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Messages by dan123

    

Re: N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED

 December 30, 2014, 07:31:59 pm View in topic context
avatar  Posted by dan123  in  N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED (Started by dan123 December 29, 2014, 04:43:05 am
 Board: Your Releases, Mugen 1.0 +

Sorry they only gave me this link.
    

Re: N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED

 December 29, 2014, 05:33:57 am View in topic context
avatar  Posted by dan123  in  N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED (Started by dan123 December 29, 2014, 04:43:05 am
 Board: Your Releases, Mugen 1.0 +

yeah the ng team put all frames and codes with them
    

Re: N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED

 December 29, 2014, 04:48:17 am View in topic context
avatar  Posted by dan123  in  N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED (Started by dan123 December 29, 2014, 04:43:05 am
 Board: Your Releases, Mugen 1.0 +

sorry I am trying to make some
    

N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED

 December 29, 2014, 04:43:05 am View in topic context
avatar  Posted by dan123  in  N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED (Started by dan123 December 29, 2014, 04:43:05 am
 Board: Your Releases, Mugen 1.0 +

    

Re: Dragon Ball All Stars: Cell

 January 29, 2014, 08:30:06 am View in topic context
avatar  Posted by dan123  in Dragon Ball All Stars: Cell (Started by Neocide September 01, 2013, 09:44:19 am
 Board: Your Releases, Mugen 1.0 +

Hey Neocide, I found another problem. When I fought cell, I did the pursuit buster and the third strike didn't hit cell. The last one in the air.
    

Re: Dragon Ball All Stars - Yamcha

 January 24, 2014, 09:01:54 am View in topic context
avatar  Posted by dan123  in Dragon Ball All Stars - Yamcha  (Started by Neocide January 21, 2014, 07:27:35 pm
 Board: Your Releases, Mugen 1.0 +

Hey Neocide, I found another problem. When I fought cell, I did the pursuit buster and the third strike didn't hit cell. The last one in the air.
    

Re: Vegeta Dragon ball allstars 1.5 (Update 9\11\13)

 September 14, 2013, 08:31:14 am View in topic context
avatar  Posted by dan123  in Vegeta Dragon ball allstars 1.5 (Update 9\11\13) (Started by Neocide February 04, 2013, 02:06:34 am
 Board: Your Releases, Mugen 1.0 +

Hey Neocide I have a problem with vegeta when I did vegeta vs cell. Kind of the same problem. When I did the teleport attack and then I performed the Bakuhatsuha Blitz super while cell was landing and the move didn't complete through at all it just moves cell away from the move.  When I tried this with goku it worked but he goes flying on top of vegeta. The move works perfect with gohan.
    

Re: Vegeta Dragon ball allstars 1.5 (Update 9\11\13)

 September 13, 2013, 08:51:02 am View in topic context
avatar  Posted by dan123  in Vegeta Dragon ball allstars 1.5 (Update 9\11\13) (Started by Neocide February 04, 2013, 02:06:34 am
 Board: Your Releases, Mugen 1.0 +

Hey Neocide I have a problem with vegeta when I did vegeta vs cell. I performed the Bakuhatsuha Blitz super and the move didn't complete through at all it just moves cell away from the move.
    

Re: Dragon Ball AllStars: Goku

 August 22, 2013, 06:54:50 am View in topic context
avatar  Posted by dan123  in Dragon Ball AllStars: Goku  (Started by Neocide August 20, 2013, 01:52:23 pm
 Board: Your Releases, Mugen 1.0 +

nice goku man its awesome hey does he have like a charge up move so he could recover his power.
    

