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wolfman8

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Messages by wolfman8

    

Re: KOFE 2019 Feedback and Glitches

 November 25, 2020, 05:50:05 pm View in topic context
 Posted by wolfman8  in KOFE 2019 Feedback and Glitches (Started by swipergod August 05, 2018, 06:22:07 pm
 Board: King of Fighters E

Love this game! The new moves.
The ballencing of characters like adelheid
I like the moves combo from lights. Like Ryo can combo LP to Fwd+LP.My only issue is with
this game is standard kof combos don't work for characters like K'. He should be able to do P to fwd+LK to qcb+K. Or jumping K to air qcb+LK. ECT. Thanks for your hard work
    

Ivan by KAGEMUSHA

 July 09, 2013, 10:09:19 pm View in topic context
 Posted by wolfman8  in Ivan by KAGEMUSHA (Started by wolfman8 July 09, 2013, 10:09:19 pm
 Board: Requests

    

Re: King of Fighters E blog

 June 05, 2013, 12:46:05 am View in topic context
 Posted by wolfman8  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
 Board: King of Fighters E

I hope you finish this.
I like how you put little touches in to each characters. Like nameless having and air fire ball of sorts
Like whip being able to shoot her gun forward.(my favorite version.
MY only grip is characters cant combo there normals into their comand moves or they are missing command moves
Like nameless not being able to combo standing punch into d/f hard kick and he is missing forward plus light kick.
Fix the combo issues and this would be one of my favorite mugen full games.

Thanks man cheers!
    

SagatDX by Dragoon316

 May 10, 2013, 05:51:15 am View in topic context
 Posted by wolfman8  in SagatDX by Dragoon316 (Started by wolfman8 May 10, 2013, 05:51:15 am
 Board: Requests

    

Re: k-blood lvb

 November 10, 2012, 02:16:10 am View in topic context
 Posted by wolfman8  in  k-blood lvb (Started by wolfman8 November 09, 2012, 09:39:02 am
 Board: Requests

not the same but thanks.  I used to have this one
    

k-blood lvb

 November 09, 2012, 09:39:02 am View in topic context
 Posted by wolfman8  in  k-blood lvb (Started by wolfman8 November 09, 2012, 09:39:02 am
 Board: Requests

    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 13, 2012, 05:30:42 am View in topic context
 Posted by wolfman8  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

I'm glad your gonna ajust the timing for his cancels
I like his hit sparks and that they are over the top but I'm not a purist.
Shordening his moves coud add to the replay value.
Level threes are expected to be alittle longer since you don't see them alot.
I perfered the last update of meta_k when they shortened his winged hsdm.
Does he have a sliding spike drive follow up to iens trigger? if not I'd like that added.
He's really coming along, Looking forward to future updates and the lvl fives.
Maybe you could leave them as an option to add in the code to keep the puris happy.
I like alittle over powered heck thats why I play mugen.
I can't help you with the damage scaling issue.
    

Re: True K' (MKJ) NEXT UPDATE COMPLETE

 October 11, 2012, 06:02:41 pm View in topic context
 Posted by wolfman8  in True K' (MKJ) NEXT UPDATE COMPLETE (Started by MKJ September 26, 2012, 12:07:57 am
 Board: Your Releases, older Mugen

Awesome character!  Feel more True and not just over powered.( I like to hold on to your previous versions as they all have difrent HSDMS)   Timeing for cancels are too tight or at least have the cancel start at the end of each part. Can't even pull of the third part.
    

Re: How do I stop this move from looping

 July 17, 2012, 02:17:57 am View in topic context
 Posted by wolfman8  in How do I stop this move from looping (Started by wolfman8 July 13, 2012, 04:04:57 pm
 Board: M.U.G.E.N Development Help

If you wanna check the move in action you download.
So specifically which part of the code should I change and to what.
Just copy and past in your reply.

