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Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15] (Read 60875 times)

Started by Balthazar, May 18, 2015, 11:53:11 pm
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Re: Majin Monday Triple Threat! (Babidi, Majin Vegeta + Normal Vegeta updated!!!)
#161  August 10, 2015, 12:48:31 am
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Also, during his low-flight stance, I like how he can move forwards or backwards but it's confusing how he keeps moving even if the joystick is returned to a neutral down position.
Babidi is floating, so it will look weird that he will stop moving abruptly as if there was a ground friction. He will keep some momentum when going to neutral position.
some, but he should stop eventually, hes not stopping.
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#162  August 10, 2015, 09:45:54 am
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Just add

[State 11, SlowItDown]
type = Velset
triggerall = vel x != 0
trigger1 = (command != "holdfwd") && (command != "holdback")
x = ifelse((vel X = [-0.01,0.01]),0,(Vel X * 0.9))
;x = (Vel X * 0.9)

to Override.cns, statedef 11.

The velocity might not be perfect but it looks/feels good.


----
edited a better value for x so the math doesnt keep running and running. double edit. added the triggerall
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Last Edit: August 26, 2015, 12:48:15 am by Odb718
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#163  August 15, 2015, 05:23:32 pm
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#164  August 19, 2015, 08:55:40 am
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- Why does the following not do block damage
   -- Royal Fist
   -- LP Surprise Elbow
   -- Double Slash Kick
   -- Royal Edict

- Aura Burst and SPB Suicide give back meter

I'm a little confused by the read me
   -- It says Bakuhatsuha has to be blocked low, but it can be blocked high as well
   -- There's a contradiction on how many super bars it takes to do SPB during Sanity Mode.  Under SPB it says it costs 2 power bars, and under Sanity Mode it says it costs none.  It actually costs none in-game, which makes doing SPB normally pointless (3 power bars) as you can just do Sanity Mode (which costs 2 power bars) and then do SPB (which will be free)
   -- It says during Sanity Mode, mashing for SPB is already maxed out, which is not completely true.  You still have to mash buttons for Lvl. 0.  This further makes it odd, as the read-me states that you can only do SPB during Sanity Mode when you have at least 1 Level.
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#165  August 21, 2015, 12:38:51 am
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@xgargoyle: would you kindly give this stuff a look?
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#166  August 24, 2015, 12:39:48 pm
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it's quite difficult to look into that when my computer is 20000 kms away from where I'm currently located :P but yeah, I'll check that once I got back home :)
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#167  August 24, 2015, 01:24:17 pm
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That was the point =P I knew you couldnt see it now but that way you would have a reminder for later on.
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#168  September 07, 2015, 07:48:08 pm
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Can this glitch be fixed?

https://www.youtube.com/watch?v=zGULTgZwcSA

Can anyone send me that stage/mini game so I can investigate why Babidi is not working there?

Quote
- Why does the following not do block damage
   -- Royal Fist
   -- LP Surprise Elbow
   -- Double Slash Kick
   -- Royal Edict
I don't remember discussing anything with the Team on regards to block damage for these moves, so most probably it's a mistake from my side, and due to copy&paste the error was carried over to the other moves. I've added block damage to these moves, so now it should be balanced

Quote
- Aura Burst and SPB Suicide give back meter
That's a common error I always do, commenting out the getpower parameter doesn't result in 0 power, but instead in results in Mugen's default getpower :P So, yeah, it has been fixed… now

Quote
I'm a little confused by the read me
   -- It says Bakuhatsuha has to be blocked low, but it can be blocked high as well
Well, gotta ask @Balthazar: and @Iced: and decide if we correct the readme or the actual hitflags of the Majin Bakuhatsuha... 

