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Messages by gamespy

    

Re: .... how many characters do you like to keep?

 February 29, 2008, 01:14:32 pm View in topic context
avatar  Posted by gamespy  in .... how many characters do you like to keep? (Started by Cornholio January 07, 2008, 04:27:17 am
 Board: M.U.G.E.N Discussion

As of right now, there are 24 characters who I'd like to cut down to 20 on screen characters with probably 4-10 off screen characters.
    

Re: All the chars CvS update by Warusaki3

 February 18, 2008, 11:39:10 am View in topic context
avatar  Posted by gamespy  in All the chars CvS update by Warusaki3  (Started by Linustate January 31, 2008, 05:20:47 pm
 Board: Found Releases

Hmmmm... this was who I could have matched those with:

CvS2 IoXX - Iori's the only name that could have matched
CvS2 AXXX - Adon, Alex, Alba, Andy (from Fatal Fury), Area (from the SF EX series), Asra (this was how his name was originally spelled in Samurai Shodown 64)
CvS2 GaXX - Gato or Gaoh
CvS2 MuXXX - Mukai. If there was one more X, it could have been Mudman, Mukuro or Muscle from World Heroes
    

Does anyone know of a music program to edit music files for MUGEN?

 February 04, 2008, 12:57:55 pm View in topic context
avatar  Posted by gamespy  in Does anyone know of a music program to edit music files for MUGEN? (Started by gamespy February 04, 2008, 12:57:55 pm
 Board: Off-Topic Help

Most of the characters that I have play a music file on their stage that ends with the music lowering (end of play) to restart again.

However, there are some characters who have edited music files. These type of files are when the music stops at the correct time so that when it restarts, it doesn't sound as if the music is restarting, rather a continuous song for the stage.

Does anyone know of a program where this is possible to do?
    

Re: All the chars CvS update by Warusaki3

 February 02, 2008, 12:44:50 pm View in topic context
avatar  Posted by gamespy  in All the chars CvS update by Warusaki3  (Started by Linustate January 31, 2008, 05:20:47 pm
 Board: Found Releases

Is Haohmaru the only character that had additions in their movelists?

Because the last time that I checked, Warusaki added Haohmaru's Sword Slash Attack (the HCB + 2P attack). Now, it's his Sake Attack.

And it's also very nice that he gave Haohmaru's eyes a palette so it can now be changed to white. ;D
    

Re: Haohmaru's Cyclone Slash have different effects with different palettes

 January 28, 2008, 01:16:37 pm View in topic context
avatar  Posted by gamespy  in Haohmaru's Cyclone Slash have different effects with different palettes (Started by gamespy January 27, 2008, 03:23:00 pm
 Board: M.U.G.E.N Configuration Help

Alright, then. I don't believe that I made myself clear so I'll give an example below:

For palettes 1 -6, a QCF + P attack will render a fireball
For palettes 7 - 12, the same QCF + P attack will render a 3 hit punching combo

So, the same motion will cause 'different effects' with different palettes.

That's what I was explaining.
    

Re: Haohmaru's Cyclone Slash have different effects with different palettes

 January 28, 2008, 02:50:28 am View in topic context
avatar  Posted by gamespy  in Haohmaru's Cyclone Slash have different effects with different palettes (Started by gamespy January 27, 2008, 03:23:00 pm
 Board: M.U.G.E.N Configuration Help

Oh no. It's not palette effects that I'm talking about.

When I said different effects, I'm referring to attacks or effects that differ for different palettes.
    

Re: Haohmaru's Cyclone Slash have different effects with different palettes

 January 27, 2008, 03:25:06 pm View in topic context
avatar  Posted by gamespy  in Haohmaru's Cyclone Slash have different effects with different palettes (Started by gamespy January 27, 2008, 03:23:00 pm
 Board: M.U.G.E.N Configuration Help

And this is from his CNS file:

[Statedef 1000]
type = S
movetype = A
physics = S
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0
ctrl = 0

[State 1000, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1000, VarSet]
type = VarSet
triggerall = !var(59)
trigger1 = Time = 0
var(5) = ifelse(Command = "ù•——ôŽa1", 0, ifelse(Command = "ù•——ôŽa2", 1, 2))

