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Messages by gamespy

    

Re: Jmorphman's WIP thread

 October 26, 2011, 02:36:07 pm View in topic context
avatar  Posted by gamespy  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Marancv's sprites have the hair attached and are CVSicized Ibuki Ibuki Ibuki Elena or Urien is fine too Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki Ibuki
If you did not look carefully, you would miss this.

Also, did you ever get the original Ken palettes that I sent to you? They are a mix of his SSF2T, SFA3 and SF3:3S palettes.
    

Re: B. Jenet vs Kim Kaphwan bug

 October 16, 2011, 07:55:36 pm View in topic context
avatar  Posted by gamespy  in B. Jenet vs Kim Kaphwan bug (Started by gamespy October 16, 2011, 07:13:21 pm
 Board: M.U.G.E.N Configuration Help

I'm not seeing any statetypes in this part of her cns file.

Quote
;---------------------------------------------------------------------------
; Harrier Bee
[Statedef 1400]
type    = A
movetype= I
physics = N
juggle  = 8
poweradd= 100
ctrl = 0
sprpriority = 2

[State 1400, 1]
type = varset
trigger1 = time = 0
var(2) = ifelse(command = "a", 0, 1)

[State 1400, 1]
type = varset
trigger1 = time = 0
var(3) = 0

[State 1400, 2]
type = ChangeAnim
trigger1 = time = 0
value = 1400+var(2)*5

[State 1400, 3]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,0
channel = 0

[State 1400, 4]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,1

[State 1400, 5]
type = VelSet
triggerall = !var(2)
trigger1 = time = 0
x = 2
y = -5

[State 1400, 6]
type = Veladd
triggerall = !var(2)
trigger1 = time >= 0
y = .45

[State 1400, 7]
type = VelSet
triggerall = var(2)
trigger1 = time = 0
x = 4.5
y = 3.5

[State 1400, 8]
type = Explod
triggerall = !var(2)
trigger1 = time = 6
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1400, 9]
type = Explod
triggerall = var(2)
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1400, 10]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 1
[Statedef 1410]
type    = A
movetype= A
physics = N
anim = 1410
juggle  = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1410, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,2
channel = 1

[State 1410, 2]
type = VelSet
trigger1 = time = 0
x = 1.2
y = .8

[State 1410, 3]
type = VelSet
triggerall = !var(2)
trigger1 = animelemtime(6) >= 0
x = 2

[State 1410, 4]
type = VelSet
triggerall = var(2)
trigger1 = animelemtime(6) = 0
x = 4

[State 1410, 5]
type = Veladd
trigger1 = animelemtime(6) >= 0
y = .45

[State 1410, 6]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1410, 7]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-63
hitsound = s201,7
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -4
air.velocity = -3.5,-5.5
air.fall = 1
id = 1410

[State 1410, 8]
type = VarSet
triggerall = time > 0
trigger1 = command = "a" || command = "b"
var(3) = 1
ignorehitpause = 1

[State 3000, 9]
type = Assertspecial
triggerall = numtarget(1310) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1410, 10]
type = Changestate
triggerall = var(3)
trigger1 = animelemtime(4) = 0
value = 1415
ctrl = 0

[State 1410, 11]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 2
[Statedef 1415]
type    = A
movetype= A
physics = N
anim = 1415
juggle = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1415, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S1400,2
channel = 1

[State 1415, 2]
type = VelSet
trigger1 = time = 0
x = 1.2
y = .8

[State 1415, 3]
type = VelSet
triggerall = !var(2)
trigger1 = animelemtime(5) >= 0
x = 2

[State 1415, 4]
type = VelSet
triggerall = var(2)
trigger1 = animelemtime(5) = 0
x = 4

[State 1415, 5]
type = Veladd
trigger1 = animelemtime(5) >= 0
y = .45

[State 1415, 6]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1415, 7]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-60
hitsound = s201,7
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -2,-5
guard.velocity = -5
air.velocity = -2,-5
fall = 1
air.fall = 1
id = 1415

[State 1415, 8]
type = varset
trigger1 = time = 0
var(3) = 0

[State 1415, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a" || command = "b"
var(3) = 1
ignorehitpause = 1

[State 1415, 10]
type = Assertspecial
triggerall = numtarget(1310) = 1  || numtarget(1410) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1415, 11]
type = Changestate
triggerall = var(3) = 1
trigger1 = animelemtime(3) = 0
value = 1420
ctrl = 0

[State 1415, 12]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 3
[Statedef 1420]
type    = A
movetype= A
physics = N
anim = 1410
juggle = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1420, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,2
channel = 1