Thanks wolf :???:
 
    

How do I stop this move from looping

 July 13, 2012, 04:04:57 pm View in topic context
 Posted by wolfman8  in How do I stop this move from looping (Started by wolfman8 July 13, 2012, 04:04:57 pm
 Board: M.U.G.E.N Development Help

I'm Having trouble with this character.
How do I get D,F, b to stop looping into the sky beyond

move is statedef 1101
Buno de souza (awesome edit of DJ
http://www.mediafire.com/?f65g066u9b9i2ot



;===============================================SEGUENCIA 2
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1101]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 124
ctrl = 0
velset = 0,0
anim = 1101
sprpriority = 2

[State 1101, 1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 50
x = 7
y = -2

[State 1100, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1100, 0

[State 1100, 2]
type = PlaySnd
trigger1 = Time = 12
value = 1100, 1

[State 1101, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveContact = 1
value = 1111

[State 1101, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = MoveContact = 0
value = 1121

[State 1101, sombra]
type = AfterImage
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
time = 30
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1101, sombra]
type = AfterImage
;trigger1 = AnimElem = 12
trigger1 = AnimElem = 12
trigger2 = AnimElem = 14
trigger3= AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 18
trigger7 = AnimElem = 19
trigger8 = AnimElem = 20
trigger9 = AnimElem = 21
trigger10 = AnimElem = 22
time = 30
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1101, 5]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 11
trigger4 = animelem = 16
trigger5 = animelem = 17
trigger6 = animelem = 21
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkno = S17034
guard.sparkno = S17032
sparkxy = 0, -20
hitsound   = S0,6
guardsound = S0,2
ground.type = High
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-4
air.velocity = -3,-4

[State 1100, 2]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 10
trigger4 = animelem = 15
trigger5 = animelem = 16
trigger6 = animelem = 20
value = 0,8

[State 1101, 4]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype = Back
damage = 30,5
guardflag = MA
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound   = S0,7
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 1101, 4] ;Gravity
type = VelAdd
trigger1 = Time = 0
y = 0.35



;--------------------------------------------------------------------------------------------------
;SEQUENCIA 2 Down
[Statedef 1111]
Type = A
Movetype = A
Physics = S
Anim = 1101

[State 1111, 2]
type = HitDef
trigger1 = animelem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
attr = S, SA
animtype  = High
damage    = 50, 9
guardflag = MA
pausetime = 11,11
sparkno = S17034
guard.sparkno = S17032
sparkxy = 0, -5
hitsound   = S0,6
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3, 19
air.velocity = -3, 19
fall = 1

[State 1111, 4]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype = Back
damage = 30,5
guardflag = M
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound   = S0,7
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 1111, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

[State 1111, 3]
type = VelAdd
trigger1 = Time = 0
x = .75
y = -2

[State 1111, 4] ;Gravity
type = VelAdd
trigger1 = Time = 0
y = 0.35

[State 1111, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1


;--------------------------------------------------------------------------------------------------
;SEQUENCIA 2 Down (quando num pega)
[Statedef 1121]
Type = A
Movetype = A
Physics = S
Anim = 41

[State 1121, 3]
type = VelAdd
trigger1 = Time >=0
y = 0.65

[State 1121, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = 0.35

[State 1121, 2]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0
ctrl = 1




; ====================================================ATAQUE DE  CHUTE (SEQUENCIA 3)
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
[Statedef 1102]
type = S
movetype = A
physics = S
poweradd = 240
ctrl = 0
anim = 1102
velset = 0

[State 1102, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1100, 2


[State 1102, 2]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 20,0

[State 1102, varrandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,99

[State 1102, veladd]
type = VelAdd
trigger1 = AnimElem = 1
x = 40

[State 1102,shake]
type = EnvShake
trigger1 = AnimElem = 4
time = 20
ampl = 10
freq = 200

[State 1102, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4013
velocity = 2
pos = -5,-130
sprpriority = 2

[State 1102, 0]
type = AfterImage
trigger1 = time = 0
time = 30
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 1102, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Back
damage = 100,5
guardflag = M
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound = S0,7
guardsound = S0,8
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 1102, 3]
type = Width
trigger1 = AnimTime = 0
value = 0,0

[State 1102, 4]
type = PosAdd
trigger1 = AnimTime = 0
x = 36

[State 1102, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================================================================================
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++MAGIA COM CHUTE FRACO
[Statedef 1103]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
velset = 0
anim = 1103

