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Messages by azh.

    

Re: Requesting Actjapan Characters

 September 12, 2008, 10:35:10 am View in topic context
 Posted by azh.  in Requesting Actjapan Characters (Started by Koop August 13, 2008, 07:49:47 pm
 Board: Requests

Sent them. Actjapan also made a Dark Athena goddess, sent 2003's.
Oh my, Dark Athena? Interesting. Care to send me that character too? ;)

same email


ps: thank you very much for sending the other characters!
    

Re: Requesting Actjapan Characters

 September 11, 2008, 08:12:33 pm View in topic context
 Posted by azh.  in Requesting Actjapan Characters (Started by Koop August 13, 2008, 07:49:47 pm
 Board: Requests

Well, since it seems this kind of became the "official" ActJapan chars request thread...


Does someone have Blue Mary, Hinako, Athena and Ralf?


Thanks in advance :).


azuuuh@gmail.com
    

Re: Does this thing exist?/who is the author?/etc. thread.

 August 18, 2008, 03:01:32 am View in topic context
 Posted by azh.  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Last week I saw an image featuring some kind of "femaleish" version of Iori, is it a character or some kind of cool sprite that never made it to be a character?
    

Re: Does this thing exist?/who is the author?/etc. thread.

 August 14, 2008, 08:12:19 am View in topic context
 Posted by azh.  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Does Anyone Know Where To Find Killer Instint 1 or 2 Characters?

 August 14, 2008, 02:11:51 am View in topic context
 Posted by azh.  in Does Anyone Know Where To Find Killer Instint 1 or 2 Characters?  (Started by johnvo August 13, 2008, 04:53:57 am
 Board: Requests

    

Re: Does this thing exist?/who is the author?/etc. thread.

 August 14, 2008, 02:10:38 am View in topic context
 Posted by azh.  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Was ShinRyoga's Samus ever finished?
    

Request: Hinako [KOF 2K3] by ActJapan

 August 14, 2008, 02:06:12 am View in topic context
 Posted by azh.  in Request: Hinako [KOF 2K3] by ActJapan (Started by azh. August 14, 2008, 02:06:12 am
 Board: Requests

As the title says, I'm requesting:


Hinako Shijou from KOF 2003 by ActJapan

ceteee@gmail.com

Thanks in advance.


    

Re: [Coding] Juggle in Kula's combo.

 August 14, 2008, 12:53:23 am View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

for future reference (last post): After more testing I changed the Y value from -11.5 to -11.7 because some characters had more gravity (therefore faster falling speed) preventing the combo from being finished


i'll post the code here so it's easier instead of going back a page



NOTE: this is ONLY for Choiya's Kula
http://page.freett.com/choiya7/


in supers.cns

[mcode][State 220, 2]
type = HitDef
triggerall = P2Stateno != [5020,5040]
triggerall = P2Stateno != [154,155]
trigger1 = AnimElem = 1
attr = S, SA
damage = 80,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = 0,-5
hitsound = S5,3
guardsound = S6,0
pausetime = 13,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -1,-11.7
air.velocity = -2,-10
fall = 1
yaccel = .5[/mcode]

this is the FIRST HitDef after counting backwards from
";----------------------------------Diamond shoot A"


also, you need to change all the juggle values for the basic attacks in attacks.cns from juggle = 10 to juggle = 4 because otherwise the LSDM will go right through the enemy because of the limit of juggle points, and because changing the LSDM's juggle points in hypers.cns does absolutely nothing.
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 10:43:49 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

Yes, the sliding kick is the second part (of 2 choices, 6D or 6B) after her 214B or 214D (her sorta ryu helicopter kick, he jumps towards the opponent doing 2 consecutive helicopter kicks), if you do 6D after doing 214B or 214D then before finishing the animation or the helicopter kick, she switches to a crouching position and slides in the ground towards the opponent, juggling them into the air.