Quote
-- There's a contradiction on how many super bars it takes to do SPB during Sanity Mode.  Under SPB it says it costs 2 power bars, and under Sanity Mode it says it costs none.  It actually costs none in-game, which makes doing SPB normally pointless (3 power bars) as you can just do Sanity Mode (which costs 2 power bars) and then do SPB (which will be free)
The contradictions are some leftovers from the closed beta gameplay, which was different from the public version. The current situation is that under Sanity Mode, all Hypers can be performed at no power level cost, as they will consume sanity bar instead. The exception is Sanity SPB, due that damage depends on current sanity level. The Sanity SPB can be performed at 0 Sanity level, but then it will do less damage and will disable Sanity mode, requiring you to charge up to 2 power bars again to get it back.
So, following your reasoning, yes, you can perform Sanity mode>Sanity SPB, and get it for just 2 power bars, instead of 3 under normal mode. If I remember correctly, we decided for this "bonus" to encourage or motivate players to go into Sanity Mode, which was almost overlooked or dismissed by our beta testers. Also, when you perform Sanity mode activation and then Sanity SPB, the total activation time is longer, as you must perform 2 separate moves, so, the risk involved in doing that combination is equalized by saving one power bar.

Quote
   -- It says during Sanity Mode, mashing for SPB is already maxed out, which is not completely true.  You still have to mash buttons for Lvl. 0.  This further makes it odd, as the read-me states that you can only do SPB during Sanity Mode when you have at least 1 Level.
Under Sanity Mode, if the sanity bar is completely empty, the game will consider that you are not really under Sanity mode, hence it will prompt to mash buttons.
The readme requires some correction because it should explain that the finishers are only available when the bar is orange or higher, not the actual SPB move :)



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Last Edit: September 07, 2015, 08:55:01 pm by XGargoyle
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#169  September 08, 2015, 06:40:09 pm
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Well, gotta ask @Balthazar: and  and decide if we correct the readme or the actual hitflags of the Majin Bakuhatsuha...
I think it makes more sense to correct the readme, imo.
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#170  September 08, 2015, 07:58:11 pm
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The stage doesnt scroll because of why every stage doesnt scroll.
I spent about 3 hours looking into how you got it to not scroll to begin with. But after commenting so much stuff out I couldnt get him to stop floating.
If he jumps and lands, the stage will reposition the screen to follow him.
If you can get Babidi to move the screen on any stage then that bonus stage should work normal too.
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#171  September 08, 2015, 08:01:33 pm
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Babidi employs some Screenbound controllers for camera manipulation. I think the problem may come from that, but without having access to the bonus game/stage I can't check that and correct it...
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#172  September 08, 2015, 08:50:36 pm
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@Japter Dark:I think if you comment out these lines the stage should work normal.

;[State -2, Camera fix]
;type = ScreenBound
;trigger1 = statetype != A
;trigger2 = statetype = A && p2dist Y>0
;value = 1
;movecamera = 1,0
;ignorehitpause = 1
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#173  September 09, 2015, 12:00:56 am
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disabling that code will result in weird scrolling in other stages though...
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#174  September 23, 2015, 11:45:02 am
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From the facebook page:

"Sometimes Base Vegeta has this glitch with the galick gun.. where his hand just stays like that for the entire match. however he can keep functioning normally, just that visually this will happen"
Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#175  September 23, 2015, 06:07:06 pm
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Use this in statedef -2
Code:
 
[state -2, charge ball FX]
type = removeexplod
triggerall = numexplod(2407)
trigger1 = (stateno != 2000) || (stateno != 2480)
ID = 2407
[state -2, charge ball FX]
type = removeexplod
triggerall = numexplod(2007)
trigger1 = (stateno != 2000) || (stateno != 2480)
ID = 2007
[state -2, front arm]
type = removeexplod
triggerall = numexplod(2010)
trigger1 = (stateno != 2000) || (stateno != 2480)
ID = 2010
I havent gotten the glitch to work so I'm not positive this is the fix. But it should be.
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#176  September 28, 2015, 05:52:43 am
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@Odb718, but after reading what XGargoyle said I don't think I should mess with it.
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Re: Babidi + Majin Vegeta + Normal Vegeta updated [Release - updated 28-05-15]
#177  May 24, 2019, 12:03:05 pm
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Welcome to the Great Big Babidi infinite:

st.HP xx qcb+P, wait slightly, st.HP xx qcb+P, wait slightly, st.HP xx qcb+P... you get the idea.

I know he's technically still incomplete, but at least fix this.