[State 1000, VarSet]
type = VarSet
triggerall = !var(59)
triggerall = fvar(29)
trigger1 = Time = 0
var(5) = ceil(fvar(29))%10

[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = random%3

[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse(!var(5), 1000, ifelse(var(5) = 1, 1010, 1020))

[State 3001, Width]
type = Width
trigger1 = AnimElem = 15
trigger2 = AnimElem = 17
player = 0,9

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 16

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 10
x = 8

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 15
trigger2 = AnimElem = 17
x = -24

[State 220, Position]
type = PosAdd
trigger1 = AnimElem = 16
x = -16

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000, 0
channel = 0

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 12

[State 1000,Super]
type = Helper
trigger1 = AnimElem = 7
id = 7300
name = "senpu"
pos = 45,0
postype = P1
stateno = 7300
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;‰œ‹`@ù•——ôŽai”ò‚Ñ“¹‹ïj
[Statedef 7300]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7300
sprpriority = 4

[State 9000, Assert]
type = null;AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

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

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)

[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(12) = parent,var(12)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)

[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 3.375 + (Var(5)*1.6875)

[State 1000, Voice]
type = PlaySnd
trigger1 = time = 0
value = 1000, 1
channel = 0

[State -2, VoicePos]
type=sndpan
trigger1=1
channel=0
pan=0
ignorehitpause=1

[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(1005) = 1
fvar(26) = 1
persistent = 0

[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(1005) = 1
var(4) = 1
persistent = 0

[State 1000, Proj]
type = Projectile
trigger1 = time = 1
projanim = 7350
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage=ceil(ifelse((14*fvar(10))<7,7,(14*fvar(10)))),ceil(ifelse((14*fvar(10)/8)<7,7,(14*fvar(10)/8)))
animtype = Heavy
air.animtype = diugup
hitflag = MAF
guardflag = MA
pausetime = 4,ceil(9*(2-parent,var(18))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = 0, -40
hitsound = S2,15
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -1, -10.5-var(5)
guard.velocity = -8
air.velocity = -1, -10.5-var(5)
airguard.velocity = -5.33,-1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
air.juggle = ifelse(parent,fvar(4)||parent,fvar(27)>0,0,8)
envshake.time = 8
envshake.ampl = 2
ProjID = 1005
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
fall.damage = ceil(ifelse(((56+(var(5)*7))*fvar(10))<7,7,((56+(var(5)*7))*fvar(10))))

[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0

[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(1005) = 1
ignorehitpause = 1
var(1) = 1

[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1

[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1

[State -3, Blocking5]
type = helper
triggerall = root,fvar(15)
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,-40
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)

[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1005)
value = 7305

;---------------------------------------------------------------------------
;‰œ‹`@ù•——ôŽai”ò‚Ñ“¹‹ïjiÁ–Łj
[Statedef 7305]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State -3, Blocking5]
type = helper
triggerall = !NumHelper(8130)
triggerall = root,fvar(15)
trigger1 = root,projhittime(1005) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1

[State 1100, Voice]
type = PlaySnd
triggerall = !parent,var(36)
trigger1 = time = 1
value = 1, 1

[State 902, Shock]
type = PalFX
trigger1 = 1
time = 1
add = -time*20,-time*20,-time*20

[State 4110, DestroySelf]
type = DestroySelf
trigger1 = time = 12


I thought that var(59) indicates what attacks can be used with what palettes but that does not seem to be the case here.

Any help will be appreciated.
    

Haohmaru's Cyclone Slash have different effects with different palettes

 January 27, 2008, 03:23:00 pm View in topic context
avatar  Posted by gamespy  in Haohmaru's Cyclone Slash have different effects with different palettes (Started by gamespy January 27, 2008, 03:23:00 pm
 Board: M.U.G.E.N Configuration Help

When Haohmaru uses his Cyclone Slash, for palettes 7 to 12, he seems to be able to recover and attack the opponent when they're falling down.