As I promised, for anyone interested, the fix is:

NOTE: this is ONLY for Choiya's Kula
http://page.freett.com/choiya7/


in supers.cns

[mcode][State 220, 2]
type = HitDef
triggerall = P2Stateno != [5020,5040]
triggerall = P2Stateno != [154,155]
trigger1 = AnimElem = 1
attr = S, SA
damage = 80,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = 0,-5
hitsound = S5,3
guardsound = S6,0
pausetime = 13,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -1,-11.7
air.velocity = -2,-10
fall = 1
yaccel = .5[/mcode]

this is the FIRST HitDef after counting backwards from
";----------------------------------Diamond shoot A"


also, you need to change all the juggle values for the basic attacks in attacks.cns from juggle = 10 to juggle = 4 because otherwise the LSDM will go right through the enemy because of the limit of juggle points, and because changing the LSDM's juggle points in hypers.cns does absolutely nothing.



the original ground.velocity was -2,-10, I changed the X -2 to -1 because the opponent went too far away from me to connect the close 5C (like in original KOF XI), and changed the Y from -10 to -11.7 because -11 was still insufficient for me to land the follow-ups (5A, 5B, 5C or 5E) and -12 was too much because the Ultimate LSDM passed right below the enemy after doing the follow-up.
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 09:58:18 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

yesss, it worked, thanks a lot zangief :D

I didn't know about that little detail, and I guess I got Byakko confused with all my rambling, so thanks for clarirying that.


Now I know a little bit more about coding, thanks Byakko and [E].



I'll tweak it and post the correct value for anyone who stumbled with this problem (I guess no one cared really, since I'm the first one issuing the problem).
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 09:50:07 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

Ok, at first I though that I wasn't able to find the correct air.velocity but I tried something crazy, I changed ALL the air.velocity "y" values to -50 (and when I say ALL I mean every value in the cns) and the f+B sliding kick didn't change at all. Something is very wrong here...
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 09:27:09 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

Oh, by lowering you meant doing them even more negative... I'll try.
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 09:11:56 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

Is there any way to increase the height which the juggle move (f+B or 6D) sends the opponent flying? that would be the easiest way to fix this, because I think the problem here is that Kula's delay is too long for the time the enemy spends in the air, so when Kula recovers, there's not enough time for her to hit the enemy with a follow-up move; and also because I don't undersand your point about the juggle points ;D



"Give it more y hitvel - ground.velocity and probably air.velocity"
=
"Give it more y hitvel by tweaking these two values"
Also http://mugenguild.com/docs/sctrls.html#HitDef check the details for ground.velocity & air.velocity here.
What you want to focus on is probably the air.velocity (I don't know the combo but if the target is already in the air for the attack just *before* that kick, then it's air.velocity)
Okay, let me change this.

Also you don't want to modify the standing weak kick, you want to modify the fwd+strong kick slide.

Yeah, when Byakko talked about air velocity I started wondering which move should I edit. Thanks for clarifying.


edit: I don't really know which value should I change, there's A LOT of them.



[mcode];------------------------------------Ray Spin A

;things...

;-----------Velocities definitions start------
;more things...
;-----------Velocities definitions end------

[state 1200, var]
type = Varset
trigger1 = time = 0
trigger2 = var(9) = 1 && moveguarded
var(8) = 0

[state 1200, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "a"
trigger2 = var(9) = 1 && p2bodydist x > 100
var(8) = 1

[state 1200, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "b"
trigger2 = var(9) = 1 && movehit
var(8) = 2

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 7, = 1
attr = A, SA
damage = 60,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,12
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -4,-6
air.fall = 1
yaccel = .5

;more...

;------------------------------------Ray Spin counter
;more...

;-----------Velocities definitions start------
;more...
;-----------Velocities definitions end------

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 15,15
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -1.5,-13
air.velocity = -1.5,-13
fall = 1
yaccel = .5

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 1302

;------------------------------------Ray Spin B

;more...

;-----------Velocities definitions start------
;more...
;-----------Velocities definitions end------

[state 1200, var]
type = Varset
trigger1 = time = 0
var(8) = 0

[state 1200, var]
type = Varset
trigger1 = var(9) = 0
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "a"
trigger2 = var(9) = 1 && p2bodydist x > 100
var(8) = 1

[state 1200, var]
type = Varset
trigger1 = var(9) = 0
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "b"
trigger2 = var(9) = 1 && p2bodydist x <= 100
var(8) = 2

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 50,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 12,12
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-7
air.velocity = -4,-8
fall = 1
yaccel = .5

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 40,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-70
hitsound = S3000,36
guardsound = S6,0
pausetime = 5,6
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
yaccel = .5
palfx.time = 35
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 7
projanim = 3052
projhitanim = 3053
projID = 1000
velocity = 10
projpriority = 1
postype = p1
offset = 0,0
attr = S, SP
damage = 60,10
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 30,-70
hitsound = S3000,36
guardsound = S6,0
pausetime = 0,12
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover.time = 100
yaccel = .5
palfx.time = 40
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

;more...