[State 1420, 2]
type = VelSet
trigger1 = time = 0
x = 1.2
y = .8

[State 1420, 3]
type = VelSet
triggerall = !var(2)
trigger1 = animelemtime(6) >= 0
x = 2

[State 1420, 4]
type = VelSet
triggerall = var(2)
trigger1 = animelemtime(6) = 0
x = 4

[State 1420, 5]
type = Veladd
trigger1 = animelemtime(6) >= 0
y = .45

[State 1420, 6]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1420, 7]
type = Assertspecial
triggerall = numtarget(1310) = 1  || numtarget(1410) = 1 || numtarget(1415) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1420, 8]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-63
hitsound = s201,7
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -2,-5
guard.velocity = -5
air.velocity = -2,-5
fall = 1
air.fall = 1
id = 1420

[State 1420, 9]
type = varset
trigger1 = time = 0
var(3) = 0

[State 1420, 10]
type = Varset
triggerall = time > 0
trigger1 = command = "a" || command = "b"
var(3) = 1
ignorehitpause = 1

[State 1420, 11]
type = Changestate
triggerall = var(3) = 1
trigger1 = animelemtime(4) = 0
value = 1425
ctrl = 0

[State 1420, 12]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

; Harrier Bee - Kick 4
[Statedef 1425]
type    = A
movetype= A
physics = N
anim = 1420
juggle = 8
poweradd= 0
ctrl = 0
sprpriority = 2

[State 1425, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S1400,2
channel = 1

[State 1425, 2]
type = VelSet
trigger1 = time = 0
x = 3
y = -7.5

[State 1425, 3]
type = VelSet
trigger1 = animelemtime(7) = 0
x = .7

[State 1425, 4]
type = Veladd
trigger1 = time >= 0
y = .35

[State 1425, 5]
type = Explod
trigger1 = time = 0
anim = 1425
ID = 1425
pos = -6,-95
postype = p1
facing = 1
bindtime = 1
vel = -1,-1
accel = 0,0
removetime = 38
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1425, 6]
type = Assertspecial
triggerall = numtarget(1310) = 1  || numtarget(1410) = 1 || numtarget(1415) = 1 || numtarget(1420) = 1
trigger1 = time >= 0
flag = nojugglecheck

[State 1425, 7]
type = HitDef
trigger1 = time = 0
attr = A, SA
damage = 40,10
hitflag = MAF
guardflag = MA
priority = 4
pausetime = 8,8
sparkno = s8010
guard.sparkno = s8040
sparkxy = -10,-63
hitsound = s201,9
guardsound = s120,1
animtype = Heavy
ground.type = High
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -4,-6.5
guard.velocity = -5
air.velocity = -4,-6.5
fall = 1
air.fall = 1

[State 1425, 8]
type = Changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1210
ctrl = 0

It's featured in her other moves. Do I have to add the same thing or something different?
    

B. Jenet vs Kim Kaphwan bug

 October 16, 2011, 07:13:21 pm View in topic context
avatar  Posted by gamespy  in B. Jenet vs Kim Kaphwan bug (Started by gamespy October 16, 2011, 07:13:21 pm
 Board: M.U.G.E.N Configuration Help

B. Jenet is by Fervicante and Kim Kaphwan is by Warusaki.

I was using B. Jenet's Harrier Bee when Kim did his Heavenly Phoenix Kick from behind.

It connected but it also caused B. Jenet to return to her standing animation while in the air. She then acted as if she was on the ground as all of her ground moves were usable in the air.

What character caused this bug? And how do I fix it?
    

Re: Jmorphman's WIP thread

 September 23, 2011, 02:34:28 am View in topic context
avatar  Posted by gamespy  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

also I am getting sick of making WinMUGEN patches, please give me a compelling reason to continue to do so because it's booooooooring making them
I still use WinMUGEN since all my characters and stages from the start of my MUGEN collection are strictly WinMUGEN and I have no 1.0 characters.

Therefore, I enjoy using your Chun-Li, Kyo and Ken in WinMUGEN along with my other characters.

That's just my input.
    

Re: Samourai Shodown II

 September 23, 2011, 02:30:36 am View in topic context
avatar  Posted by gamespy  in Samourai Shodown II (Started by Orochi N. September 21, 2011, 09:42:37 pm
 Board: Your Releases, older Mugen

Do you mean that she's not supposed to be there?

Because in Haohmaru's stage, Oshizu is right there in the background cheering on Haohmaru.
    

Re: Warusaki3 All JOJO + CvS chars updated + Nakoruru released.

