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[GR style] Yukari & Meimu updated (12/22/19) Byakuren & Sakuya update (12/21/19) (Read 1971421 times)

Started by Ricepigeon, October 24, 2015, 09:09:53 PM
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Re: [GR style] Suika updated (05/24/19), Ichirin updated (05/23/19)
#461  May 26, 2019, 07:50:23 AM
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Suika was already updated again shortly after that was discovered. Try downloading her again.
Re: [GR style] Mamizou updated (05/26/19), Suika updated (05/24/19)
#462  May 26, 2019, 10:36:29 PM
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GR Mamizou updated

Quote
=====================================
05/26/19 - Version 2019.05.26
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Forward dash startup increased by 2f.
- [System] Corrected jump cancel timings on forward dash.
- [System] Air dashes now have a height restriction when ascending.
- [System] Corrected certain debug errors if p2 is not present.
- [System] Added missing hit ground from fall sounds.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- 2x: Now carries momentum from a dash.
- 6y: No longer loses overhead properties when cancelled into.
- Animal Lute Priest: Recovery time increased by 2f. Now disappears if Mamizou is hit.
- Animal Lute Priest: Projectile hitbox size decreased.
- Youkai Karakasa Transformation: Fixed a scaling error that would occur upon colliding with another projectile.
- Youkai Tsurube Transformation: Damage decreased (100->90), recovery time on all versions increased by 4f.
- Youkai Tsurube Transformation: Projectile hitbox size decreased, projectile hurtbox size increased.
- Utsusemi Jizo Transformation: Landing recovery increased by 3f, landing damage increased (80->90).
Re: [GR style] Reimu updated (05/30/19), Mamizou updated (05/26/19)
#463  May 31, 2019, 12:50:27 AM
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GR Reimu updated

Quote
=====================================
05/30/19 - Version 2019.05.30
=====================================

- Revamped the character's file structure.
- [System] Updated common states to the latest Gensokyo Reloaded character standards.
- [System] Minor adjustments to Reimu's regular hurtbox in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Corrected regular jump landing time (6f->4f).
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Forward air dash velocity multiplier decreased (x0.75->x0.9).
- [System] Backward air dash velocity multiplier decreased (x0.75->x0.85).
- [System] Repositioned dash effects.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- [System] Rudimetary state tree based A.I. implemented.
- 5x: Revised hurtbox placements.
- 5y: Revised hurtbox placements.
- 5z: Revised hurtbox placements.
- 6x: Fixed a bug introduced in a previous update where the move wasn't causing wallbounce on counterhit.
- 6y: No longer loses overhead properties when chained into.
- 3z: Fixed issue where opponent could recover prematurely.
- j.5x: Revised hurtbox placements.
- j.5y: Second and third hits no longer have block restrictions.
- j.5z: Revised hurtbox placements.
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Ascension Kick: Can no longer carry momentum over from a forward dash.
- Dimensional Rift: Can no longer carry momentum over from a forward dash.
- Rain Dance: Aerial versions now have separate animations that use the regular aerial hurtbox.
- Rain Dance: Can no longer carry momentum over from a forward dash.
- "Fantasy Seal": Aerial version now has a separate animation that uses the regular aerial hurtbox.
- "Fantasy Seal": Fixed debug flood that would occur if P2 was somehow missing.
Re: [GR style] Kanako & Remilia updated (06/01/19), Reimu updated (05/30/19)
#464  June 01, 2019, 11:53:05 PM
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GR Kanako & GR Remilia have been updated.