[State 220, 2]
type = HitDef
triggerall = P2Stateno != [5020,5040]
triggerall = P2Stateno != [154,155]
trigger1 = AnimElem = 1
attr = S, SA
damage = 80,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = 0,-5
hitsound = S5,3
guardsound = S6,0
pausetime = 13,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
yaccel = .5[/mcode]


these are all the values i've got.... I've tried lowering all the "y" values of all the air.velocity strings (for example -2,-10 to -2,-6) but it didn't do anything...


    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 08:40:35 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

[mcode][State 210, 2]
type = HitDef
triggerall = AnimElem = 5
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -25,-70
sparkno = 0
guard.sparkno = 40
hitsound = S5,1
guardsound = S6,0
pausetime = 7,8
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3.5,-6
yaccel = .5[/mcode]

this is the code for the standing weak kick (5B), the move we've been dealing with that doesn't hit, it doesn't have any "y hitvel" values, but i'll try tweaking the other 2, give me a couple of minutes
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 08:25:00 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

The Ray Spin and Ray Spin Counter have a different juggle value (10 and 0) because the counter apparently wants to be able to hit anytime, even if the target has already been sent in the air. Whereas regular Ray Spin wouldn't hit a target sent in the air if the remaining juggle points are under 10 (which should happen pretty easily).
So that means that the less the "juggle = X" value is, the more posibilities the move has to hit the enemy in the air?

By the way, if you reduce the required amount of juggle points on the f+B move, it's probably going to allow juggles in other combos involving f+B somewhere, if any. Well, like [E] (Byakko Vazquez) said, it's just a quick fix.
I don't know how f+b (6D) is represented in the cns because, as I said, it's not a move on its own, it's configurated like some kind of follow up from the comand 214B. So -trigger1 = command = "holdfwd" && command = "b"- hast not any values of its own like "juggle = X" or something like that to be able to reduce or increase its value.


But now that I think about it, the "JUGGLE" move is the one you do AFTER sending the enemy into the air, that means the juggle value I should be focusing on is the juggle value from the follow-ups of 6D, being weak punch (5A), weak kick (5B), strong punch (5C) and blowback attack(5E). But their juggle values are all 10, so I'm even more confused now...




Here are some shots I took following your advice.

this is when Kula juggles the opponent into the air (6D inmediately after 214B), i took the exact moment when the enemy starts FALLING instead of going up from the juggle


as soon as the game let me, I marked 5B (it's pretty obvious that it's not going to connect seeing where the enemy is already, it's like Kula was kinda slow in recovering after doing 6D, seeing this I don't really think it has something to do juggle values)


one frame after, the kick (5B) went RIGHT THROUGH her, still, in the original KOF XI, at this time, the enemy should be a bit more above that position, I noticed that only by frame stepping (thanks to both of your tips)... or maybe I'm wrong, but still... why the heck the kick goes right through her?


now is where things get interesting... the kick box turned RED, that means the actual kick's hitbox started at THIS frame, and not in the frame before where it was supposed to, therefore by now the enemy already passed through and is going right down to the floor, instead of being poked by the move (5B) and letting me land her Ultimate LSDM


the move is still in motion with its hitbox but the enemy already fell down, too late


a couple of frames after, the hitbox ended and the enemy "officially" touches the floor


and this is the other example I was talking about, it's even worse, the FIRST frame of the blowback's (E or C+D) move hitbox is when the enemy already fell down, when it should be able to hit the falling opponent with ease



my only idea would be to somehow change how much f+B (6D) juggles the opponent into the air, so if the enemy goes further up and then starts falling, Kula would have more time to recover and land the follow-ups, is there any way to do that?


