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Posts
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Posts posted by Bjay
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In the end I came up with a band-aid solution. I borrowed the effects from the super version and implemented that into the move. The move is back to normal, it just looks different now, haha.
Thanks for your helps guys.
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Updated on the 16th of January, 2015.
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Oh well it's the digital world of mugen... Carousel spins like crazy just like fire balls spinning out of the mugen chars. It's meant to be between a trippy fantasy and reality. It's there anyway if anyone likes it and sharing my contribution to the community and thought why not have more of a variety to a collection ;o)
There are many more works on the way and kind of new to using this fighter factory thing.
Haha all good. Personal feelings aside, I think the stage looks snazzy! Great job!
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Oh man, I have mixed feelings on this stage... (at least for the time being).
By the way what's with the Carousel spinning like crazy?
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Move info:
Warachia has a move which is performed in the air where he spins to the end with black fx. It works fine in 1.0, but in 1.1 the black fx don't disappear and spazs out. How can I get the fx to vanish?
Gif of the move in action: http://gifyu.com/image/LAo
The move code
[Statedef 1450] Type = A MoveType= A Physics = N Juggle = 0 Ctrl = 0 VelSet = 0,0 Anim = 1450 SprPriority = 2 [State -1] Type = VarSet Trigger1 = Time = 0 V = 2 Value = 0 [State -1] Type = NotHitBy Trigger1 = Time = [8,21] Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP Time = 1 [State -1] Type = Width Trigger1 = Anim = 1450 Trigger1 = AnimElem = 4, >= 0 Trigger1 = AnimElem = 11, < 0 Value = 7,7 [State -1] Type = Width Trigger1 = Anim = 1451 Trigger1 = AnimElem = 13, < 0 Trigger2 = Anim = 1452 Trigger2 = AnimElem = 12, < 0 Player = 0,5 [State -1] Type = PlaySnd Trigger1 = Anim = 1450 Trigger1 = AnimElem = 2 Value = s1450, 0 Channel = 1 IgnoreHitPause = 1 Persistent = 0 [State -1] Type = PlaySnd Trigger1 = Anim = 1450 Trigger1 = AnimElem = 1, = 1 Value = s30, 3 Channel = 5 IgnoreHitPause = 1 Persistent = 0 [State -1] Type = Helper Trigger1 = Anim = 1450 Trigger1 = AnimElem = 5 StateNo = 1455 ID = 1455 PosType = P1 Pos = 1,-99 Ownpal = 1 [State -1] Type = AttackDist Trigger1 = 1 Value = 0 [State -1] Type = ChangeAnim Trigger1 = Anim = 1450 Trigger1 = Time > 24 Trigger1 = NumHelper(1455) = 0 Value = 1451 [State -1] Type = ChangeAnim TriggerAll = Var(59) <= 0 Trigger1 = Anim = 1451 Trigger1 = AnimElem = 2 Trigger1 = Command = "A溜め" || Command = "B溜め" || Command = "C溜め" Value = 1452 [State -1] Type = ChangeAnim Trigger1 = Anim = 1451 Trigger1 = AnimElem = 2 Value = 1451 Elem = 3 [State -1] Type = ChangeAnim Trigger1 = Anim = 1452 Trigger1 = Pos Y >= -20 Trigger1 = AnimElem = 2, < 0 Value = 1452 Elem = 2 [State -1] Type = StateTypeSet Trigger1 = Anim = 1451 Trigger1 = AnimElem = 3 Trigger2 = Anim = 1452 Trigger2 = AnimElem = 2 StateType = S MoveType= I Physics = S [State -1] Type = PosAdd Trigger1 = Anim = 1452 Trigger1 = AnimElem = 2, < 0 Y = 20 [State -1] Type = PosSet Trigger1 = Anim = 1452 Trigger1 = AnimElem = 2 Y = 0 [State -1] Type = PosSet Trigger1 = Anim = 1451 Trigger1 = AnimElem = 3 X = EnemyNear(Var(3)),Pos X-42*Facing Y = 0 [State -1] Type = ChangeState Trigger1 = Anim = [1451,1452] Trigger1 = AnimTime = 0 Value = 0 Ctrl = 1
The helper code
[Statedef 1455] Type = A MoveType = A Physics = N SprPriority = 4 Anim = 1457 [State -1] Type = VarSet Trigger1 = Parent,Var(0)%10 = 1 V = 0 Value = 1 IgnoreHitPause = 1 Persistent = 1 [State -1] Type = HitOverRide Trigger1 = 1 Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP Time = -1 IgnoreHitPause = 1 [State -1] Type = NotHitBy Trigger1 = 1 Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP Time = 1 [State -1] Type = PlaySnd Trigger1 = Time = 0 Value = s30, 2 Channel = 4 IgnoreHitPause = 1 [State -1] Type = PlaySnd Trigger1 = Time > 13 Value = s30, 2 Channel = 4 IgnoreHitPause = 1 Persistent = 12 [State -1] Type = Helper Trigger1 = Time = 0 StateNo = 1465 ID = 1456 Ownpal = 0 [State -1] Type = Helper Trigger1 = Time = 0 StateNo = 1465 ID = 1457 Ownpal = 0 [State -1] Type = VelSet Trigger1 = IsHelper(1455) Trigger1 = Time = 14 X = 11.875 [State -1] Type = VelSet Trigger1 = IsHelper(1465) Trigger1 = Time = 14 X = 7.925 [State -1] Type = VarAdd Trigger1 = MoveContact = 1 Trigger2 = MoveReversed = 1 V = 1 Value = 1 IgnoreHitPause = 0 Persistent = 1 [State -1] Type = HitDef TriggerAll = Parent,Var(25)/10%10 < 3 TriggerAll = IsHelper(1455) Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4 Attr = A, SP Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(35-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*4) AnimType = Up HitFlag = MAFD GuardFlag = MA Priority = 2, Dodge PauseTime = 1,4+4*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41) Guard.PauseTime = 1,4 HitSound = s20,0 GuardSound = s120,0 SparkNo = -1 Guard.SparkNo = -1 Ground.Type = High Air.Type = High Ground.SlideTime = 16 Ground.HitTime = 16 AirGuard.CtrlTime = 8 Ground.Velocity = 0,-13*Parent,FVar(36) Guard.Velocity = -9.5 Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2) AirGuard.Velocity = -4,-1 Down.Velocity = -4,-2*Parent,FVar(36) SprPriority = 4 Ground.CornerPush.VelOff = 0 Air.CornerPush.VelOff = 0 Down.CornerPush.VelOff = 0 Guard.cornerPush.VelOff = 0 Airguard.CornerPush.VelOff = 0 Fall.XVelocity = 0 Fall.YVelocity = 0 Down.Bounce = 1 EnvShake.Time = 4 EnvShake.Ampl = 3 EnvShake.Freq = 90 YAccel = .6 Kill = 1 Guard.Kill = 0 Fall = 1 Air.Fall = 1 Fall.Recover = IfElse(P2MoveType = A,0,1) Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35)) GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*30), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*30) GivePower = Floor(Parent,FVar(31)*30), Floor(0.50*Parent,FVar(31)*30) [State -1] Type = HitDef TriggerAll = Parent,Var(25)/10%10 < 3 Trigger1 = IsHelper(1465) Trigger1 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1 Attr = A, SP Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(28-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*3) AnimType = Up HitFlag = MAFD GuardFlag = MA Priority = 2, Dodge PauseTime = 1,1+1*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41) Guard.PauseTime = 1,1 HitSound = s20,0 GuardSound = s120,0 SparkNo = -1 Guard.SparkNo = -1 Ground.Type = High Air.Type = High Ground.SlideTime = 16 Ground.HitTime = 16 AirGuard.CtrlTime = 8 Ground.Velocity = 0,-13*Parent,FVar(36) Guard.Velocity = -9.5 Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2) AirGuard.Velocity = -4,-1 Down.Velocity = -4,-2*Parent,FVar(36) SprPriority = 4 Ground.CornerPush.VelOff = 0 Air.CornerPush.VelOff = 0 Down.CornerPush.VelOff = 0 Guard.cornerPush.VelOff = 0 Airguard.CornerPush.VelOff = 0 Fall.XVelocity = 0 Fall.YVelocity = 0 Down.Bounce = 1 YAccel = .6 Kill = 1 Guard.Kill = 0 Fall = 1 Air.Fall = 1 Fall.Recover = IfElse(P2MoveType = A,0,1) Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35)) GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*15), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*15) GivePower = Floor(Parent,FVar(31)*15), Floor(0.50*Parent,FVar(31)*15) [State -1] Type = ParentVarSet Trigger1 = MoveContact = 1 FV = 25 Value = 0 IgnoreHitPause = 1 Persistent = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 4 Value = 1 IgnoreHitPause = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 5 Value = 1 IgnoreHitPause = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 6 Value = 1 IgnoreHitPause = 1 [State -1] Type = ParentVarAdd Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 7 Value = 1 IgnoreHitPause = 1 [State -1] Type = VarRandom Trigger1 = Time = 0 V = 8 Range = 0,31 IgnoreHitPause = 1 Persistent = 0 [State -1] Type = VarRandom Trigger1 = MoveHit = 1 && HitPauseTime = 0 V = 8 Range = 0,31 IgnoreHitPause = 1 [State -1] Type = ParentVarSet Trigger1 = 1 V = 8 Value = Var(8) IgnoreHitPause = 1 [State -1] Type = VarSet Trigger1 = IsHelper(1455) Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4 Trigger2 = IsHelper(1465) Trigger2 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1 V = 38 Value = Parent,Var(38) IgnoreHitPause = 1 [State -1] Type = ParentVarAdd TriggerAll = Parent,Var(0)/10000%10 = 0 TriggerAll = MoveGuarded = 1 && HitPauseTime = 0 Trigger1 = Parent,FVar(7) = [40,99] Trigger2 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 != [1,7]) V = 35 Value = -Floor(40*Parent,FVar(22)) IgnoreHitPause = 1 [State -1] Type = ParentVarAdd TriggerAll = Parent,Var(0)/10000%10 = 0 TriggerAll = MoveGuarded = 1 && HitPauseTime = 0 Trigger1 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 = [1,7]) V = 35 Value = Ceil(Parent,Var(32)*(0.05+(-EnemyNear(Parent,Var(3)),Var(36)+100)*0.0005)) IgnoreHitPause = 1 [State -1] Type = TargetState TriggerAll = Parent,Var(0)/10000%10 = 0 TriggerAll = Parent,Var(58) = 0 TriggerAll = RoundState = 2 Trigger1 = Parent,Var(35) < 0 Trigger1 = Parent,FVar(23) = 0 Trigger1 = EnemyNear(Parent,Var(3)),StateNo = 150 || EnemyNear(Parent,Var(3)),StateNo = 152 || EnemyNear(Parent,Var(3)),StateNo = 154 Value = 5310 IgnoreHitPause = 1 [State -1] Type = Helper Trigger1 = IsHelper(1455) Trigger1 = MoveHit = 1 && HitPauseTime = 0 Trigger1 = P2MoveType = H StateNo = 16100 ID = 16100+IfElse(Var(38)=0,0,10) PosType = P2 Pos = 0,-55+Ceil(P2BodyDist Y/6) Ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State -1] Type = Helper Trigger1 = IsHelper(1465) Trigger1 = MoveHit = 1 && HitPauseTime = 0 Trigger1 = P2MoveType = H StateNo = 16100 ID = 16101+IfElse(Var(38)=0,0,10) PosType = P2 Pos = 0,-55+Ceil(P2BodyDist Y/6) Ownpal = 1 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State -1] Type = Explod Trigger1 = MoveGuarded = 1 && HitPauseTime = 0 Trigger1 = P2StateNo != 5310 && P2MoveType = H Anim = IfElse((1.00*Parent,Var(35)/Parent,Var(32)=[0.00,0.34]),10122,10121) ID = 10120 PosType = P2 Pos = 15,-55+Ceil(P2BodyDist Y/6) Random = 30,30 Scale = 0.5,0.5 Ownpal = 1 SprPriority = 5 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State -1] Type = AssertSpecial Trigger1 = 1 Flag = Noshadow IgnoreHitPause = 1 [State -1] Type = DestroySelf Trigger1 = FrontEdgeDist < -52
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Bug fixes mainly.
Thank you!
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The file size seems to be the same, so I guess the update is something about coding.
Alright, then I'll probably give the update a pass for now. Thanks for the info!
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While I'm guessing basic's hitsounds being KFM hitsounds are intentional (for now), Blossom's QCF + z beam, QCF x 2 + x super has also have KFM hitsounds.
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For Rin, what parts of her got updated?
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First time actually trying Orie. What a gorgeous character!
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This character has been updated to 0.96.
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I try to dwl it but my antivirus said it's a virus XD
It's definitely on your end. I had no problems downloading it.
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Sceptile, Metagross, and Camerupt for their mega stones maybe? (Assuming they're holding the stones)
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Could you post a screenshot of the actual problem? We won't know the problem otherwise.
I'll take a stab at it anyway.
My guess is that this Chun-li isn't working for you because the folder name and def file name do not match. They need to match, otherwise the character won't work.
Alternatively you don't have to change either, you can put in the select.def:
SFZ_ChunLi/X-ISM.def
SFZ_ChunLi/Z-ISM.def
And you'll have both selectable.
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- QCB + a, b, or c has invincibility (not sure if that's intentional?)- QCF + x, y, or z has KFM hit sound effects.- QCF + xy super also has KFM hit sound effects.
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Wow, looks gorgeous!
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Wasn't sure if it was worth making a new topic, so I'll ask here:
Does anyone know if (9) has a new website for his characters?
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There's a edit called "Paradise City" I believe that does. It's on here somewhere in the Low Res section.
Thank you!
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Any Sagat stages (or any stage in general) exist containing the bottom half image?
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Hahah that misspelling.
It's by Felicity so I was expecting a Brian with strikers, guess I was wrong. :P
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D,F, c projectile moves Gon forward (is this intentional?). He can also spam a heap of D, F, c projectiles across the screen.
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looool omg who is the author of this stage?
Helper effect not disappearing for (9)'s Warachia
in [ MUGEN CODING HELP ]
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Ack, the super version was not a good idea after testing with others.