Kanako:
Quote
=====================================
06/01/19 - Version 2019.06.01
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (4f->5f).
- [System] Corrected regular jump landing time (6f->5f).
- [System] Corrected forward dash startup time (6f->4f).
- [System] Corrected jump cancel timings for grounded forward dash.
- [System] Corrected Forward dash skid animation time (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- [System] Minor corrections to hurtboxes.
- 2x: Now carries horizontal momentum from a dash.
- 6z/j.6z: Recovery frames are now flagged properly.
- 3z: No longer loses overhead properties when cancelled into.
- Throw: Now applies standard 90% proration.
- Guard Cancel: Now longer gains counterhit bonuses.
- Sky God: Wind Summon: Recovery frames are now flagged at the proper times.
- Sky God: Onbashira: Recovery frames are now flagged at the proper times.
- God Sign "Beautiful Spring-like Suiga": Recovery frames are now flagged at the proper times.

Remilia:
Quote
=====================================
06/01/19 - Version 2019.06.01
=====================================

- [System] Adjustments to common state animations and hurtboxes.
- [System] Updated outdated Recovery frame flags to current standards.
- [System] Updated outdated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time (5f->4f).
- [System] Corrected back hop/air dash landing times (11f->8f).
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Fixed numerous debug errors that would occur if P2 was somehow missing.
- Fixed visual issue where the tech recovery explod was being affected by palfx.
- Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- Ground Backward Dash: Cancel window reverted.
- 2y: Can now be blocked high.
- 6z: No longer loses overhead properties when chained into.
- j.5z: Groundbounce counterhit proration multiplier decreased (85%->90%).
- Throw: Now applies 90% normal proration.
- Guard Cancel: No longer gains counterhit bonuses.
- Chain Gang [X & Y]: Now disappears if Remilia is hit.
Last Edit: June 02, 2019, 02:52:31 AM by Ricepigeon
Re: [GR style] Patchouli updated (06/05/19), Kanako & Remilia updated (06/01/19)
#465  June 06, 2019, 01:52:13 AM
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Patchouli Knowledge updated

Quote
=====================================
06/05/19 - Version 2019.06.05
=====================================

- Revamped the character's file structure.
- Realigned certain gethit sprites.
- [System] Updated common states to the latest Gensokyo Reloaded character standards.
- [System] Minor adjustments to hurtboxes in most states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (5f->4f).
- [System] Corrected regular jump landing time (5f->4f).
- [System] Forward dash minimum and maximum durations now match those of the latest Gensokyo Reloaded character standards.
- [System] Corrected forward dash startup time (2f->4f).
- [System] Corrected time in which the forward dash can be jump cancelled.
- [System] Corrected Forward dash skid animation time (9f->8f).
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Repositioned dash effects.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Air dashes now have a height restriction when ascending.
- [System] Replaced cornerpush system.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Rudimetary A.I. implemented.
- All Normals and Command Normals: Hurtboxes adjusted slightly.
- 6y: No longer loses overhead properties when chained into.
- 5z: Can no longer cancel into 6y.
- j.5x: Hitbox repositoned, size increased
- j.5x: Startup decreased (7f->5f).
- Throw: Corrected inability to conserve forward dash momentum into the attack.
- Throw: Now applies 90% normal proration.
- Guard Cancel: No longer gains counterhit bonuses.
- Summer Red: Hurtboxes adjusted slightly.
- Summer Red [Air]: Adjusted effects to reflect projectile trajectory.
- Sylphae Horn: Corrected visual bug when projectiles fire.
- Sylphae Horn: Now fires 2 additional projectiles during Philosopher's Stone.
- Winter Element: Geyser now disappears if Patchouli is hit before it becomes active.
- Winter Element: Spellcard cancel timing adjusted.
- Autumn Blade: Hurtboxes adjusted slightly.
- "St Elmo's Pillar": Hurtboxes adjusted slightly.
- "St Elmo's Pillar": Recovery frames are now flagged properly.
- "Royal Flare": Hurtboxes adjusted slightly.
Re: [GR style] Yuuka updated (06/10/19), Patchouli updated (06/05/19)
#466  June 11, 2019, 04:11:35 AM
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GR Yuuka updated