This is from Haohmaru's CMD file:

[State -1, hadouken]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = !var(2)
triggerall = roundstate = 2
triggerall = !NumProjID(1005) && !NumProjID(1405)
triggerall = Command = "ù•——ôŽa1" || Command = "ù•——ôŽa2" || Command = "ù•——ôŽa3" || floor(fvar(29)*.1) = 1000
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) > 1) || stateno = 101 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(1) < 4)
trigger4 = StateNo = 211 && (var(16) || animelemtime(2) < 0) && prevstateno != 830
trigger5 = StateNo = 211 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2)) && prevstateno = 830
trigger6 = StateNo = 220 && (var(16) || animelemtime(2) < 0)
trigger7 = StateNo = 221 && (var(16) || animelemtime(2) < 0)
trigger8 = StateNo = 230 && (var(16) || animelemtime(2) < 1 || (var(36) = 1||var(36) = 2))
trigger9 = StateNo = 240 && (var(16) || animelemtime(2) < 0)
trigger10 = StateNo = 241 && (var(16) || animelemtime(2) < 1 || (var(36) = 1||var(36) = 2))
trigger11 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 251 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 400 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 410 && (var(16) || animelemtime(2) < 0)
trigger15 = StateNo = 420 && (var(16) || animelemtime(2) < 0)
trigger16 = StateNo = 430
trigger17 = StateNo = 440 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger18 = StateNo = 450 && (var(16) || animelemtime(2) < 0)
trigger19 = stateno = 300 && (var(16) || animelemtime(2) < 0 || (var(36) = 1||var(36) = 2))
trigger20 = stateno = 310 && (var(16) || animelemtime(3) < 0)
trigger21 = (StateNo = [1000,1799]) && var(36) && var(16)
trigger22 = (StateNo = [3000,3199]) && var(5) = 1 && (var(36) = 1||var(36) = 3)
ignorehitpause = 0
    

Re: sf3alex_Theme_cvsnb_style]\

 January 24, 2008, 11:32:24 pm View in topic context
avatar  Posted by gamespy  in C.V.S.N.B's music (Started by C.v.s The Abstract September 23, 2007, 03:36:51 am
 Board: Your Releases, older Mugen

    

Re: sf3alex_Theme_cvsnb_style]\

 January 24, 2008, 11:16:04 pm View in topic context
avatar  Posted by gamespy  in C.V.S.N.B's music (Started by C.v.s The Abstract September 23, 2007, 03:36:51 am
 Board: Your Releases, older Mugen

Hmmmm......

I'm not too sure about this one.

While Alex's theme as a whole is an awesome song, this conversion... something seems 'missing'. I honestly cannot put my finger on it.

But while we're on the subject of Alex's "Jazzy NYC", I must say that your SF3 remake of his song that you did last year sounds very excellent. ;D ;D ;D

Straight out of a CGI movie from a Final Fantasy game, this is what I thought of when I played it.
    

Re: [HIGH-RES] Samurai Spirits Tenkaichi Kenkakuden Screenpack

 January 24, 2008, 05:38:02 pm View in topic context
avatar  Posted by gamespy  in Samurai Spirits Tenka Screenpack UPDATE 1/28 [HIGH-RES] (Started by YagamiC4 January 24, 2008, 09:20:27 am
 Board: Projects

Is that Shikyoh between Yuki and Musashi?

And Okina's hat made him look like a different person in that picture.

Their portraits could be lifted up so that we can see their faces.

Nice screenpack, though. ;D ;D ;D

Reminds me of a cross over game that SNK should have made years ago since Last Blade never really had an end (LB3 was never completed as well as Mark of the Wolves 2).
    

How many of you have at least one of the original 10 and the first version?

 January 24, 2008, 02:02:26 pm View in topic context
avatar  Posted by gamespy  in How many of you have at least one of the original 10 and the first version? (Started by gamespy January 24, 2008, 02:02:26 pm
 Board: M.U.G.E.N Discussion

When most of us started MUGEN, we collected at least 10 characters before expanding our rosters.

However, have any of you kept any of the original 10 that you have to this day?

1 has remained in my roster and that is Whip by H'.

"First version"?

