wut kind of var can I make so that I can hit his get hit/recovery states?
    

Re: Ryu by DG (UPDATED 9/19/10)

 September 19, 2010, 09:19:25 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

:thumbsup: I like the new super sparks, very nice...
 - KO p2 after a dizzy state ...Strange ko animation there...
 -  ¬_¬ I can cancel a ground forward/back dash into a jump??
 - after a Shakunetsu knockdown I can do another Hadouken only after p2 gets up

Updated Link!! New Super Sparks on all Supers...ENJOY!!

The Dizzy Dead state is something most SF3 chars had I assume..it's just a weird Death

I'll look into the Dash/Jump problem later
EDIT: It's actually in the Hop Forward/Backward state, you can cancel Dash by punching Kicking Jumping Crouching, etc...Don't know if I'll change this or not

Same with the Fire Hadouken problem..should only take a small stateno code in the CMD
    

Re: Ryu by DG (UPDATED 9/18/10)

 September 18, 2010, 08:47:39 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

Character falls way too fast and has little pausetime check
He can still throw multiple aerial hadokens on screen.
Add a superspark along with ther super background.

 :sugoi: Great Feedback as always!! I went ahead and tried out the pausecheck and I love it, Thank you. Next update I'll add a seperate Def&CMD for Ryu w/o Ashura/Air Dash

I Went ahead and also added a Special Spark for the Supers, although I'll probably end up making a more PotS-esque style spark for his Supers later on...
 --;  Oh and added the One Hadouken Air code too, cant believe I overlooked that..

Thanks Guys, I truly do appreciate the help!!
    

Re: Ryu by DG (UPDATED 9/17/10)

 September 18, 2010, 04:14:04 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!! Fixed CHP Launcher height,Now only one hadouken on screen at a time,New Fade effect for Hyper portrait,more CvS hitsparks..ENJOY!!
    

Re: MalaDingDong's Palettes

 September 17, 2010, 08:53:50 pm 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

Could we get some cool palettes for YAMAKICHI's Cloud (BRI edit of course)?
And maybe Jesuszilla's Felicia as well?
    

Re: Ryu by DG (UPDATED 9/16/10)

 September 17, 2010, 03:20:59 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

    

Re: Ryu by DG (UPDATED 9/16/10)

 September 17, 2010, 06:27:04 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

I hope you don't mind kibanaruto22, but I made a SF4 English Ryu SND for this character.
Sound effects are the same, but almost all voice was replaced with the English Ryu sounds from SF4. Includes sounds for the intro and win poses.
Tell me what you all think.

Rock on, still has some Japanese SNDs in there though..um...not really my cup of tea...also worth mentioning,it works for DG's original Ryu as well..so there's that...yea
    

Re: Ryu by DG (UPDATED 9/16/10)

 September 16, 2010, 09:14:00 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

 ;D Probably would've been a good thing to fix that..Ok Updated Link, works fine Now!! THNX again man, you've really helped me out alot!!
    

Re: Seoi Nage Throw Problems [Quick Question]

 September 13, 2010, 03:28:27 pm View in topic context
 Posted by KBN22  in Seoi Nage Throw Problems [SOLVED] (Started by KBN22 September 11, 2010, 03:46:15 am
 Board: M.U.G.E.N Development Help

Cool, I tried this:

[State 820]
type = targetfacing
trigger1 = (target,stateno = 820) && var(57)
trigger1 = animelemtime(1) = 0
value= -1

But it didnt seem to have any effect...even if I switched the Throw attempt hitdef for p2facing from ifelse (command = "holdback", -1, 1) to just 1...it still had no effect..P2 either faces 1 or -1 the entire thrown state...
    

Re: Seoi Nage Throw Problems [SOLVED]

 September 13, 2010, 01:10:20 am View in topic context
 Posted by KBN22  in Seoi Nage Throw Problems [SOLVED] (Started by KBN22 September 11, 2010, 03:46:15 am
 Board: M.U.G.E.N Development Help

One more quick question:
Is there a way of taking this same concept of not turning until animelem of 2,
and applying it to P2's Thrown state?
Is there a special state that allows for P2 facing?

