ABSOLUTELY AMAZING UPDATE. This is just made of pure awesome, I can't believe one guy is doing all of this.
Feedback:
General
- Opponent is still able to use the same palette as P1
- Facep2 in the landing state still doesnt work
FrantzX Edit: FIXED
- Timer should reset to 99 when using full life/power cheat
FrantzX Edit: FIXED
- Still no friction for moving against another char
- A char will be interrupted during any move for time over if they are on the ground, whereas they should really only go into the lose/win states once in state 0. I'm not really sure about this, but it feels like they go into the states too abruptly.
FrantzX Edit: FIXED
Kim
- No ground explod/sound for hitting an aerial opponent with HK Ryuusei Raku. Stateno 1052 Code for the effects is in -2.
FrantzX Edit: FIXED
- Still can't do Hien Zan at all. It's a charge move, but it doesn't work, though strangely Ryuusei Raku I have no problems with. Stateno's 1020-1022 for all of the Hien Zans.
CMD for Hien Zans:
Spoiler, click to toggle visibilty
[Command]
name = "HienZanWeak"
command = ~30$D, $U, a
time = 36
[Command]
name = "HienZanWeak"
command = ~30$D, $U, ~a
time = 36
[Command]
name = "HienZanMed"
command = ~30$D, $U, b
time = 36
[Command]
name = "HienZanMed"
command = ~30$D, $U, ~b
time = 36
[Command]
name = "HienZanStrong"
command = ~30$D, $U, c
time = 36
[Command]
name = "HienZanStrong"
command = ~30$D, $U, ~c
time = 36
;---------------------------------------------------------------------------
;Hien Zan Weak
[State -1, Hien Zan Weak]
type = ChangeState
value = 1020
triggerall = (!var(59) && command = "HienZanWeak") || ( var(59) && (helper(100000), stateno = 102150) )
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,440]) && movecontact ;;&& hitshakeover ; it will never trigger maybe
trigger3 = stateno = 40 && time <= 4
;---------------------------------------------------------------------------
;Hien Zan Medium
[State -1, Hien Zan Medium]
type = ChangeState
value = 1021
triggerall = (!var(59) && command = "HienZanMed") || ( var(59) && (helper(100000), stateno = 102151) )
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = (stateno = [200,440]) && movecontact ;;&& hitshakeover ; it will never trigger maybe
trigger3 = stateno = 40 && time <= 4
;---------------------------------------------------------------------------
;Hien Zan Strong
[State -1, Hien Zan Strong]
type = ChangeState
value = 1022
triggerall = (!var(59) && command = "HienZanStrong") || ( var(59) && (helper(100000), stateno = 102152) )
trigger1 = ctrl
trigger1 = statetype != A
trigger2 = (stateno = [200,440]) && movecontact ;&& hitshakeover ; it will never trigger maybe
trigger3 = stateno = 40 && time <= 4
- Kuusajin doesn't make the opponent fall
FrantzX Edit: FIXED
- The Haki Kyaku of the Team Korea super sends the opponent too high. I use yaccel in the hitdef to slow the opponent down, but it seems it's not taking effect. Stateno 3101
- Afterimages during the Lv. 2 supers (Hou'ou Hiten Shougeki Kyaku & Hou'ou Hiden Kyaku) are still all black. Stateno's 3000 and 3010, repectively. (May be a video card issue)
FrantzX Edit: this won't be fixed until I figure out how the 'PalBright' option effects the 'AfterImage' state controller.
Tron
- Lunch Rush projectiles (the Servbots created after the helpers pass the Chef Servbot) are misaligned (too low)
FrantzX Edit: FIXED
- Lunch Rush hitsounds don't play on every hit
FrantzX Edit: FIXED
- I can trip the opponent forever for an infinite
FrantzX Edit: Juggle checks have been disabled for the time being.
Barns
- Dust afterimages still black (may be a video card problem) Effects.cns
FrantzX Edit: this won't be fixed until I figure out how the 'PalBright' option effects the 'AfterImage' state controller.
Burai
- Using QCF+A against the wall still makes the opponent bounce off the wall twice.
That's all for now. My characters play more and more perfect with every build.
Very cool update.