[State 1103, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1100,4

[State 1103, 0]
type = AfterImage
trigger1 = time = 0
time = 20
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 1103, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Back
damage = 90,5
guardflag = M
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound = S1100,5
guardsound = S1100,5
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1
fall = 1

[State 1103, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4002
velocity = 0
pos = 8,-13
sprpriority = 2

[State 1103, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===================================================================================
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++MAGIA COM CHUTE MEDIO
[Statedef 1104]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
velset = 0
anim = 1104

[State 1104, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1100,4

[State 1104, 0]
type = AfterImage
trigger1 = time = 0
time = 50
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 1101, 5]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S1100,5
guardsound = S1100,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 1104, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype = Back
damage = 90,5
guardflag = M
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound = S1100,5
guardsound = S1100,5
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1
fall = 1

[State 1100, 1]
type = VelSet
trigger1 = time >= 4
trigger1 = time <= 20
x = 4
y = 0

[State 1104, explod]
type = Explod
trigger1 = AnimElem = 9
anim = 4002
velocity = 0
pos = 8,-13
sprpriority = 2

[State 1104, explod]
type = Explod
trigger1 = AnimElem = 3
anim = 4002
velocity = 0
pos = 8,-13
sprpriority = 2

[State 1104, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===================================================================================
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++MAGIA COM CHUTE FORTE
[Statedef 1105]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
velset = 0
anim = 1105

[State 1105, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1100,4 

[State 1105, 1]
type = PlaySnd
trigger1 = Time = 30
value = 1100,3
 

[State 1105, 1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 91
x = 2
y = 0

[State 1102, 0]
type = AfterImage
trigger1 = time = 0
time = 70
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 1105, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
attr = S, NA
animtype  = Medium
damage    = 20
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S1100,5
guardsound = S1100,5
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 1002, 2]
type = Projectile
trigger1 = AnimElem = 15
projanim = 4002
projhitanim = 4000
offset = 10, -13
velocity = 5, 0
attr = S, SP
damage = 50, 20
animtype = Medium
pausetime = 2,9
sparkno = 3
sparkxy = 50,-42
hitsound = S1100,5
guardflag = MA
guardsound = S1100,5
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1
fall=1

[State 1105, explod]
type = Explod
trigger1 = AnimElem = 4
anim = 4002
velocity = 0
pos = 8,-13
sprpriority = 2

[State 1105, explod]
type = Explod
trigger1 = AnimElem = 9
anim = 4002
velocity = 0
pos = 8,-13
sprpriority = 2

;[State 1105, explod]
;type = Explod
;trigger1 = AnimElem = 15
;anim = 4002
;velocity = 0
;pos = 8,-13
;sprpriority = 2

[State 1105, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;=================================================================================
;----======-------========----------==========------------===== HIPER ATAQUE SIMPLES
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 100
poweradd = -1000
velset = 0
ctrl = 0

[State 2000, 0]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
 

[State 2001, 4]
type = posadd
trigger1 = AnimTime = 0
x = 5

[State 2001, 4]
type = posadd
trigger1 = AnimTime = 1
x = 5

[State 2001, 4]
type = posadd
trigger1 = AnimTime = 2
x = 5

[State 2000,shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 12
ampl = 10
freq = 100

[State 2300, BG preto]
type = EnvColor
trigger1 = AnimElem = 2,3
value = 0,0,0
under = 1
time = 170

[State 2300, bandeira]
type = Explod
trigger1 = AnimElem = 1
anim = 4006
id = 4006
bindtime = 150
removetime = 150
removeongethit = 1
postype = left
pos = 0, 10
sprpriority = -8


;[State 2000 , 3]
;type = SuperPause
;trigger1 = Time = 0
;time = 100
;anim = S3400
;darken = 0
;supermove = 1
;movetime = 100

[State 2000, 0]
type = AfterImage
trigger1 = time = 0
time = 200
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2000, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 2000 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

;=============================================== HIPER ATAQUE SIMPLES
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++PARTE 02
[Statedef 2001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2000
sprpriority = 2