 September 22, 2011, 02:33:45 pm View in topic context
avatar  Posted by gamespy  in Warusaki3 All JOJO + CvS chars updated + Nakoruru released. (Started by Shadow_Dio September 15, 2011, 08:14:42 pm
 Board: Found Releases

What is the fifth Super?

I only know 4 of them.

The three Super moves from Capcom vs. SNK 2 and the one where Nakoruru does her censored Samurai Shodown 5 Special fatality.
    

Re: Duck King updated(8/27/2011)

 August 27, 2011, 12:22:59 am View in topic context
avatar  Posted by gamespy  in Duck King updated(8/31/2011) (Started by mouser August 24, 2011, 06:42:14 pm
 Board: Your Releases, older Mugen

This is quite a decent character.

Is his Level 3 a custom super move? It looks somewhat similar to his Overdrive attack from Fatal Fury:Wild Ambition.
    

Requesting Hibiki (CvS2) by じゆう

 August 21, 2011, 04:37:22 pm View in topic context
avatar  Posted by gamespy  in Requesting Hibiki (CvS2) by じゆう (Started by gamespy August 21, 2011, 04:37:22 pm
 Board: Requests

    

Re: TrinityMugen WIP Thread

 June 02, 2011, 01:54:49 am View in topic context
avatar  Posted by gamespy  in TrinityMugen WIP Thread (Started by Koop January 15, 2011, 10:55:51 pm
 Board: Projects

I see your characters are all for MUGEN 1.0.

Is this the same for Athena?
    

Re: TrinityMugen WIP Thread

 June 01, 2011, 12:38:59 am View in topic context
avatar  Posted by gamespy  in TrinityMugen WIP Thread (Started by Koop January 15, 2011, 10:55:51 pm
 Board: Projects



Is this Athena a special version of her CvS counterpart?

I'm looking at the screencaps and her sprite is a bit different from her CvS stance.

Also, her Psychic 9 super move. Is it merely the '01 version that has 3 endings? Or is it like the ones from '02 & '03 that have more finishing moves?
    

Re: Ken

 May 30, 2011, 02:44:03 pm View in topic context
avatar  Posted by gamespy  in Ken - Updated 5/31/11 (Started by Jmorphman May 29, 2011, 01:44:37 am
 Board: Your Releases, Mugen 1.0 +

Excellent character.

You forgot to make a topic in the WinMUGEN section as there are some Ken fans who still think that he hasn't been released as yet.

Other than the problem with his EX Hadouken, I haven't found anything that is a problem. His punch throw could be a little faster but that's merely my opinion.

Also, was it intentional that he has two commands for his Level 3 super move? I found that you could also perform it by D, DB, B, DB, D, DF, F + (P P) as well.
    

Re: Jmorphman's WIP thread

 May 11, 2011, 02:37:50 am View in topic context
avatar  Posted by gamespy  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

    

Character has a "heavy" fall

 April 25, 2011, 01:51:06 pm View in topic context
avatar  Posted by gamespy  in Character has a "heavy" fall (Started by gamespy April 25, 2011, 01:51:06 pm
 Board: M.U.G.E.N Configuration Help

There are some characters that fall lightly when you trip them.

However, there are some characters that will cause the screen to shake when you trip them. And when they trip their opponents, they would also fall quite heavily. An example of this is Hotaru XI by M3.

Is there a way to make the character fall lightly?
    

Re: Kula Diamond

 April 17, 2011, 01:28:48 am View in topic context
avatar  Posted by gamespy  in Kula Diamond (Started by Koop April 13, 2011, 10:43:01 am
 Board: Your Releases, older Mugen

Kula's losing by Time pose is a bit out of sync as Kula hugs Diana before she embraces her.
    

Re: Kula Diamond

 April 16, 2011, 12:35:17 am View in topic context
avatar  Posted by gamespy  in Kula Diamond (Started by Koop April 13, 2011, 10:43:01 am
 Board: Your Releases, older Mugen

Well in my opinion, most of the HSDMs are indeed just for the show. There are a few that do a great amount of damage. The Orochi Team is one example of having powerful HSDMs.

Whereas a lot of them are merely just to see such as Benimaru's, Clark's, Bao's, Jhun's and Seth's.

This Kula merely needs more palettes. Is there a site that shows her 12 XI palettes?
    

Re: Kula Diamond

 April 15, 2011, 04:09:22 am View in topic context
avatar  Posted by gamespy  in Kula Diamond (Started by Koop April 13, 2011, 10:43:01 am
 Board: Your Releases, older Mugen

For those of you who never played King of Fighters 2002 or '02: Unlimited Match, the damage ouptut may confuse you but this is why.

In those games, the Hidden Super Desperation Moves were merely moves that were visually impressive. They weren't really meant to be used as super powerful moves but rather ones to put on a show.