Quote
=====================================
06/10/19 - Version 2019.06.10
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time (6f->5f).
- [System] Corrected regular jump landing time (4f->5f).
- [System] Corrected jump cancel timing of forward dash.
- [System] Corrected Forward dash skid animation time (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Fixed issue where certain attacks could not carry momentum from a dash.
- j.2z: Recovery frames are now flagged at the correct time.
- Throw/Air Throw: Now apply standard 90% Proration.
- Fantastic Spring Flowers: Recovery frames are now flagged properly.
Re: [GR style] Koishi updated (06/19/19), Yuuka updated (06/10/19)
#467  June 20, 2019, 04:11:53 AM
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GR Koishi updated

Quote
=====================================
06/19/19 - Version 2019.06.19
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected jump cancel timings of the forward dash.
- [System] Backward dash: Can now be cancelled into ground Normals.
- [System] Backward dash/Air Backward Dash: Startup reduced (8f->6f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- 2x: Now carries momentum from dashes.
- 6y: No longer loses overhead properties when cancelled into.
- 4z: Recovery frames are now flagged properly.
- Throw: Now applies 90% standard proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Fidgety Snatcher: Recovery frames are now flagged properly.
- Growing Pain: Recovery frames are now flagged properly.
- Growing Pain: Now disappears if Koishi is hit.
- Unanswered Love: No longer erroneously hits overhead.
- Catch & Rose: Recovery frames are now flagged properly.
- "Ancestors are Watching You": Recovery frames are now flagged properly.
Re: [GR style] Marisa updated (06/22/19), Koishi updated (06/19/19)
#468  June 23, 2019, 01:46:27 AM
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GR Marisa updated

Quote
=====================================
06/22/19 - Version 2019.06.22
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected forward dash startup time (4f->5f).
- [System] Corrected jump cancel timings of forward dash.
- [System] Decreased forward air dash startup time (9f->6f).
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Corrected error where certain Normals would not carry momentum from a dash.
- [System] A.I. improved.
- 5y: Now moves Marisa forwards slightly.
- 6y: No longer loses overhead property when cancelled into.
- Throw: Now applies standard 90% prorate.
- Guard Cancel: No longer gains counterhit bonuses.
- "Master Spark": Fixed scaling bug on the laser effect.
Re: [GR style] Mokou updated (06/28/19), Marisa updated (06/22/19)
#469  June 29, 2019, 03:57:39 AM
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GR Mokou updated

Quote
=====================================
06/28/19 - Version 2019.06.28
=====================================

- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time (6f->4f).
- [System] Corrected forward dash startup time (8f->5f).
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected back hop/air dash landing times (10f->8f).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Corrected error where certain Normals would not carry momentum from a dash.
- 6y: No longer loses overhead properties when cancelled into.
- j.2z: Fixed angledraw bug that would occur when Mokou lands.
- Throw: Now applies 90% standard proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Self-Harming Fire Talons [3rd hit, all versions]: Mokou now leaves the ground slightly later, y-velocities lowered to compensate.
- Blazing Bamboo Tube: Recovery frames are now flagged properly.
Re: [GR style] Eirin updated (07/02/19), Mokou updated (06/28/19)
#470  July 03, 2019, 04:25:35 AM
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Eirin updated with several changes.

Quote
=====================================
07/02/19 - Version 2019.07.02
=====================================

- Slight reorganization of file structure.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Minor revision to turning animations.
- [System] Added missing anim 5150.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time (8f->4f).
- [System] Dash behavior updated to current standards.
- [System] Repositioned dash effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Updated how the Spellcard ring effect is handled.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- 6y: No longer loses overhead properties when cancelled into.
- 5z/8z: Corrected bug where charged versions would still only fire 1 arrow.
- 5z/8z: Damage per arrow now scales inversely to amount of arrows fired.
- Throw: Now applies standard 90% prorate.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Burst Shot [Air]: No longer preserves trajectory, now recoils Eirin backward.
- Elixir [All]: Recovery frames are now flagged properly.
- Elixir -Sulfuric Acid-: Fixed an oversight where the debuff wasn't being applied to opponents hit by the acid splash.
Re: [GR style] Mamizou updated (07/23/19)
#471  July 24, 2019, 03:42:21 AM
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GR Mamizou updated with a few balance changes