When you downloaded a character, you may have also noticed that there are other versions out there as well. However, how many of you have kept the first version of a character that you downloaded as well.

For me, it's also Whip.

I have never downloaded or even looked for another version as Whip by H' is a great conversion.

Discuss.
    

Re: P.o.t.S.' WIP

 January 23, 2008, 05:10:15 pm View in topic context
avatar  Posted by gamespy  in P.o.t.S.' WIP (old, Nakoruru + Geese) (Started by PotS September 06, 2007, 11:19:42 pm
 Board: Projects

Oye, POTS/CATS/LOTS/Cyanater/*Future name*, I downloaded your Guy recently and I must say, I like the character quite a lot. ;D

However, one thing that I altered with him is his Tessinhou super move. I thought that should be a Level 2 move seeing as how it's relatively a new move (for Guy at least) and Guy is the only character that didn't have a Level 2 super move.

Thought I would say that since people were giving feedback on your other characters. ;D ;D
    

Two 'odd' questions concerning MUGEN characters

 January 21, 2008, 09:32:31 pm View in topic context
avatar  Posted by gamespy  in Two 'odd' questions concerning MUGEN characters (Started by gamespy January 21, 2008, 09:32:31 pm
 Board: M.U.G.E.N Configuration Help

I have two questions that seem rather 'odd' to ask because they aren't really noticeable unless you pay very close attention to your characters.

1) How to jump over characters in a corner
When I knock down a character in a corner, usually I can jump over them and end up in the corner. However, some characters do not seem to have that ability. Usually, in fighting games you wouldn't be able to but since only 3 of the characters that I have do not have this, I wanted them to be the same as the others. How do I do this?

2) When a character jumps over another, they might not turn around immediately
Certain characters do not turn immediately when they jump over another. And their air attacks will still behave as if they are facing their original side. How can I fix this?

Thanks for any help given.
    

When I made a request topic, I'm sent to an older one

 January 10, 2008, 01:27:38 pm View in topic context
avatar  Posted by gamespy  in When I made a request topic, I'm sent to an older one (Started by gamespy January 10, 2008, 01:27:38 pm
 Board: Feedback

I just made a topic requesting Juzoh from Last Blade but when I entered the new topic, I'm sent back to an older topic I created and I am not too sure why.

Anyone else has this problem?
    

Re: Ibuki

 January 02, 2008, 06:42:47 pm View in topic context
avatar  Posted by gamespy  in Ibuki (Started by SNT January 02, 2008, 11:38:51 am
 Board: Projects

Yippeee!!!! ;D ;D ;D Best news I've read for the year so far. Ibuki is the rarest Street Fighter character for MUGEN and this is great to hear.

About Ibuki's Kasumi Gake, if I had the chance to create her, I would have made the move a teleport. Ibuki's image from her forward dash would have been left behind as the effects from her QCF + K throw would be Ibuki dashing forward.

If you want help on the 13 3rd Strike palettes, I would be glad to help. ;D ;D ;D

Best of luck with her.
    

The invincible B. Jenet / What are the Reversal types?

 December 31, 2007, 03:07:35 am View in topic context
avatar  Posted by gamespy  in The invincible B. Jenet / What are the Reversal types? (Started by gamespy December 31, 2007, 03:07:35 am
 Board: M.U.G.E.N Configuration Help

B. Jenet (KOF XI version by Fervicante) is an excellent character who I enjoy playing.

She has a super move called An Oi Mademoiselle which counters attacks. However, this seems to be able to counter ANY and EVERYTHING. The only attacks that cancels her counter are projectile attacks.

When helpers such as May's whale attacks, Nakoruru's falcon attacks and other types of helpers attack B. Jenet, she turns them into a clone of the character while performing the super move.