Re: Character of the Month: May 2013 - Nominations

 June 07, 2013, 09:21:08 am View in topic context
avatar  Posted by dan123  in Character of the Month: May 2013 - Nominations (Started by Rajaa June 06, 2013, 06:06:54 pm
 Board: Contributions of the Month

Pain NZC BY Alexei Roschak
    

Re: Progress

 June 06, 2013, 10:38:40 pm View in topic context
avatar  Posted by dan123  in Progress (Started by Neocide January 23, 2011, 06:31:53 pm
 Board: Dragon Ball Allstars

hey neocide whats your youtube channel name i want to subscribe.
    

kof iori yagami help

 May 15, 2013, 07:44:58 am View in topic context
avatar  Posted by dan123  in kof iori yagami help (Started by dan123 May 15, 2013, 07:44:58 am
 Board: M.U.G.E.N Development Help

I have a char that is a kof 2k2 um style char with the green break glass effect on the back ground but the problem is that when i do the move the glass shattering should have after the end of the move. But its not that is happening in the beginning of the move itself. Please help me with this. The problem is the helper state

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 11
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 2

[State -2, Helper]
type = Helper
triggerall = !numhelper(40005)
trigger1 = time = 0
helpertype = normal
ID = 40005
stateno = 40005
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State 3900]
type = Helper
triggerall = (!numhelper(4300))
trigger1 = Time = 30
helpertype = normal
stateno = 24300
id = 4300
postype = Left
pos = 0, 0
keyctrl = 0
ownpal = 1
facing = 1
persistent = 0
ignorehitpause = 1

[State 2000, ’´•KŽE‹Z”­“®‚ÌŽžŠÔ’âŽ~]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -3000
movetime = 34
time = 34

[State 700,];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 1260
trigger2 = prevstateno = 1310
trigger3 = prevstateno = 1750
trigger4 = prevstateno = 1810
time = 5
add = 230,230,230

[State 700,];“_–Å
type = palfx
triggerall = time = 0
trigger1 = prevstateno = 2010
trigger2 = prevstateno = 2015
trigger3 = prevstateno = 2510
trigger4 = prevstateno = 2515
time = 5
add = 250,120,210

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = f7300
pos = 30,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 2
anim = f7310
pos = 30,-60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = f9000,2

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s20,0

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,34]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 1950]
type = HitDef
trigger1 = AnimElem = 6
attr = S,HT
getpower = 0
damage = 0,0
animtype = Hard
hitflag = MAF
guardflag = M
priority = 5
pausetime = 0,0
sparkno = 2
sparkxy = -15,-65
hitsound = s0,ifelse(var(59)=1,21,13)
guardsound = s8,ifelse(var(59)=1,11,1)
guard.sparkno = 42
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
p1stateno = 3110
p2stateno = 3120

[State 1100, ƒGƒtƒFƒNƒg•\ަ]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 14000
postype = P1
pos = 85,-60
sprpriority = 10
removetime = 23

[State 1000, ƒXƒe[ƒg•ύX]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

      Posted: May 15, 2013, 06:45:30 pm
is there anyone that can help me

     Posted: May 15, 2013, 06:46:58 pm
i really need someone to help me
    

Re: Error Message: State machine stuck in loop (stopped after 2500 loops): 7550

 May 10, 2013, 09:06:59 pm View in topic context

give kind of like a example code
    

Re: Error Message: State machine stuck in loop (stopped after 2500 loops): 7550

 May 10, 2013, 07:57:15 pm View in topic context

i have no clue about how to fix please is there anyone that can help with this coding
    

Error Message: State machine stuck in loop (stopped after 2500 loops): 7550

 May 10, 2013, 08:50:19 am View in topic context

Error Message: State machine stuck in loop (stopped after 2500 loops): 7550 for Kyo
Please help me fix it
;(HELPER)MAXƒQ[ƒW
[Statedef 7550]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state a]
type = changestate
triggerall = root,movetype != H
trigger1 = root,stateno = 900
trigger2 = root,var(40) = 900
value = 7551

;---------------------------------------------------------------------------
;(HELPER)MAXƒQ[ƒW
[Statedef 7551]
type = A
ctrl = 0
anim = 8000
velset = 0,0
movetype = I
physics = N
sprpriority = 10

;---------------------[“§‰ß]
[state a]
type = null;Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256

;---------------------[]
[state -2,a];ƒQ[ƒW˜ga
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = numexplod(7530) = 0
anim = 8001
id = 7530
postype = back
bindtime = -1
pos = 56,221
sprpriority = 996
removetime = -1
ownpal = 1
;ontop = 1