If it's not possible I would like you to share your thoughts about this :p.
    

Re: [Coding] Juggle in Kula's combo.

 August 12, 2008, 06:00:10 pm View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

I tried to make a wild guess as to why it happened...

I took a very close look at the move in the original KOF XI and then in mugen and I can hardly see any difference between them.

What leads me to believe that is has something to do with her recovery after 6D is because I didn't see any significant difference between the original and the mugen version when 6D sends the oponent into the air. I think it's just that she takes too much time getting up after doing 6D's slide. She can't even connect her blowback attack after getting up from 6D, which is her most basic combo XI. She's supposed to have enough time to get up and make her "E" (C+D in old king of fighters) blowback attack.


Byakko: As I said, I hardly even knew what I was doing ;D. I tried tweaking the most "obvious" reasons as to why I couldn't finish the combo so I thought it maybe had something to do with the juggle.
Thanks to you, after reading http://mugenguild.com/docs/cns.html I think I have a better idea of all of this, but still the juggling values are strange:



When I first stumbled upon kula's cns, the first thing I did was search for the move 214B, and here it is:

Code:
;------------------------------------Ray Spin A
[Statedef 1300]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
poweradd = 100
ctrl = 0

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 4

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 1301

[Statedef 1301]
type = A
movetype = A
physics = N
anim = 1301
velset = 0,0
ctrl = 0
juggle = 10 ;<------------- then I saw THIS value and I thought of changing it, but...

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 6
value = 4,2

[State 3005, width]
type = width
trigger1 = 1
edge = 10

;-----------Velocities definitions start------
[State 1105, y]
type = velset
trigger1 = 1
x = 4

[State 1105, y]
type = velset
trigger1 = time < 2
y = -4

[State 1105, y]
type = veladd
trigger1 = time > 1
y = .44
;-----------Velocities definitions end------

[state 1200, var]
type = Varset
trigger1 = time = 0
trigger2 = var(9) = 1 && moveguarded
var(8) = 0

[state 1200, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "a" ;<-------------
trigger2 = var(9) = 1 && p2bodydist x > 100
var(8) = 1

[state 1200, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "b" ;<------------- I saw these two triggers and realized they were the ones responsible of the follow-up after 214B/D to happen (the so called 6D/B)
trigger2 = var(9) = 1 && movehit
var(8) = 2

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 7, = 1
attr = A, SA
damage = 60,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,12
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -4,-6
air.fall = 1
yaccel = .5

[State 1100, state]
type = Changestate
trigger1 = var(8) = 1
trigger1 = animtime = 0
value = 1310

[State 1100, state]
type = Changestate
trigger1 = var(8) = 2
trigger1 = animtime = 0
value = 1315

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 1302

[Statedef 1302]
type = S
movetype = A
physics = S
anim = 1302
velset = 0,0
ctrl = 0

[State 1110, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

then I found this Ray Spin Counter that I don't know what it does or what it is

Code:
;------------------------------------Ray Spin counter
[Statedef 1390]
type = A
movetype = A
physics = N
anim = 1301
velset = 0,0
poweradd = 0
juggle = 0 ;<------------- but I didn't found anything similar to the triggers obove... then I saw THIS value and got even more confused because it's a totally different juggle value (from 10 to 0)
ctrl = 0

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 1300,0
channel = 4

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 6
value = 4,2

[State 3005, width]
type = width
trigger1 = 1
edge = 10

[State 1180, var]
type = varset
trigger1 = time = 0
var(59) = 0

[State 9520, 51]
type = EnvColor
trigger1 = animelem = 1
value = 200,200,200
time = 3

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 310, 1]
type = NotHitBy
trigger1 = 1
value = SCA

;-----------Velocities definitions start------
[State 1105, y]
type = velset
trigger1 = 1
x = 4

[State 1105, y]
type = velset
trigger1 = time < 2
y = -4

[State 1105, y]
type = veladd
trigger1 = time > 1
y = .44
;-----------Velocities definitions end------

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 100,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 15,15
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -1.5,-13
air.velocity = -1.5,-13
fall = 1
yaccel = .5