This is her information:

; An Oi Mademoiselle
[Statedef 3200]
type    = S
movetype= A
physics = S
anim = 3200
juggle = 8
velset = 0,0
poweradd = -2000
ctrl = 0
sprpriority = 2

[State 3200, 1]
type = ReversalDef
trigger1 = time = 0
attr = S, HT
reversal.attr = SCA,NA,SA,HA
pausetime = 10,0
sparkno = S8010
hitsound = S201,1
p2facing = 1
p1stateno = 3210
p2stateno = 3220
numhits = 0

[State 3200, 2]
type = ChangeAnim
triggerall = prevstateno = 1100 || prevstateno = 3000
trigger1 = time = 0
value = 3201

[State 3200, 3]
type = HitDef
triggerall = prevstateno = 1100 || prevstateno = 3000
Trigger1 = time = 0
trigger1 = P2StateNo != [150,155]
attr = S, NT
hitflag = MAF
priority = 1, Miss
sparkno = -1
pausetime = 10,0
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 3210
p2stateno = 3220
guard.dist = 0
fall = 1
numhits = 0

[State 3200, 4]
type = Assertspecial
triggerall = numtarget(1100) = 1 || numtarget(3000) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 3200, 5]
type = PalFX
triggerall = prevstateno = 1100 || prevstateno = 3000
trigger1 = Time = 0
time = 10
add = 256,0,0

[State 3200, 6]
type = RemoveExplod
trigger1 = time = 0
id = 1115
ignorehitpause = 1

[State 3200, 7]
type = RemoveExplod
trigger1 = time = 0
id = 3010
ignorehitpause = 1

[State 3200, 8]
type = Helper
triggerall = prevstateno = 1100
trigger1 = time = 0
helpertype = normal
name = "Super Cancel"
ID = 3500
stateno = 3500
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 9]
type = Helper
triggerall = prevstateno = 3000
trigger1 = time = 0
helpertype = normal
name = "Dream Cancel"
ID = 3600
stateno = 3600
pos = 0,0
postype = left
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
ignorehitpause = 1

[State 3200, 10]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; An Oi Mademoiselle 2
[Statedef 3210]
type    = S
movetype= A
physics = S
anim = 3210
juggle = 0
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 2

[State 3100, 1]
type = AssertSpecial
trigger1 = animelemtime(1) >= 0 && animelemtime(6) < 0
flag= noFG
flag2= noBG

[State 3200, 2]
type = SuperPause
trigger1 = animelem = 1, = 0
time = 38
anim = -1
sound = s3200,1
movetime = 38
darken = 0
poweradd = 0

[State 3200, 3]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 248,248,248
time = 2
under = 1

[State 3200, 4]
type = EnvColor
trigger1 = animelem = 1, = 0
value = 0, 0, 0
time = 38
under = 1

[State 3200, 5]
type = Explod
trigger1 = animelem = 1, = 0
anim = 8205
ID = 8205
pos = 0,-60
postype = p1
bindtime = 1
vel = 0,0
accel = 0,0
sprpriority = 4
ownpal = 1
supermove = 1

[State 3200, 5]
type = Explod
trigger1 = animelem = 1, = 0
anim = 8206
ID = 8206
pos = 0,-60
postype = p1
bindtime = 1
vel = 0,0
accel = 0,0
sprpriority = -1
ownpal = 1
supermove = 1

[State 3200, 6]
type = NotHitBy
trigger1 = animelemtime(33) <  0
value = SCA

[State 3200, 7]
type = PlaySnd
trigger1 = animelem = 1
value = s3200,2
channel = 0

[State 3200, 8]
type = PlaySnd
trigger1 = animelem = 5
value = s3200,3
channel = 0

[State 3200, 9]
type = PlaySnd
trigger1 = animelem = 30
value = s3200,4
channel = 0

[State 3200, 10]
type = PlaySnd
trigger1 = animelem = 37
value = s3200,5
channel = 0

[State 3200, 11]
type = Explod
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
anim = 8101
ID = 8101
pos = 29,2
postype = p1
facing = 1
bindtime = 20
vel = 0,0
accel = 0,0
removetime = 20
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3200, 12]
type = TargetBind
trigger1 = animelemtime(32) < 0
pos = 38,0
ignorehitpause = 1

[State 3200, 13]
type = TargetState
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = 3225

[State 3200, 14]
type = TargetLifeAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = -60
kill = 0
absolute = 1