[state -2,a];ƒQ[ƒW˜ga
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = numexplod(7530) = 0
anim = 8002
id = 7530
postype = back
bindtime = -1
pos = 56,221
sprpriority = 996
removetime = -1
ownpal = 1
facing = 1
;ontop = 1

[state a]
type = ModifyExplod
trigger1 = time <= 33
ID = 7530
scale = 1,var(2)*0.01

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7530

;---------------------[]
[state a]
type = varset
trigger1 = time = 0
v = 2
value = 0

[state a]
type = varadd
trigger1 = time <= 4
v = 2
value = 20

[state a]
type = varset
trigger1 = time = 5
v = 2
value = 100

[state a]
type = varadd
trigger1 = time >= 27
v = 2
value = -20

[state a]
type = varset
trigger1 = time = 32
v = 2
value = 100

;---------------------[]
[state a]
type = AssertSpecial
trigger1 = 1
flag = noshadow
flag2 = invisible

;---------------------[ƒQ[ƒW—Ê]
[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = 1
trigger1 = time >= 32
anim = 8003
id = 7532
postype = left
bindtime = -1
pos = 56,221
sprpriority = 997
;removetime = -1
ownpal = 1
;ontop = 1

[state -2,a];ƒQ[ƒW—Ê
type = Explod
triggerall = RoundState <= 2
trigger1 = Facing = -1
trigger1 = time >= 32
anim = 8003
id = 7532
postype = right
bindtime = -1
pos = -56,221
sprpriority = 997
;removetime = -1
ownpal = 1
facing = -1
;ontop = 1

[state a]
type = ModifyExplod
trigger1 = 1
ID = 7532
scale = root,var(40) * 0.001112,1

[state a]
type = removeexplod
trigger1 = RoundState > 2
id = 7532

;---------------------[]
[state a]
type = removeexplod
trigger1 = root,var(40) = 0
id = 7530

[state a]
type = removeexplod
trigger1 = root,var(40) = 0
id = 7532

[state a]
type = changestate
trigger1 = root,var(40) = 0
value = 7550

;============================================================
[Statedef 24301]
type = A
movetype = I
physics = N
anim = 99999
velset = 0, 0
ctrl = 0

[State 191]
type = AssertSpecial
trigger1 = 1
flag = nobg
flag2 = nofg

[State Snd]
type = PlaySnd
trigger1 = root,stateno != [100,1000000]
value = F23997,3
persistent = 0

[State 4300]
type = Explod
triggerall = !NumExplod(4291)
trigger1 = root,stateno != [100,1000000]
anim = F24292
id = 4291
postype = back
pos = 0, 0
bindtime = -1
scale = 1,1
sprpriority = -11
ownpal = 1
persistent = 0
supermovetime = 99999
pausemovetime = 99999

[State 4300]
type = DestroySelf
triggerall = Time > 0
trigger1 = root,stateno != [100,1000000]
;============================================================
    

Re: Character help

 March 03, 2013, 07:11:42 pm View in topic context
avatar  Posted by dan123  in Character help (Started by dan123 March 01, 2013, 04:04:08 am
 Board: M.U.G.E.N Development Help

its ok i am just trying to learn from other peoples work. Sorry if i used your codes. I won't bother anyone ok.
    

Re: Character help

 March 01, 2013, 07:34:40 am View in topic context
avatar  Posted by dan123  in Character help (Started by dan123 March 01, 2013, 04:04:08 am
 Board: M.U.G.E.N Development Help

show like a sample template
    

Re: Character help

 March 01, 2013, 07:28:57 am View in topic context
avatar  Posted by dan123  in Character help (Started by dan123 March 01, 2013, 04:04:08 am
 Board: M.U.G.E.N Development Help

can you show me please
    

Re: Character help

 March 01, 2013, 06:46:58 am View in topic context
avatar  Posted by dan123  in Character help (Started by dan123 March 01, 2013, 04:04:08 am
 Board: M.U.G.E.N Development Help

so what should i do to do the hitspark please tell me and show me the code for it
    

