Posted by Doggiedoo
in Valdoll/Scion from Warzard/Red Earth (Started by Doggiedoo February 09, 2008, 05:58:34 pmBoard: Projects
Destruction Rain on the other hand is based on it's max level form, with 5 meteors. Do any other things change with level?
Thanks for the comments! <3
EDIT: BTW, does anyone know what moves, if any, he has while jumping? I've seen him send one of his dragons down to bite, but only once, and I'm not sure if that was a ground move that he jump-cancelled out of.
EDIT2: Couple of things to note. In case anyone reading this is unaware, Valdoll is a final boss. In his original incarnation, he is absurdly cheap, except that his AI plays lazily. All his Magilis Sentinel (dragon) moves can be cancelled (after startup) into most of his other moves, including his invincible teleport, invincible dash, and even his guard. Chaos Destiny is fast, unblockable, has full screen range, hits jumping opponents, and looks similar to his other Magilis Sentinel moves until it hits. It can also lead to an instant KO on most characters, if followed up effectively. In Warzard, there's no restriction on when he can use it, but in Mugen it will be a level 2 (possibly 3) super for the sake of some form of fairness.
Secondly, his sprite is aligned closer into the foreground (i.e. lower on the screen) than most others. This has been preserved in Mugen to prevent too many characters from crouching under his attacks, and to make it look like they're actually hitting something when they use a low attack against Valdoll. His shadow has been adjusted accordingly, so it shouldn't look too bad (observe the reflections underneath him and Blade in the screenshots).
After letting him loose in watch mode, I'm wondering if an AI should be added at all... he does well enough with just random spam.








1st post updated. Thanks for aligning Valdoll's sprites as well, it's been nice and easy getting his essentials in place.
So it's either no pause, meaning partners can still fight and helpers still move in the background, or the risk of errant AI activation when button mashing. Should a switch between the two be added, or is one preferred over the other? (Config.txt getting kinda bloated, have to be wary of adding new options now)
Never seen him perform one, and it's not mentioned on GameFaqs either (at least the faqs I read). Also not clear on Alukutos, whether it's his horizontal swing (standing B in Mugen) or his uppercut (standing A).
), if you mean that Blade's opponent starts going haywire, and not Blade himself, it's probably a bug in his opponent's AI activation code. Don't think it's possible for Blade to start up another character's AI without causing additional, massive glitching. However, if it consistantly happens against Blade and Blade alone, then it needs looking at.