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 1302


and this is 214D, I just posted it for informative purposes

Code:
;------------------------------------Ray Spin B
[Statedef 1305]
type = S
movetype = A
physics = S
anim = 1300
velset = 0,0
poweradd = 100
ctrl = 0

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 1300,1
channel = 4

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 1306

[Statedef 1306]
type = A
movetype = A
physics = N
anim = 1306
velset = 0,0
ctrl = 0
juggle = 10 ;<------------- the same as the one above

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 14
value = 4,2

[State 3005, width]
type = width
trigger1 = 1
edge = 10

;-----------Velocities definitions start------
[State 1105, y]
type = velset
trigger1 = 1
x = 4

[State 1105, y]
type = velset
trigger1 = time < 2
y = -6

[State 1105, y]
type = veladd
trigger1 = time > 1
y = .44
;-----------Velocities definitions end------

[state 1200, var]
type = Varset
trigger1 = time = 0
var(8) = 0

[state 1200, var]
type = Varset
trigger1 = var(9) = 0
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "a" ;<-------------
trigger2 = var(9) = 1 && p2bodydist x > 100
var(8) = 1

[state 1200, var]
type = Varset
trigger1 = var(9) = 0
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "b" ;<------------- the commands for 6D/B again
trigger2 = var(9) = 1 && p2bodydist x <= 100
var(8) = 2

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = 50,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 12,12
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-7
air.velocity = -4,-8
fall = 1
yaccel = .5

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 15
attr = A, SA
damage = 50,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 12,12
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -4,-8
air.fall = 1
yaccel = .5

[State 1100, state]
type = Changestate
trigger1 = var(8) = 1
trigger1 = animtime = 0
value = 1310

[State 1100, state]
type = Changestate
trigger1 = var(8) = 2
trigger1 = animtime = 0
value = 1315

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 1307

[Statedef 1307]
type = S
movetype = A
physics = S
anim = 1307
velset = 0,0
ctrl = 0

[State 1110, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1310]
type = S
movetype = A
physics = S
anim = 1310
velset = 0,0
ctrl = 0

[State 1110, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 1
value = 450,0
channel = 4

[State 1000, 1]
type = Playsnd
trigger1 = AnimElem = 7
value = 3000,41

[State 705, 2]
type = Explod
trigger1 = animelem = 6
anim = 3051
ID = 1105
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 40,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-70
hitsound = S3000,36
guardsound = S6,0
pausetime = 5,6
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
yaccel = .5
palfx.time = 35
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 3020, 3]
type = Projectile
trigger1 = AnimElem = 7
projanim = 3052
projhitanim = 3053
projID = 1000
velocity = 10
projpriority = 1
postype = p1
offset = 0,0
attr = S, SP
damage = 60,10
animtype = hard
hitflag = MAFP
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = 30,-70
hitsound = S3000,36
guardsound = S6,0
pausetime = 0,12
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover.time = 100
yaccel = .5
palfx.time = 40
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 1315]
type = C
movetype = A
physics = C
anim = 1315
velset = 0,0
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 10

[State 1110, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 0,2

[State 440, pos]
type = PosAdd
trigger1 = animelem = 3
x = 10

[State 440, pos]
type = PosAdd
trigger1 = animelem = 4
x = 5

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1316

[Statedef 1316]
type = C
movetype = A
physics = C
anim = 1316
velset = 0
ctrl = 0
juggle = 0 ;<------------- the juggle 0 again

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,10

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 440,0
channel = 4

[State 440, pos]
type = Width
trigger1 = 1
value = 10,0

[State 440, pos]
type = PosAdd
trigger1 = time = 0
x = 10

[State 440, pos]
type = Velset
trigger1 = 1
x = 5

[State 220, 2]
type = HitDef
triggerall = P2Stateno != [5020,5040]
triggerall = P2Stateno != [154,155]
trigger1 = AnimElem = 1
attr = S, SA
damage = 80,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = 0,-5
hitsound = S5,3
guardsound = S6,0
pausetime = 13,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -2,-10
air.velocity = -2,-10
fall = 1
yaccel = .5

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1317

[Statedef 1317]
type = C
movetype = A
physics = C
anim = 1317
velset = 0
ctrl = 0

[State 440, pos]
type = Width
trigger1 = 1
value = 10,0

[State 440, pos]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 8

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0 && var(9) = 1
trigger1 = p2movetype = H
trigger2 = var(9) = 0
trigger2 = time = [8,26]
trigger2 = command = "crow_bites_b"
value = 1205

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0 && var(9) = 1
trigger1 = p2movetype != H
value = 0
ctrl = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0 && var(9) = 0
value = 0
ctrl = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0 && var(9) = -1
value = 0
ctrl = 1

the thing is: the follow-up move after 214B (6D) is not a move on its own so I don't know what value corresponds to it, this is the only 3 fragments of the cns related to that move.