Quote
=====================================
07/23/19 - Version 2019.07.23
=====================================

- [System] Walk & Dash speeds decreased.
- 6z: Now requires 1 leaf to use.
- j2z: Now requires 1 leaf to use.
Re: [GR style] Utsuho updated (07/24/19), Mamizou updated (07/23/19)
#472  July 25, 2019, 02:51:37 AM
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Utsuho updated with various system & gameplay changes

Quote
=====================================
07/24/19 - Version 2019.07.24
=====================================

- [System] Air dashes now have a height restriction on ascending from a jump.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Fixed issues with groundbounce & wallbounce behaviors.
- [System] Corrected regular jump landing time.
- [System] Corrected forward dash startup time.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- 6y: No longer loses overhead properties when cancelled into.
- Radiant Blade: Command changed to D,DB,B+X/Y/Z
- Reimplemented Flare Up Special (F,D,DF+X/Y/Z) with revised behavior.
Re: [GR style] Alice, Sakuya, & Yukari updated (08/03/19)
#473  August 04, 2019, 04:53:48 AM
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GR Alice, GR Sakuya, & GR Yukari updated

Alice:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- [System] Ground Normals & Command Normals now reworked into close and far variants.
- [System] Close variants can be performed at any range by holding Back.
- [System] Aerial Normals & Command Normals now reworked into back jump & straight jump variants.
- [System] Back jump variants can be performed at any range by holding Back.
- [System] Air dashes now have a height restriction when going up.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Added missing anim 5150.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump start time.
- [System] Corrected regular jump landing time.
- [System] Corrected forward dash startup time.
- [System] Corrected back hop/air dash landing times.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where the Dash/Guard Cancel Counter/Spellcard effect helpers would incorrectly generate a shadow.
- [System] Fixed certain grounded attacks not carrying over horizontal momentum.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Corrected ground tech behavior.
- Guard Cancel: No longer gains counterhit properties.
- 4x: No longer loses overhead properties.
- 2x: Removed.
- 1x: Command changed to 2x.
- Throw: Now applies standard 90% proration.

Sakuya:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- [System] Air dashes now have a height restriction when ascending.
- [System] Corrected timings of cancelling forward dashes into a jump.
- [System] Corrected Forward dash skid animation time.
- [System] Corrected back hop/air dash landing times.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Corrected regular jump start time.
- [System] Corrected regular jump landing time.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- Guard Cancel: No longer gains counterhit properties.
- Throw: Now applies a 90% base proration.

Yukari:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- Reorganized character file structure.
- [System] Common states updated to current standards.
- [System] Corrected jump cancel timings of forward dash.
- [System] Corrected forward dash startup time.
- [System] Air dashes now have a height restriction when ascending.
- [System] Minor adjustments to hurtboxes in some gethit states.
- [System] Minor adjustments to some common state animations.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Corrected regular jump landing time.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- Guard Cancel: No longer gains counterhit bonuses.
- 6y: No longer loses overhead property when cancelled into.
- Throw: Now carries momentum over from a dash.
- Throw: Now applies standard 90% proration.
- Illusionary Rift [Z ver]: Corrected minor glitches, now lands 1f earlier.
- Gazing Eye: Now disappears if Yukari is hit.
- Shikigami "Chen": Now disappears if Yukari is hit.
Re: [GR style] Five characters updated (08/04/19), 3 chars updated (08/03/19)
#474  August 04, 2019, 07:24:17 PM
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GR Eirin, GR Komachi, GR Mamizou, & GR Patchouli updated with a fix to a shared system issue. GR Meiling updated with several fixes

Eirin, Komachi, Mamizou, & Patchouli:
Quote
=====================================
08/03/19 - Version 2019.08.03
=====================================

- [System] Corrected ground tech behavior.