[State 2001, 1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 91
x = 20
y = 0


[State 1102, 0]
type = AfterImage
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 21
trigger9 = AnimElem = 23
trigger10 = AnimElem = 25
trigger11 = AnimElem = 27
time = 30
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
value = 200, 3

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 3

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 23
trigger7 = AnimElem = 25
trigger8 = AnimElem = 26
value = 200, 2

[State 2001, explod]
type = Explod
trigger1 = AnimElem = 27
anim = 4005
velocity = 0
pos = 48,-85
sprpriority = 1

[State 2001, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S0,3
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 2001, 4]
type = HitDef
trigger1 = AnimElem = 27
attr = S, SA
animtype = Back
damage = 50
guardflag = M
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound   = S0,3
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 2001, Superpause]
type = SuperPause
trigger1 = AnimELem = 26
time = 30
anim = -1

[State 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;=================================================================================
;----======-------========----------==========------------===== HIPER ATAQUE MEDIO
[Statedef 2100]
type = S
movetype = A
physics = S
anim = 100
poweradd = -2000
velset = 0
ctrl = 0

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 2


[State 2100, 4]
type = posadd
trigger1 = AnimTime = 0
x = 5

[State 2100, 4]
type = posadd
trigger1 = AnimTime = 1
x = 5

[State 2100, 4]
type = posadd
trigger1 = AnimTime = 2
x = 5

[State 2100,shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 12
ampl = 10
freq = 100

[State 2300, BG preto]
type = EnvColor
trigger1 = AnimElem = 2,3
value = 0,0,0
under = 1
time = 300

[State 2300, bandeira]
type = Explod
trigger1 = AnimElem = 1
anim = 4006
id = 4006
bindtime = 230
removetime = 230
removeongethit = 1
postype = left
pos = 0, 10
sprpriority = -8

[State 2100, 0]
type = AfterImage
trigger1 = time = 0
time = 300
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2100, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S0,3
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 2100 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201

;=============================================== HIPER ATAQUE MEDIO
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++PARTE 02
[Statedef 2201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2100
sprpriority = 2

[State 2201, 1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 150
x = 20
y = 0


[State 2201, sombra]
type = AfterImage
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
trigger9 = AnimElem = 27
trigger10 = AnimElem = 32
trigger11 = AnimElem = 37
trigger12 = AnimElem = 42
trigger13 = AnimElem = 47
trigger14 = AnimElem = 52
trigger15 = AnimElem = 57
time = 70
trans = add1
TimeGap  = 5
FrameGap = 1
length = 3
removeongethit = 1
ID = 3100

[State 2201, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2000, 2

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 17
trigger3 = AnimElem = 24
trigger4 = AnimElem = 35
trigger5 = AnimElem = 43
trigger6 = AnimElem = 52
trigger7 = AnimElem = 58
trigger8 = AnimElem = 62
value = 200, 3

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 12
trigger3 = AnimElem = 18
trigger4 = AnimElem = 27
trigger5 = AnimElem = 32
trigger6 = AnimElem = 38
trigger7 = AnimElem = 46
trigger8 = AnimElem = 54
value = 200, 2

[State 2001, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000, 3

[State 2201, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
trigger9 = AnimElem = 27
trigger10 = AnimElem = 32
trigger11 = AnimElem = 37
trigger12 = AnimElem = 42
trigger13 = AnimElem = 47
trigger14 = AnimElem = 52
trigger15 = AnimElem = 57
attr = S, NA
animtype  = Medium
damage    = 17
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S0,3
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 2201, 4]
type = HitDef
trigger1 = AnimElem = 62
attr = S, SA
animtype = Back
damage = 30
guardflag = M
pausetime = 12,12
sparkno = 5
sparkxy = -20,-75
hitsound   = S0,3
guardsound = S0,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -3.5,-4.5
air.velocity = -4.5,-1.5
fall = 1

[State 2201, Superpause]
type = SuperPause
trigger1 = AnimELem = 61
time = 80
anim = -1

;[State 2001 , 3]
;type = SuperPause
;trigger1 = Time = 0
;time = 100
;anim = 26
;darken = 0
;supermove = 1
;movetime = 100