Code:
[State 800]
type = VarSet
trigger1= !Time
v = 57
value = 0

[State 800]
type = VarSet
trigger1= Command = "holdback"
v = 57
value = 1

[State 801]
type = turn
triggerall = Time && var(57)
trigger1 = animelemtime(2) = 0
value = -1


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT         
hitflag = M-         
priority = 1 + var(43), Miss   
sparkno = S8250
sparkxy = 13, -68
hitsound = S16, 1     
sprpriority = 1       
p1facing = 1
p2facing = ifelse (command = "holdback", -1, 1)         
p1stateno = 801       
p2stateno = 820       
guard.dist = 0       
fall = 1       
       
    

Re: Ryu by DG (UPDATED 9/12/10)

 September 13, 2010, 12:06:01 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

Yeah, nice!  :thumbsup:

I do think dizzy state is a bit too short...

Yea, Re-Uploaded. I went ahead and put the time from 60 to 100 (DG's original Dizzy time)
I guess originally I thought it too much, but with these neat new Dizzy FX, it doesnt seem that long now  ;D

Well I guess now it's time to fix that Shinkuu Tatsumaki...not really looking forward to it..but it needs to be done...THNX again Bro...

EDIT:Went ahead and Semi-Fixed the Seoi Nage Thrown state..until I can figure out how to get P2's state to not turn until animelem 2....

EDIT:Added Regular hitsparks for Basic attacks

EDIT:THNX to Hadoabuser again for fixing the seoi nage THROWN state also added new launcher sprite, ENJOY!!
    

Re: Ryu by DG (UPDATED 9/11/10)

 September 12, 2010, 12:51:41 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

Yes, throw is fixed.  :sugoi:

Oh, just a suggestion... If you find Dizzy FX & SND, use more then just one (like in SF2 - Stars, chickens, little Grim Reapers with corresponding sounds). Details, but I like those in chars...

Just like the wind sound in your "Relex" win animation.  :2thumbsup: I added the assertspecial, roundtnotover to this win animation too.

Ooppss, forgot to add it to that state as well, lol..ReUploaded THNX
I was having such a horrible time adding the Dizzy SND to other players from their 5300 dizzy state, I figured it might be easier to just add sound to an explod that hovers above their heads during their dizzy state...but I'm still having troubles with that as well, but I'll certainly add the stars,birds and reapers as soon as I figure out how to get the whole sound issue to work, so far I got it all to work with Ryu's Dizzy state, but other players are not responding to it..urrggg

EDIT:Added Dizzy FX to P2 Custom Dizzy state (Denjin Hadouken Dizzy!!)
    

Re: Seoi Nage Throw Problems [ONE MORE PROBLEM]

 September 12, 2010, 12:14:08 am View in topic context
 Posted by KBN22  in Seoi Nage Throw Problems [SOLVED] (Started by KBN22 September 11, 2010, 03:46:15 am
 Board: M.U.G.E.N Development Help

It's cool, Hadoabuser helped me out...just added a var to the turn state from the throw attempt state

[State 800]
type = VarSet
trigger1= !Time
v = 57
value = 0

[State 800]
type = VarSet
trigger1= Command = "holdback"
v = 57
value = 1

[State 801]
type = turn
triggerall = Time && var(57)
trigger1 = animelemtime(2) = 0
value = -1

It works flawlessly now...except for the p2s thrown state..which I'll probably end up asking for help on later  ;P

THNX again bro!!!
    

Re: Ryu by DG (UPDATED AGAIN 9/11/10)

 September 11, 2010, 03:46:20 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

;D

Normal situation, p1 is left side, p2 on the right...
Forward + HP(z) Seoi Nage throws p2 back on HIS side (right)...
Back + HP(z) Seoi Nage should throw p2 on p1 side (left)... thus switching sides...

Oh ok I got it, it seems that the ctrl for seoi nage is a holdback cmd, he'll switch sides if you make sure to HOLD back during the throw..if you only holdback to just initiate the throw then it comes off as a regular forward throw...it's weird, I'll see if I can fix that

THNX again  :sugoi:

EDIT: BIG THANKS to Hadoabuser for his help with the Seoi Nage throw...should be fixed now..all that's left to do is add some Dizzy FX and SND, re-code the Shinkuu Tatsumaki and possibly add in more CVS style FX..along with re-doing the entire CLSNs..Oh and fixing the p2 throw state for the Seoi Nage..hmmm