Meiling:
Quote
=====================================
08/04/19 - Version 2019.08.04
=====================================

- Reorganized file structure.
- Sprites realigned.
- [System] Adjustments to hurtboxes in some gethit states.
- [System] Adjustments to some common state animations.
- [System] Updated Recovery frame flags to current standards.
- [System] Updated Hitdef triggers to current standards.
- [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing.
- [System] Fixed timing issues with groundbounce angledraw and offset.
- [System] Updated common states to current standards.
- [System] Repositioned dash effects.
- [System] Corrected jump cancel timings of forward dash.
- [System] Backward hop velocity multiplier decreased (x1.2->x1.0).
- [System] Corrected back hop/air dash landing times (4f->8f).
- [System] Forward air dash velocity multiplier decreased (x1.0->x0.75).
- [System] Backward air dash velocity multiplier decreased (x1.0->x0.75).
- [System] Air dashes now have a height restriction when ascending.
- [System] Adjusted how the character handles landing sounds in certain basic states.
- [System] Fixed visual issue where the tech recovery explod was being affected by palfx.
- [System] Fixed IKEMEN exclusive visual issue where certain effect helpers would incorrectly generate a shadow.
- [System] Fixed an issue with palette 12 where the aura effect would disappear during a custom state.
- [System] Fixed a sprite conflict issue that caused one frame in the level 3 spellcard effect to show the incorrect sprite.
- [System] Rudimentary state tree-based A.I. added.
- [System] Corrected ground tech behavior.
- All ground Normals: Jump cancel criteria during "Fierce Tiger's Strength" adjusted, jump cancel is now possible within 5
  frames of the move making contact (excluding hitpause).
- 5x: Revised hurtbox placements.
- 4y/j4y: Fixed an issue where the move could be used more than once in a juggle.
- 4y/j4y: Now disappears if Meiling is hit.
- 4y/j4y: Can now be jump cancelled during "Fierce Tiger's Strength".
- 6y: No longer loses overhead property when cancelled into.
- 6y: Jump cancel window during "Fierce Tiger's Strength" is now within 5 frames of Meiling landing if the move makes contact.
- 6y: Can no longer cancel into Heavy Normals during "Fierce Tiger's Strength".
- 5z: No longer causes a knockdown.
- 5z: Proration increased (80%->85%).
- 6z: Can now be jump cancelled during "Fierce Tiger's Strength".
- 2z: Revised hurtbox placements.
- 3z: Can now be jump cancelled during "Fierce Tiger's Strength".
- j5y: Revised hurtbox and hitbox placements.
- j3z: Revised hurtbox placements, hitbox moved up slightly.
- Throw: Now applies standard 90% proration.
- Guard Cancel Counter: No longer gains counterhit bonuses.
- Fragrant Wave: Can no longer conserve momentum from a forward dash.
- Fragrant Wave: Revised hurtbox placements.
- Cyclone Light Step: Revised hurtbox placements, hitbox moved up slightly.
- Cyclone Light Step ["Fierce Tiger Strength"]: proration decreased (0.95x3->0.947x3).
- Scarlet Cannon: Fixed an issue where one of the FX wouldn't show due to an erroneous destruction trigger.
- Descending Flower Slam: Aerial versions now have separate animations that use the regular aerial hurtbox.
- Descending Flower Slam [Ground versions]: Can no longer carry momentum over from a dash.
- Tremor Kick: Can no longer carry momentum over from a dash.
- "Roc's Fist": Revised hurtbox placements.
- "Colorful Windchime": Recovery frames are now flagged properly.
- "Fierce Tiger's Strength" Spellcard now plays the level 1 activation sound if Power is lower than 2000.
- "Colorful Light Lotus Flower Palm": Revised hurtbox placements.
- "Colorful Light Lotus Flower Palm": Hitpause time adjusted (1->0).
- "Colorful Light Lotus Flower Palm": Meiling no longer continues to phase through opponents past a certain point if the move
  is blocked.
- "Colorful Light Lotus Flower Palm": Damage/block damage increased (365/73->400/80).
- "Colorful Light Lotus Flower Palm": P2 Power gain on block increased (100->600).
- "Colorful Light Lotus Flower Palm": Recovery frames are now flagged properly.
Last Edit: August 05, 2019, 12:58:29 AM by Ricepigeon
Re: [GR style] Reimu & Chen updated (08/09/19), Five characters updated (08/04/19)
#475  August 10, 2019, 01:35:00 AM
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GR Reimu & GR Chen updated