In Kula's case, it's the same thing here as her KOF counterpart. Her Freeze Execution is more powerful but her Freeze Completion is much more impressive to look at.

One thing that I have noticed with Kula is that she can dream cancel her MAX Diamond Edge into her Freeze Execution in Training Mode despite having only 3 super bars.
    

Problem with two of Mai's attacks

 March 26, 2011, 02:56:02 pm View in topic context
avatar  Posted by gamespy  in Problem with two of Mai's attacks (Started by gamespy March 26, 2011, 02:56:02 pm
 Board: M.U.G.E.N Configuration Help

This is Mai by J. Kisaragi and the moves are her ground version of the Musasabi no Mai and the Kagerou no Mai special move.

Musasabi no Mai
When it is performed anywhere on the screen, Mai jumps to the top of the screen and then either attacks or jumps off of it depending on the attack.

However, when it is performed in a corner, the screen scrolls a bit and Mai does not jump off of it.

All the other Mai characters would still jump to the top of the screen before using the move. I want to change the priority so that Mai merely jumps to the top of the screen instead of the screen scrolling and Mai not jumping off.

This is the CNS for her Musasabi no Mai.

[Statedef 1450]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 7
ctrl = 0
anim = 1450
poweradd = 50
sprpriority = 2

[State 1450]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1450]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 1, 5
channel = 1
[State 1450]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 6, 0

[State 1450]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
value = A
physics = N
ignorehitpause = 1

[State 1450]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = AnimElem = 2
x = FrontEdgeDist * .05
y = -8
[State 1450]
type = VelSet
triggerall = command != "holdfwd"
trigger1 = AnimElem = 2
x = -(BackEdgeDist * .05)
y = -6.5 + (BackEdgeDist * -.005)
[State 1450]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .3

[State 1450]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1450]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0 && BackEdgeDist <= 0
trigger2 = AnimElemTime(3) >= 0 && FrontEdgeDist <= 0
value = 1470

;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘E‹•
[Statedef 1460]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 7
ctrl = 0
anim = 1450
poweradd = 50
sprpriority = 2

[State 1460]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1460]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 1, 5
channel = 1
[State 1460]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 6, 0

[State 1460]
type = StateTypeSet
trigger1 = AnimElemTime(2) = 0
value = A
physics = N
ignorehitpause = 1

[State 1460]
type = VelSet
triggerall = command = "holdfwd"
trigger1 = AnimElem = 2
x = FrontEdgeDist * .05
y = -8
[State 1460]
type = VelSet
triggerall = command != "holdfwd"
trigger1 = AnimElem = 2
x = -(BackEdgeDist * .05)
y = -6.5 + (BackEdgeDist * -.005)
[State 1460]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
y = .3

[State 1460]
type = ChangeState
trigger1 = StateType = A
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1460]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0 && BackEdgeDist <= 0
trigger2 = AnimElemTime(3) >= 0 && FrontEdgeDist <= 0
value = 1480


;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘E‹•‚Q
[Statedef 1470]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 1
ctrl = 0
anim = 1470
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1470]
type = ScreenBound
trigger1 = AnimElemTime(3) <= 0
value = 0
movecamera = 0,0

[State 1470]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 1470]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 4
y = -6
[State 1470]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .5

[State 1470]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdfwd"
trigger1 = Vel X < 6
X = 0.2

[State 1470]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdback"
trigger1 = Vel X > .5
X = -0.2

[State 1470]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1470]
type = ChangeState
trigger1 = AnimElemTime(2) = 0 && command = "hold_x"
value = 1490

;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘E‹•‚Q
[Statedef 1480]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 1
ctrl = 0
anim = 1470
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1480]
type = ScreenBound
trigger1 = AnimElemTime(3) <= 0
value = 0
movecamera = 0,0

[State 1480]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 6, 0

[State 1480]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 7
y = -6
[State 1480]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = .5

[State 1480]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdfwd"
trigger1 = Vel X < 8.5
X = 0.2

[State 1480]
Type = Veladd
triggerall = AnimElemTime(6) >= 2
trigger1 = command = "holdback"
trigger1 = Vel X > .5
X = -0.2

[State 1480]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1499

[State 1480]
type = ChangeState
trigger1 = AnimElemTime(2) = 0 && command = "hold_y"
value = 1490

;---------------------------------------------------------------------------
; ƒ€ƒTƒTƒr‚Ì•‘EŽÀ
[Statedef 1490]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 1
ctrl = 0
anim = 1490
poweradd = 0
sprpriority = 2
facep2 = 1