[State 2201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;=================================================================================
;----======-------========----------==========------------===== HIPER ATAQUE SUPER
[Statedef 2300]
type = S
movetype = A
physics = S
anim = 195
poweradd = -3000
velset = 0
ctrl = 0

[State 2300, 0]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
 

[State 2300, 4]
type = posadd
trigger1 = AnimTime = 0
x = 15

[State 2300, BG preto]
type = EnvColor
trigger1 = AnimElem = 2,3
value = 0,0,0
under = 1
time = 170

[State 2300, bandeira]
type = Explod
trigger1 = AnimElem = 1
anim = 4006
id = 4006
bindtime = 150
removetime = 150
removeongethit = 1
postype = left
pos = 0, 10
sprpriority = -8


[State 2300, 0]
type = AfterImage
trigger1 = time = 0
time = 200
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2300, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S1,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 2300 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2301

;=============================================== HIPER ATAQUE SUPER
;++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++PARTE 02
[Statedef 2301]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 0
ctrl = 0
velset = 0,0
anim = 2200
sprpriority = 2

[State 2301, 1]
type = VelSet
trigger1 = time >= 0
trigger1 = time <= 91
x = 10
y = 0


[State 2301, 0]
type = AfterImage
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
trigger5 = AnimElem = 13
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 21
trigger9 = AnimElem = 23
trigger10 = AnimElem = 25
trigger11 = AnimElem = 27
time = 30
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1


[State 2301, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 10
trigger3 = AnimElem = 20
trigger4 = AnimElem = 27
value = 200, 3

[State 2301, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000, 3

[State 2301, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 12
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 23
trigger7 = AnimElem = 25
trigger8 = AnimElem = 26
value = 200, 2

[State 2301, explod]
type = Explod
trigger1 = AnimElem = 27
anim = 4005
velocity = 0
pos = 48,-85
sprpriority = 1

[State 2301, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 22
trigger8 = AnimElem = 25
trigger8 = AnimElem = 27
attr = S, NA
animtype  = Medium
damage    = 45
guardflag = MA
pausetime = 12,12
sparkno = 2
sparkxy = -10,-50
hitsound   = S0,3
guardsound = S0,2
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4


[State 2300 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2400


;=================================================================================
;----======-------========----------==========------------===== HIPER ATAQUE SUPER pate 03
[Statedef 2400]
type = S
movetype = A
physics = S
anim = 100
poweradd = 0
velset = 0
ctrl = 0

[State 2400, 0]
type = PlaySnd
trigger1 = Time = 0
value = 2000,0
 

[State 2400, 4]
type = posadd
trigger1 = AnimTime = 0
x = -200


[State 2400, 0]
type = AfterImage
trigger1 = time = 0
time = 200
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2400 , 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 2401

;=================================================================================
;----======-------========----------==========------------===== HIPER ATAQUE SUPER pate 04
;+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++MAGIA
[Statedef 2401]
type = S
movetype= A
physics = S
poweradd= 120
ctrl = 0
velset = 0
anim = 1002

[State 2401, 0]
type = AfterImage
trigger1 = time = 0
time = 10
FrameGap = 1
length = 10
PalBright   =   50,  50,  50
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
Trans = Add1

[State 2401, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0

[State 2401, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1000,2

[State 2401, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1003
projhitanim = 8888
offset = 0, 0
velocity = 15, 0
attr = S, SP
damage = 30, 20
animtype = Medium
pausetime = 2,9
sparkno = 3
sparkxy = 50,-42
hitsound = S1000,3
guardflag = MA
guardsound = S1000,3
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
fall=1

[State 2401, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1003
projhitanim = 8888
offset = 0, -15
velocity = 16, 0
attr = S, SP
damage = 30, 20
animtype = Medium
pausetime = 2,9
sparkno = 3
sparkxy = 50,-42
hitsound = S1000,3
guardflag = MA
guardsound = S1000,3
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
fall=1