I hope you can find out something that I'm missing from all that coding.
    

Re: CvS Yoko by Kabao & Warusaki3

 August 12, 2008, 05:25:25 pm View in topic context
 Posted by azh.  in Man stranded on an island eats his own penis to avoid starvation (Started by Titiln September 21, 2003, 03:18:30 am
 Board: Hall of Fame

Fuck you necromancer ! I tought there was an update, thanks for getting my hopes up then shattering them ...
You welcome. Next time try cooperating instead of whining, like you did in my Kula's juggle thread.
    

Re: CvS Yoko by Kabao & Warusaki3

 August 12, 2008, 01:22:51 pm View in topic context
 Posted by azh.  in Man stranded on an island eats his own penis to avoid starvation (Started by Titiln September 21, 2003, 03:18:30 am
 Board: Hall of Fame

Yeah, I thought it had a striking resemblance to a MvSF stage. At first I thought that was the case, but seeing it so full of new sprites, it can be considered pretty much a whole new stage.

--; Huh, well, isn't it just some kind of MvSF stage edited with Kabao's sprites in the BG? (that are all over his site) Maybe he doesn't release the stage because he just edited someone else's to see if it looked well and took some screens.
Fair enough reason to release it, seeing that Yoko doesn't have a stage yet.


Pretty much someone wanting a stage like that should do the same (or better).
Because I'm SUPPOSED to know how to do that? :S

This was no reason to bump in news, and there's a request area for it, not that it would work anyway.
That's why I posted here.
    

Re: CvS Yoko by Kabao & Warusaki3

 August 12, 2008, 12:19:41 pm View in topic context
 Posted by azh.  in Man stranded on an island eats his own penis to avoid starvation (Started by Titiln September 21, 2003, 03:18:30 am
 Board: Hall of Fame

Ever since I looked at the screenshots in kabao's site, I couldn't stop wondering WHERE THE HELL is that stage the screens feature.





I can't call Yoko a true TTGL Mugen masterpiece without her proper stage. I want to have that stage and use the song "happily ever after" as a BG to make a complete orgasmic mugen sensation.


Any news of Kabao planning to release this stage anytime soon?
    

[Coding] Juggle in Kula's combo.

 August 12, 2008, 06:58:11 am View in topic context
 Posted by azh.  in [Coding] Juggle in Kula's combo. (Started by azh. August 12, 2008, 06:58:11 am
 Board: Development

Well, this is about Kula's basic BnB combo in KOF XI:

j.C, 5C(2hits), 214B+6D, 5A or 5B or 5C, 214214E (in this case is Z instead of E because of the 6 button configuration)


The thing is: I tested both Choiyer's XI Kula and CCI's XI Kula and you can't do the poke follow-up after 6D because the juggle is a bit lower than it's supposed to be, so instead of hitting the enemy with 5A/5B/5C, he just falls down.

I tried with a LOT of characters to see if it was just a specific char thing, but after trying with KOF chars, Garou chars, Capcom chars, CVS chars, and even chars like Broli or SuperMario, I came to the conclusion that it was something else.

I don't know much about coding so I don't know if it is something to do with the lower juggle or if Kula's get-up recovery time after doing 6D is slower so she can't stand up fast enough to be able to do the poke follow-up to land the Ultimate after that.


At first I tried to fix it myself (even if not knowing what the hell I was supposed to do) and searched in both chars .CNS to find some value related to the problem. I found and tweaked a couple of "juggle =" values to see if it changes something but it didn't. So I ended up here, hoping someone with knowledge of coding could help me.


Tell me if you need me to post the move's (214A+6D) code.

Thanks.