Board: Edits & Add-ons

jamielashley is Offline
Contact jamielashley:
truly amazin'!
thanks to you, saisyu's 10 years younger
For the guys like this style, like me.xD
I fixed his combos like a capcom character
I fixed his air attacks
[youtube]https://www.youtube.com/watch?v=jsG9uLtcY_0&feature=youtu.be[/youtube]
Link bellow the descripcion
Thanks: Chazzanova.! and Dampir for this epic char.
Thanks: Infinity for let me used his capcom code
Have you considered perhaps using Marancv's "cvs" sprites for dudley instead?
http://marancv.infinitymugenteam.com/spritepacks.html
Tested with love & feeback:
No anouncer for finest KO.
No meduim to hard rush combo. (MK,MK,HP) I know it will be for the update.
Incorrect input command for jet upper.
Rape throw is random(HK) cant grab em unless dudley wants to...
Rolling thunder has delay and/then executes????
No Counter Attack while blocking (C,A,S,N, & EX-Groove)
I know this was your 1st char & and im perpusely proud that you converted him CVS Styled.
Just nippicking errors and hope this will be helpful in future updates...
quick question, the super background looks good, but how does it compare on a non-black background? It looks bright and very flashy
they aren't many good SFA conversions of her.You rather mean there aren't ANY.
And yeah, that's mostly why I'm eagerly waiting for BC's version.
;----------------------------------------------------------------
[Statedef 1300, C r o s s C o u n t e r]
type = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
facep2 = 1
[State 1300, 1]
type = Posset
trigger1 = Time = 0
y = 0
[State 1300, 2]
type = varset
trigger1 = Time = 0 && !var(59)
var(5) = ifelse(Command = "cross1", 0, ifelse(Command = "cross2",1, 2))
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = 0
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = enemynear,StateType = S && (enemynear,stateno = [200,999])
trigger1 = Time = 0
var(5) = 1
[State 1100, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = enemynear,StateType = C && (enemynear,stateno = [200,999])
trigger1 = Time = 0
var(5) = 2
[State 1300, 5]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse(!var(5), 1300, ifelse(var(5)=1, 1310, 1320))
[State 1035, 2]
type = ReversalDef
triggerall = !var(5)
trigger1 = enemy,statetype = A
trigger1 = AnimElemTime(1) > 0
attr = S, SA
reversal.attr = A, NA, SA, HA
pausetime = 0,36
sparkno = -1
hitsound = S810,0
sprpriority = -1
persistent = 1
p1stateno = 1310
p2facing = 1
getpower = 35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
[State 1035, 2]
type = ReversalDef
triggerall = var(5) > 0
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(13) < 0
attr = S, SA
reversal.attr = SC, NA
pausetime = 0,36
sparkno = -1
hitsound = S810,0
sprpriority = -1
p1stateno = 1310
p2facing = 1
getpower = 35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
[State 1300, 7]
type = NotHitBy
trigger1 = !var(5) && Time < 36
trigger2 = var(5) > 0 && Time < 50
value = SCA
[State 1300]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------
[Statedef 1310]
type = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1350
[State 1310, 1]
type = Posset
trigger1 = Time = 0
y = 0
[State 1360]
type = Explod
trigger1 = AnimElem = 3, = 1
anim = 1351
sprpriority = -2
ownpal = 1
id = 1351
pos = 0,0
scale = const(size.xscale),const(size.yscale)
[State 1360]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,16
[State 1360]
type = Helper
trigger1 = Vel X != 0
trigger1 = P2bodydist X = [-50,50]
stateno = 1320
id = 1320
ownpal = 1
pos = 0,0
postype = p2
sprpriority = -999
name = "CC2"
persistent = 0
[State 1360]
type = Explod
trigger1 = AnimElem = 5
anim = 1390
sprpriority = 4
pos = 0,0
ownpal = 1
id = 1390
bindtime = -1
scale = const(size.xscale),const(size.yscale)
[State 1360]
type = VelSet
trigger1 = AnimElem = 4,>= 0
trigger1 = AnimElem = 6,< 0
x = 25
[State 1360]
type = VelSet
trigger1 = AnimElem = 6
trigger2 = p2dist X < -80
x = 0
[State 1360]
type = PlayerPush
trigger1 = 1
value = 0
[State 1360]
type = Width
trigger1 = 1
value = 20,20
[State 1310, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Animelem = 6
value = ceil(ifelse((268*fvar(10))<7,7,(268*fvar(10))))
[State 1310, Time]
type = AfterImageTime
trigger1 = Animtime = 0
time = 0
[State 1360]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------
[Statedef 1320]
type = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
anim = 1355
[State 1320, 1]
type = Posset
trigger1 = Time = 0
y = 0
[State 3001, VarAdd]
type = VarAdd
trigger1 = time = 1
ignorehitpause = 1
var(50) = 5000
[State -3,Super]
type = Helper
trigger1 = Time = 0
id = 8070
name = "GUARD CANCEL"
pos = 25,ifelse(!var(5),-94,ifelse(var(5)=1,-55,-25))
postype = P1
stateno = 8070
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
persistent = 0
size.xscale = 1
size.yscale = 1
[State 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = AnimElem = 3
time = 999
TimeGap = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast = 50,50,150
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1
[State 1365, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = diagup
air.animtype = diagup
damage=ceil(ifelse((268*fvar(10))<7,7,(268*fvar(10)))),ceil(ifelse((268*fvar(10)/8)<7,7,(268*fvar(10)/8)))
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(14*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10,-70
hitsound = s2,2
guardsound = s1,0
ground.type = high
ground.slidetime = 25
ground.hittime = 30
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
fall.recover = 0
guard.velocity = -12
airguard.velocity = -5
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .6
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -70
[State 1365]
type = NotHitby
trigger1 = 1
value = SAC
[State 1365]
type = DestroySelf
trigger1 = Time = 5
Dudelooks like your almost there
Looking forward for the end result. We have to link
UWI is anally raping me rite now
All the best bro.
you might want to use these
http://mugenguild.com/forumx/index.php?topic=96522.0
What do you mean by rocket uppercut being inconsistent? Also, F12 is your friend.