[State 2401, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1003
projhitanim = 8888
offset = 0, 15
velocity = 15, 0
attr = S, SP
damage = 30, 20
animtype = Medium
pausetime = 2,9
sparkno = 3
sparkxy = 50,-42
hitsound = S1000,3
guardflag = MA
guardsound = S1000,3
ground.type = Low
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
fall=1

[State 2401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
    

Re: Ryuuken, Ken and Ryu Lvl 2 for Mugen 1.0

 July 12, 2012, 05:25:05 am View in topic context
 Posted by wolfman8  in Ryuuken, Ken and Ryu Lvl 2 for Mugen 1.0 (Started by Mychal89 July 24, 2010, 09:14:03 am
 Board: Requests

    

Re: K.O.D's WIP Topic - XIII K'

 April 09, 2012, 09:02:11 pm View in topic context
 Posted by wolfman8  in K.O.D's WIP Topic - XIII K' (Started by K.O.D March 31, 2012, 09:23:43 pm
 Board: Projects

Pleas finish it and give us an ex mode

with his overhead knee. he feels incomplete without it.
And maybe his other command  move as well.
and a surprise ;)

your ex version of your other k'(the one with the minute spike like other K') needs and update so his minspike will combo correctly. it comes out to slow.i think you cant perform it after crowsbit, extra attack.

Otherwise it would be one of my favorite k' s rival only by kaza... k'

Atleast give us K' as a farelwell man. thanks
    

VioKen by jjong191

 March 16, 2012, 05:39:16 am View in topic context
 Posted by wolfman8  in VioKen by jjong191 (Started by wolfman8 March 16, 2012, 05:39:16 am
 Board: Requests

    

Re: CvS Kazuya Mishima Upload again...

 January 31, 2012, 08:55:55 pm View in topic context
 Posted by wolfman8  in CvS Kazuya Mishima Upload again... (Started by chuchoryu January 31, 2012, 01:15:23 am
 Board: Your Releases, older Mugen

download has error man.
Can't download.
    

Re: Vinzelles released, Hyouken by Lifeend updated 18/01/2012

 January 21, 2012, 06:46:41 am View in topic context
 Posted by wolfman8  in Vinzelles released, Hyouken by Lifeend updated 18/01/2012 (Started by i_oVo_i January 18, 2012, 08:51:01 pm
 Board: Found Releases

nevermind he put it backup a moment ago.
dont know if its updated???
    

Re: Vinzelles released, Hyouken by Lifeend updated 18/01/2012

 January 20, 2012, 08:07:08 am View in topic context
 Posted by wolfman8  in Vinzelles released, Hyouken by Lifeend updated 18/01/2012 (Started by i_oVo_i January 18, 2012, 08:51:01 pm
 Board: Found Releases

i dont see the download link for Vinzelles on lifeheads page???
    

NY ' edit of K9999

 October 27, 2011, 04:52:21 am View in topic context
 Posted by wolfman8  in NY ' edit of K9999 (Started by wolfman8 October 27, 2011, 04:52:21 am
 Board: Requests

Does any one have the compete version of this charcter or a link
He has k9999s gun in special mode

hazlettdavid@ymail.com
    

Eddie By John M

 February 22, 2011, 12:35:54 pm View in topic context
 Posted by wolfman8  in Eddie By John M  (Started by wolfman8 February 22, 2011, 12:35:54 pm
 Board: Requests

    

Re: Robert (5 modes) released, Kyo (with XIII mode) released, Saisyu + extra gift.

 January 05, 2011, 03:57:59 pm View in topic context
 Posted by wolfman8  in Robert (5 modes) released, Kyo (with XIII mode) released, Saisyu + extra gift. (Started by Vans December 25, 2010, 08:00:08 am
 Board: Your Releases, older Mugen

call me crazy but how do you pick the modes for kyo and robert
    

Re: K' and Freeman Final Updates

 April 15, 2009, 09:21:38 pm View in topic context
 Posted by wolfman8  in K' and Freeman Final Updates (Started by K.O.D April 05, 2009, 11:09:39 am
 Board: Your Releases, older Mugen

Ex version of K' air minute spike still misses after  DP+C  F+D 
And after knee assult

thanks  man for a great release otherwise
 :ninja: