-
Posts
59 -
Joined
-
Last visited
Everything posted by dududu19
-
nice work chuchoryu glad to see your updates
-
Very good work man I love this chars specially his super turtle punch I've tried editing this code on sho from breakers and It was awesome xd!!!
-
I know yukaripigeon hahahahahah! Sorry for my caps :p
-
Meiling-MA by MichaelArmaros released 9/14/2014
dududu19 replied to The Magic Toaster's topic in [ 2014 ]
I LOVE ALL CHARS MICHAEL AMAROS CREATE -
GREAT WORK CHUCHORYU I LOVE TO SEE YOUR WORKS AND HOPE YOU CAN IMPROVE YOUR CODE SKILLS IN FUTURE
-
Where's is this Marisa from???? I want her XD
-
Yes , but thanks for help and give me your attention
-
Now with Borewood's help I put "projremovetime = 0" and It worked : [state 1100, projectile] type = projectile trigger1 = AnimElem = 5;9 ProjID = 1160;1200;1100 projanim = 1160;1120 projhitanim = 1160;1130 projremovetime = 0 ;projhits = 4 ;velocity = 4 ;+ 2*(var(5)) projedgebound = 0 attr = A, SP hitflag = MAF guardflag = MA animtype = hard ground.type = high air.type = low priority = 4, hit damage = 95,10 getpower = 100,100 givepower = 50,50 sparkno = -1;s23 guard.sparkno = -1;s7305 sparkxy = 100, -58 hitsound = s140,3 guardsound = s150,2 pausetime = 0,20 ground.slidetime = 15 ground.hittime = 24 ground.velocity = -4.12 guard.pausetime = 0,20 guard.slidetime = 14 guard.hittime = 19 guard.ctrtime = 19 guard.velocity = -4.12 air.velocity = -2,-3.5 palfx.time = 44 ; Burning pal fx code by Sander palfx.add = 40,-70,-200 palfx.sinadd = 40,30,0,10 palfx.color = 0 palfx.invertall = 1 fall = 1 Now the problem solved
-
That was the problem
-
IT WORKED THANK YOU BOREWOOD I JUST INCLUDE projremovetime = 0 AND NOW WHEN P2 DODGE OR JUMP THE PROJECTILE DISAPPEAR NORMALLY
-
Thank you very much ^^
-
CMD: ;SUPERhadouken CHAO [state -1, imita-SUPERhadouken] type = ChangeState value = 6000 triggerall = prevstateno != 1040 triggerall = command = "SUPERhadouken" triggerall = power >= 2000 trigger1 = statetype = S trigger1 = ctrl trigger2 = statetype != A trigger2 = hitdefattr = SC, NA, SA, HA
-
CNS: [stateDef 6000] type = S movetype = A physics = S anim = 8000;1200;1100 sprpriority = 2 velset = 0,0 ctrl = 0 poweradd = 20 juggle = 15 juggle = 10 [state 3200, super pause] type = SuperPause trigger1 = AnimElem = 2;3 anim = -1 pos = -26,-76 sound = s170,3 time = 28 ;movetime = 28 darken = 0 poweradd = -2000 [state 3200, dark background] type = EnvColor trigger1 = AnimElem = 2;3 value = 0, 0, 0 time = 28 under = 1 [state 2000] type = Explod trigger1 = AnimElem = 2;1 anim = 1371 pos = -12,-66 sprpriority = -3 ownpal = 1 bindtime = 1 supermove = 1 [state 2000] type = Explod trigger1 = AnimElem = 2;1 anim = 1370 pos = -12,-66 sprpriority = 20 ownpal = 1 bindtime = 1 supermove = 1 [state 3200,Explod] type = Explod ;trigger1 = MoveHit NumExplod(2800) = 0 trigger1 = MoveHit && AnimElem = 9, < 0; && NumExplod(2800) = 0 persistent = 0 anim = 2800 id = 2800 pos = 0, -60 postype = P2 sprpriority = 3 bindtime = -1 ownpal = 1 facing = -1 ignorehitpause = 1 [state 1100, projectile sound] type = PlaySnd trigger1 = AnimElem = 9 value = 130,2 channel = 1 [state 1100, voice] type = PlaySnd trigger1 = AnimElem = 4 value = 40,2 channel = 0 [state 1100, projectile] type = projectile trigger1 = AnimElem = 5;9 ProjID = 1160;1200;1100 projanim = 1160;1120 projhitanim = 1160;1130 ;projhits = 4 ;velocity = 4 ;+ 2*(var(5)) projedgebound = 0 attr = A, SP hitflag = MAF guardflag = MA animtype = hard ground.type = high air.type = low priority = 4, hit damage = 95,10 getpower = 100,100 givepower = 50,50 sparkno = -1;s23 guard.sparkno = -1;s7305 sparkxy = 100, -58 hitsound = s140,3 guardsound = s150,2 pausetime = 0,20 ground.slidetime = 15 ground.hittime = 24 ground.velocity = -4.12 guard.pausetime = 0,20 guard.slidetime = 14 guard.hittime = 19 guard.ctrtime = 19 guard.velocity = -4.12 air.velocity = -2,-3.5 palfx.time = 44 ; Burning pal fx code by Sander palfx.add = 40,-70,-200 palfx.sinadd = 40,30,0,10 palfx.color = 0 palfx.invertall = 1 fall = 1 [state 1200, ennemy flame 1] type = Explod triggerall = NumExplod(1152) = 0 trigger1 = moveHit ID = 1151 anim = 1150 pos = 10,-30 postype = p2 bindtime = 22;50 removetime = 22;50 sprpriority = 1 ownpal = 1 ignorehitpause = 1 persistent = 0 [state 1100, end state] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
-
Well I'm doing an edit of Lynn Baker XI by author Faye & Roque edited by Zaiko with new move from level 3 I've used the same projectile code from Lynn normal fireball , but I changed to another animation I've created. The animation is normal, but the projectile I've put was a dragon from Last Blade Lee Rekka (I only used dragon sprites from him not the code) so when the player 2 is not hit by the dragon projectile it still appearing even after Lynn back to stand animation and only disappear when player 2 is hit or defend . Doen anyone know how to solve this problem please???????
-
the link is offline can you please upload ??? thanks friende ^^
-
What about Rin Thosaka?????? did anyone released her yet???
-
Orochi Kyo MA released by みかえる (22/01/2014)
dududu19 replied to sтαя∂υsт cяυsα∂εя's topic in [ 2014 ]
THANKS ERRORATU :D -
Help on shared color palette for projectiles
dududu19 replied to Legendary DeMoNk@I's question in [ MUGEN CODING HELP ]
YOU HELPED HIM, BUT WHAT ABOUT MEMBERS LIKE ME WHO HAVE SAME PROBLEM DO YOU HAVE ANY TUTORIAL? OR TIPS PLEASE? I'M GOING CRAZY WITH THIS PROBLEM -
Orochi Kyo MA released by みかえる (22/01/2014)
dududu19 replied to sтαя∂υsт cяυsα∂εя's topic in [ 2014 ]
WHAT ABOUT THIS ATHENA? ANY INFO? -
NICE EDIT KEEP DOING GOOD JOB TALK IS EASY I WANT TO KNOW SOME TO DO BETTER XD
-
Everyone say bad things about this creation , but none do better XD. If you all don't like why don't anyone make a better yugi ???????
-
DO YOU HAVE THIS NYO WITH THAT STAND ANIMATION?
-
THE IDEA WAS GOOD BUT HE NEED MORE PRATICE IN CODING CNS AND IF POSSIBLE FIX THESE SPRITES IT ALSO WOULD BE GOOD IF HE PUT HIM SMALLER HAHAHAHAHAHA XD
-
IS THIS WEREWOLF RELEASED YET?