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Noel Released - MBTL/Melty Blood: Type Lumina (2025.02.20 Updated) (Read 5953 times)

Started by Manny Lingle (曼尼琳各), February 15, 2025, 02:45:42 pm
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Noel Released - MBTL/Melty Blood: Type Lumina (2025.02.20 Updated)
#1  February 15, 2025, 02:45:42 pm
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This is Noel (AKA Noel Aizome) from Melty Blood: Type Lumina
It requires MUGEN 1.1 (OpenGL) | Ikemen GO Nightly
Screenshot

Spoiler: Six Screenshots (click to see content)

Video Preview
Language: zh-TW | CC Subtitles: zh, en, ja (Google Translate)
Spoiler: Other Video Previews (Mugenized Skill) (click to see content)
Spoiler: Other Video Previews (MBTL and MUGEN Comparison) (click to see content)
Spoiler: Other Video Previews (New Intro and Win Poses) (click to see content)
Fighting Style: Similar to the Original Game (MBTL).
For a detailed explanation, please refer to the character folder description file (text file).

Download:
https://1drv.ms/f/c/5b3f61ea4138a29d/En0nc3zlkypMgOBkMPXt4goBuPDnq3Mo69OH_dejN-tb2A?e=nE4J7B
Welcome to support Linglebuymeacoffee.com/mannylingle
Last Edit: February 20, 2025, 12:28:04 am by Manny Lingle (曼尼琳各)
Re: Noel Released - MBTL/Melty Blood: Type Lumina
#2  February 15, 2025, 02:49:10 pm
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All Characters DL (Including Noel):
https://1drv.ms/f/c/5b3f61ea4138a29d/Ep2iOEHqYT8ggFvrAAAAAAAB67WCqnuzZTZPg_ioK5oQzg?e=6aW7Eh
Spoiler: 2 VS 2 UI (User Interface) (click to see content)
BTW, I'm sorry if this translation is poorly written, I use Google Translate.
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Re: Noel Released - MBTL/Melty Blood: Type Lumina
#3  February 16, 2025, 05:15:03 pm
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Not sure if it's an Ikemen issue only but during last arc opponent can recover instantly in the middle of the cutscene
Re: Noel Released - MBTL/Melty Blood: Type Lumina
#4  February 17, 2025, 11:36:07 am
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Not sure if it's an Ikemen issue only but during last arc opponent can recover instantly in the middle of the cutscene

I tested on my MUGEN and IKEMEN (nightly)
didn't see target is dropped.

but if to maintain for both MUGEN and IKEMEN for singel version of character is bit challenging.
Last Edit: February 17, 2025, 11:42:19 am by beterhans
Re: Noel Released - MBTL/Melty Blood: Type Lumina
#5  February 17, 2025, 02:11:39 pm
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Not sure if it's an Ikemen issue only but during last arc opponent can recover instantly in the middle of the cutscene
The moves Last Arc is set to not be able to recover (fall.recover = 0).
And the ctrl parameter of the opponent's Statedef is also set to 0 (ctrl = 0).
Unless you use...Cheap method, the opponent basically cannot recover.
By the way, if you are using Ikemen GO, please use the "Nightly" version.
Welcome to support Linglebuymeacoffee.com/mannylingle
Last Edit: February 17, 2025, 02:15:01 pm by Manny Lingle (曼尼琳各)
Re: Noel Released - MBTL/Melty Blood: Type Lumina
#6  February 17, 2025, 03:37:20 pm
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most recent nightly as of 2/15, on basic KFM
Re: Noel Released - MBTL/Melty Blood: Type Lumina
#7  February 17, 2025, 03:56:41 pm
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Not sure if it's an Ikemen issue only but during last arc opponent can recover instantly in the middle of the cutscene
The moves Last Arc is set to not be able to recover (fall.recover = 0).
And the ctrl parameter of the opponent's Statedef is also set to 0 (ctrl = 0).
Unless you use...Cheap method, the opponent basically cannot recover.
By the way, if you are using Ikemen GO, please use the "Nightly" version.

i tested vs some char
found the super only work for 720p character
any 240p character didn't work.

vs 720p kong fu man OK
normal kong fu man will lost target
Re: Noel Released - MBTL/Melty Blood: Type Lumina
#8  February 17, 2025, 04:12:22 pm
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Haha that's my fault

Code:
[State 3831, 2 (Bug - Noel is not in the Last Arc Statedef, but the opponent is in the Last Arc Statedef)];/* ※ */
type = SelfState
triggerall = !IsHelper
trigger1 = PlayerIDExist(GetHitvar(Fall.Envshake.Ampl)/2) = 0
trigger2 = PlayerIDExist(GetHitvar(Fall.Envshake.Ampl)/2)
trigger2 = PlayerID(GetHitvar(Fall.Envshake.Ampl)/2),StateNo < 200 || PlayerID(GetHitvar(Fall.Envshake.Ampl)/2),MoveType = H
value = cond(pos y >= 0,5110,5020)
ctrl = 0


using GetHitvar(Fall.Envshake.Ampl)/2 to pass attacker's ID can work in MUGEN but not IKEMEN
Fall.Envshake.Ampl will auto adapte when target and self  localcoord mismatch.

Check this post
https://github.com/ikemen-engine/Ikemen-GO/issues/2176#issuecomment-2538223075
POTS suggest use another parameter other than the Fall.Envshake.ampl since it auto adapte to different localcoord.

My Ikemen saber updated to use Fall.Envshake.Time to pass attacker ID
since time is equal for all localcoord size character no need to auto adapte.

Code:
[State 3211, Return]
type = SelfState
trigger1 = PlayerIDExist(GetHitvar(Fall.Envshake.Time) / 2) = 0
trigger2 = PlayerIDExist(GetHitvar(Fall.Envshake.Time) / 2) = 1
trigger2 = !(PlayerID(GetHitvar(Fall.Envshake.Time) / 2),StateNo = [3200,3209])
trigger3 = PlayerIDExist(GetHitvar(Fall.Envshake.Time) / 2) = 1
trigger3 = PlayerID(GetHitvar(Fall.Envshake.Time) / 2), Time > 400
value = 5050





Re: Noel Released - MBTL/Melty Blood: Type Lumina
#9  February 17, 2025, 05:37:41 pm
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Haha that's my fault

Code:
[State 3831, 2 (Bug - Noel is not in the Last Arc Statedef, but the opponent is in the Last Arc Statedef)];/* ※ */
type = SelfState
triggerall = !IsHelper
trigger1 = PlayerIDExist(GetHitvar(Fall.Envshake.Ampl)/2) = 0
trigger2 = PlayerIDExist(GetHitvar(Fall.Envshake.Ampl)/2)
trigger2 = PlayerID(GetHitvar(Fall.Envshake.Ampl)/2),StateNo < 200 || PlayerID(GetHitvar(Fall.Envshake.Ampl)/2),MoveType = H
value = cond(pos y >= 0,5110,5020)
ctrl = 0
To be honest, I'm not too familiar
with the new features added to Ikemen GO.
I'm not sure if it can be solved.

But I'll take the time to check it out.
But only if it doesn't affect the
settings that can be used on MUGEN.
Welcome to support Linglebuymeacoffee.com/mannylingle
Last Edit: February 18, 2025, 04:59:26 pm by Manny Lingle (曼尼琳各)
Re: Noel Released - MBTL/Melty Blood: Type Lumina (2025.02.18 Updated)
#10  February 18, 2025, 05:14:16 pm
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most recent nightly as of 2/15, on basic KFM

Fixed (Bug where Last Arc moves were binding to opponents in Ikemen GO).
Just like beterhans said.
Code: (Fixed Code)
[State 3831, 2 (To Pass Attacker's ID)]
type = SelfState
triggerall = !IsHelper
trigger1 = PlayerIDExist(GetHitVar(Fall.EnvShake.Time)/2) = 0
trigger2 = PlayerIDExist(GetHitVar(Fall.EnvShake.Time)/2)
trigger2 = PlayerID(GetHitVar(Fall.EnvShake.Time)/2),StateNo < 200 || PlayerID(GetHitVar(Fall.EnvShake.Time)/2),MoveType = H
value = cond(pos y >= 0,5110,5020)
ctrl = 0
Additionally, the fall.recovertime parameters of some moves have been modify.
Welcome to support Linglebuymeacoffee.com/mannylingle
Last Edit: February 18, 2025, 06:04:52 pm by Manny Lingle (曼尼琳各)
Re: Noel Released - MBTL/Melty Blood: Type Lumina (2025.02.20 Updated)
#11  February 20, 2025, 12:33:40 pm
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If the player controls the character,
the color of the body can be freely changed (Color Selection).
2025.02.20 mainly fixed display errors in this area.
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