Reimu:
Quote
=====================================
08/09/19 - Version 2019.08.09
=====================================

- [System] Miscellaneous common state fixes and adjustments.
- [System] Spellcard text animations updated to current standards.

Chen:
Quote
=====================================
08/09/19 - Version 2019.08.09
=====================================

- [System] Miscellaneous common state fixes and adjustments.
- [System] Air Dash height restriction lowered.
- [System] Fixed an issue where custom stated opponents were getting up a frame too early.
Re: [GR style] Seven characters updated (08/25/19)
#476  August 25, 2019, 11:06:05 PM
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GR Chen, GR Cirno, GR Mamizou, GR Marisa, GR Meiling, GR Patchoulu, & GR Reimu have been updated with a few changes.

Chen:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.
- Dharmapala's Rampage: Can now only connect with standing oppoennts.
- "Flight of Itaden": Adjusted recovery animation.

Cirno:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.

Mamizou:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.
- [System] Fixed an issue where custom stated opponents were getting up a frame too early.

Marisa:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.
- Narrow Spark [X version]: Fixed an issue where the move couldn't be tech recovered.
- "Sungrazer": Various adjustments to how the cinematic's effects are handled.

Meiling:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.

Patchouli:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations.
- [System] Miscellaneous common state fixes and adjustments.
- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.
- "Royal Flare": Sounds effects no longer continue to play if Patchouli is hit mid-attack.

Reimu:
Quote
=====================================
08/25/19 - Version 2019.08.25
=====================================

- [System] Fixed various timing issues pertaining to Spellcard effects.
- [System] Opponents will now always go into the air recovery anim at the same time as the reset state.
- [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability.
- [System] Added numerous state numbers that were missing from the tick fix code.
- "Fantasy Nature": Various adjustments to how the cinematic's effects are handled.
Re: [GR style] Seven characters updated (08/25/19)
#477  August 27, 2019, 10:41:16 AM
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I was backing up files and realized none of those 7 characters are updated as the Mediafire date uploaded are way before 8/25. I hope I ain't the only one who noticed this.
Re: [GR style] Seven characters updated (08/25/19)
#478  August 28, 2019, 02:22:01 AM
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Good catch. I inadvertently reuploaded the existing versions of the characters prior to the update. The correct versions should be uploaded now.
Re: [GR style] Seven characters updated (08/25/19)
#479  August 28, 2019, 09:19:50 AM
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  • I do feedback on detail and aesthetics.
    • USA
Found a bug with Reimu's update. Her snd file has 0 bytes and doesn't load on Fighter Factory, causing the character to give this error if played:

Quote
Error message: Can't load Reimu_RP.snd
Error loading chars/ffs_0/ffs_0.def
Error loading p1

I noticed something was off when the file size was lower than 2 mb. The other 6 characters work fine.

Edit: I also forgot to mention that the landing sound effect on Marisa's Miasma Sweep is louder than normal.
Last Edit: August 28, 2019, 09:36:27 AM by SolidZone 26
Re: [GR style] Seven characters updated (08/25/19)
#480  August 28, 2019, 11:49:23 AM
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Should probably mention Koishi's .snd file is commented out in the .def, but I know everyone's getting updated again so I imagine that'll be fixed anyway.
3DS FC: 0516 - 7483 - 3564
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