Character help

 March 01, 2013, 04:04:08 am View in topic context
avatar  Posted by dan123  in Character help (Started by dan123 March 01, 2013, 04:04:08 am
 Board: M.U.G.E.N Development Help

Sasuke does the katon jutsu and a fire particle helper hitspark shows up but when my opponent falls down, the opponent sprite is there in the ground but then my own sprite shows up doing a standing pose. How to fix it please help. hitspark animation is 14000. The main problem is the ;Katon: Goukakyuu No Jutsu (Fire Particle Helper)
 Please check that guys.
Here is the constant

;Katon: Goukakyuu No Jutsu
[StateDef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 800, Width]
type = Width
trigger1 = 1
value = 50,0

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800,0

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800,1

[State 800, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 800,2

[State 800, Helper]
type = Helper
trigger1 = AnimElem = 2
helpertype = normal ;player
name = "SUPER_PORTRAIT"
ID = 20000
stateno = 20000
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 800, SuperPause]
type = SuperPause
trigger1 = AnimElem = 2
time = 60
anim = S18000
sound = S1000,0
pos = -5,-41
movetime = 60
darken = 0
p2defmul = 0
poweradd = -1000
unhittable = 1

[State 800, Helper]
type = Helper
trigger1 = AnimElemTime(2)%5=0 && AnimElemTime(3)<0
helpertype = normal ;player
name = "SUPER_ENHANCE"
ID = 3000
stateno = 3000
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
pausemovetime = 99999

[State 800, Helper]
type = Helper
trigger1 = AnimElemTime(6)>=0 && AnimElemTime(6)<40 && time%2=0 && NumHelper(801)<28
helpertype = normal ;player
name = "FIRE PARTICLE"
ID = 801
stateno = 801
pos = 29,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 800, EnvShake]
type = EnvShake
trigger1 = time%10=0 && AnimElemTime(6)=[0,40]
time = 10
freq = 60
ampl = 4
phase = 90

[State 800, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Katon: Goukakyuu No Jutsu (Fire Particle Helper)
[StateDef 801]
movetype = A
anim = 802
sprpriority = -1

[State 801, VarSet]
type = Null
trigger1 = !time
trigger1 = var(0):=random%5 && var(1):=NumHelper(801)

[State 801, SprPriority]
type = SprPriority
trigger1 = time >= 5
value = 5

[State 801, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 801, Trans]
type = Trans
trigger1 = time < 50
trans = add
ignorehitpause = 1

[State 801, Trans]
type = Trans
trigger1 = time >= 20
trans = addalpha
alpha = 256-((time-20)*20), 256
ignorehitpause = 1

[State 801, AngleDraw]
type = AngleDraw
trigger1 = 1
value = time*var(0)
scale = .02+(time*.02), .02+(time*.02)
ignorehitpause = 1

[State 801, VelSet]
type = VelSet
trigger1 = !time
x = 5
y = 1

[State 801, VelAdd]
type = VelAdd
trigger1 = time
x = -.1
y = -.1

[State 801, VarSet]
type = ParentVarSet
trigger1 = movecontact
var(10) = target,ID
ignorehitpause = 1
persistent = 0

[State 801, Helper]
type = Helper
triggerall = NumTarget
trigger1 = movecontact && !NumHelper(14000)
helpertype = normal ;player
name = "FIRE PARTICLES"
ID = 14000
stateno = 14000
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1
persistent = 0

[State 801, HitDef]
type = HitDef
trigger1 = !time
attr = A,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard
air.animtype = hard
priority = 4,Hit
damage = 9,5
pausetime = 0 ,2
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1
guardsound = -1
ground.type = High      ;Low,Trip,None
ground.slidetime = 5
ground.hittime = 25
air.hittime = 30
ground.velocity = -2,0
air.velocity = -2,-3
air.fall = 1
sprpriority = 1
p1getp2facing = 0
fall = var(1)=NumHelper(801) && NumHelper(801)>10
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
envshake.time = 10
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 90
palfx.time = 10
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,3
palfx.invertall = 0
palfx.color = 0
getpower = 0,0
ID = 801
fall.recover = 0

[State 801, DestroySelf]
type = DestroySelf
trigger1 = time>=35