[State 3200, 15]
type = Explod
trigger1 = animelem = 7
anim = 8010
ID = 8010
pos = 25,-60
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 15
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3200, 16]
type = Explod
trigger1 = animelem = 11
trigger2 = animelem = 15
trigger3 = animelem = 19
trigger4 = animelem = 23
trigger5 = animelem = 27
anim = 8010
ID = 8010
pos = 30,-75
postype = p1
facing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = 15
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 3200, 17]
type = PlaySnd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = S3200,6

[State 3200, 18]
type = HitAdd
trigger1 = animelem = 7
trigger2 = animelem = 11
trigger3 = animelem = 15
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
value = 1

[State 3200, 19]
type = HitDef
trigger1 = animelem = 32
attr = S, HA
animtype = diagup
damage = 70,10
hitflag = MAF
guardflag = MA
priority = 3
pausetime = 34,34
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-75
hitsound = s201,9
guardsound = s120,1
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = -5,-9
air.velocity = -5,-9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
getpower = 0,0
givepower = 0,0

[State 3200, 20]
type = Explod
trigger1 = animelem = 32, = 2
anim = 3215
ID = 3215
pos = 0,0
postype = p1
facing = 1
bindtime = 46
vel = 0,0
accel = 0,0
removetime = 46
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 3200, 21]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown by An Oi Mademoiselle
[Statedef 3220]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3220, 1]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 3220, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3220

[State 3220, 3]
type = SelfState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
;Thrown by An Oi Mademoiselle 2
[Statedef 3225]
type    = S
movetype= H
physics = S
velset = 0,0

[State 3225, 1]
type = PosSet
trigger1 = time = 0
y = 0
ignorehitpause = 1

[State 3225, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3225

[State 3225, 3]
type = SelfState
trigger1 = animtime = 0
value = 0



The bolded area is what was added by advice from a somewhat related topic. However, it does not seem to stop the counter from hitting helpers. This only happens to B. Jenet as other characters will not counter the character's helpers.

From what I understand (correct if I'm wrong)

SA - standing attack
CA - crouching attack
HA - hyper attack

What do I need to change so that B. Jenet will not counter helper attacks?

Thanks for any help given.
    

Re: Nakoruru

 December 26, 2007, 07:03:59 pm View in topic context
avatar  Posted by gamespy  in Nakoruru (now patched) (Started by PotS December 25, 2007, 11:15:54 am
 Board: Your Releases, older Mugen

Three more things that I found:

1) When Kisarah (Neo Geo Battle Coliseum version by Fervicante) finishes Nakoruru with her Happy Presser, instead of lying defeated, Nakoruru gets up and does a guarding glitch. I think it has to do with Action 5950 (not too sure but I remember that no. as Kaede by Zelgadis also had that glitch)

2) And then there's the infamous B. Jenet's An Oi Mademoiselle, which turns Mamahaha into Nakoruru. When she finishes the attack, Mamahaha returns to normal.

3) Unless you hold an attack button, Nakoruru will only do the winning pose where she spins her sword and Mamahaha lands on it. Was this intentional?
    

Re: Nakoruru

 December 26, 2007, 04:33:39 am View in topic context
avatar  Posted by gamespy  in Nakoruru (now patched) (Started by PotS December 25, 2007, 11:15:54 am
 Board: Your Releases, older Mugen

Only two problems that I encountered with Nakoruru.

A) Her Alpha counter with kick leaves her frozen and she does not attack, just as someone pointed out earlier

B) On the 12 palettes of POTS, the 7th colour for me to see was..... hey, wait a minute! o_O o_O

Other than that, it was nice to see her Irusuka Yatoro Lise in motion. And her Shirokoro Kamui Noni looks very nice. ;D ;D
    

Re: A "special" Rikuo

 December 21, 2007, 05:48:10 pm View in topic context
avatar  Posted by gamespy  in A "special" Rikuo (Started by Cyanide December 21, 2007, 05:44:38 am
 Board: Projects

The Tidal wave super move is called Sea Rage. And the bubble super is called Water Jail (if you wanted to know the name of that move as well).

And I must say that Rikuo is certainly an underrated character.

A good WIP to hear about.