[State 1490]
type = ScreenBound
trigger1 = AnimElemTime(2) <= 0
value = 0
movecamera = 0,0

[State 1490]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 8, 4

[State 1490]
type = VelSet
trigger1 = AnimElemTime(2) >= 0
x = ifelse((prevstateno = 1470),8,12)
y = 8

[State 1490]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Hard
damage    = 78, 24
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkno = S4520
guard.sparkno = S4620
sparkxy = -15,-40
hitsound = s5, 2
guardsound = s5, 8
ground.type = low
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -5,-8
ground.cornerpush.veloff = 0
guard.velocity = -8
air.velocity = -5,-8
air.juggle = 2
air.animtype = Back
yaccel = .6
fall = 1
fall.recover = 0

[State 1490]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1440

;---------------------------------------------------------------------------
; ’…’n
[Statedef 1499]
type    = S
physics = S
ctrl = 0
velset = 0, 0
anim = 1499
facep2 = 1

[State 1499]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1499]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


Kagerou no Mai
When using this attack, I found that you can juggle opponents. However, I want to make it like her super version where Mai does not recover immediately and you cannot juggle.

This is the CNS.

[Statedef 1600]
type    = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1600
poweradd = 50
sprpriority = 2

[State 1600]
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 12, 2
channel = 1
[State 1600]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 8, 5

[State 1300]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 1650
ID = 1600
pos = 0, 0
postype = P1
sprpriority = 3
ignorehitpause = 0
bindtime = -1
ownpal = 1

[State 1600]
type = HitDef
trigger1 = AnimElemTime( 8) = 0 || AnimElemTime(9) = 0
trigger2 = AnimElemTime(10) = 0 || AnimElemTime(11) = 0
attr = S,SP
hitflag = MAFP
guardflag = MA
animtype = up
damage = 16,7
pausetime = 3,3
sparkno = s4520
guard.sparkno = s4620
sparkxy = -30,-60+(enemy,pos Y)
hitsound = s5,6
guardsound = s5,8
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 230,200,128
palfx.sinadd = 32,118,220,16
palfx.add = 190,160,84

[State 1600]
type = HitDef
trigger1 = AnimElemTime(12) = 0 || AnimElemTime(13) = 0 || AnimElemTime(14) = 0
attr = S,SP
hitflag = MAFP
guardflag = MA
animtype = up
damage = 6,2
pausetime = 3,3
sparkno = s4520
guard.sparkno = s4620
sparkxy = -30,-60+(enemy,pos Y)
hitsound = s5,6
guardsound = s5,8
ground.type = low
ground.slidetime = 20
ground.hittime = 20
yaccel = .45
ground.velocity = 0,-10
ground.cornerpush.veloff = 0
guard.velocity = -4
air.velocity = 0,-10
airguard.velocity = -3,-4
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 230,200,128
palfx.sinadd = 32,118,220,16
palfx.add = 190,160,84

[State 1600]
Type = Helper
Trigger1 = moveHit = 1
Stateno = 4599
ID = 4599
Name = "Fire"
Pos = 0,0
PosType = P1
Ownpal = 1
Keyctrl = 0
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1600]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



What do I need to change in order to use those moves properly?
    

Re: Mai

 March 18, 2011, 12:58:28 am View in topic context
avatar  Posted by gamespy  in Mai and Iori, with... (Started by Hero March 03, 2011, 06:33:38 pm
 Board: Projects

Will this Mai be available for WinMUGEN?

Also, I've noticed that you have the Kuuchuu Gekka Botan as her Level 3 super move with the purple sprites but the command is actually for the Shiranui Ryuu Kyuubi no Kitsune attack which is Mai's HSDM from King of Fighters '02 and '02 UM.

If you are planning the first one, then that one is her LDM from King of Fighters XI which is the air super move she also had in Neo Geo Battle Coliseum.
    

Re: Jmorphman's WIP thread

 January 17, 2011, 11:31:42 pm View in topic context
avatar  Posted by gamespy  in Jmorphman's WIP thread: Rolento template up!!!! + the true meaning of Christmas  (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

Before you release your Ken, one thing that I noticed with him.

When he does his Kick throw, the lower gi changes to his upper gi colour.

Example
If Ken is wearing a red upper gi and green lower gi, when he performs his Kick throw, the lower gi will change to red as he kicks the opponent.
    

Re: Kyo Kusanagi (updated 01/16/11)

 January 17, 2011, 01:09:58 am View in topic context
avatar  Posted by gamespy  in Kyo Kusanagi (updated 01/16/11) (Started by Jmorphman January 02, 2011, 09:53:38 am
 Board: Your Releases, older Mugen

No problem.

I just sent them to your e-mail address.