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Celestial-Len

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Posts posted by Celestial-Len

  1. (Original thread by Ryoucchi)

    vTx9yIu.png

     

    Click on the author names to download.

    Red text signifies a creation is offline.

     

    KEDC5uX.png

    CHARACTER SELECT

    20WrdsA.png  78sPjrs.png RwmELZP.pngjFiIO8s.png

    Chino Kafuu: Sudara13 || Cocoa Hoto: SANKITI || Cocoa's Moving Castle: Dokkano Sub || Rize Tedeza: Dokkano Sub

     

    NT692I2.png

    CHARACTER SELECT

    dscSYyW.pngT5fyNm3.pngqAkERS3.pngJBdtzuF.png hKRMy7c.pngiyGgmOK.png

    Akame: 1st: BlackJudai / 2nd: InSeph: Original - TrafalgarLawzz's edit / 3rd: AnToR_M / Ambasa || Oni-Akame-X / Oni-Akame-Kill: Gghackergg || Leone: MisterJao

     

    2TrsHmU.png

    CHARACTER SELECT

    wpoM449.pngnNwThxS.png mAst85O.png fi82nDH.pngqZ4JKQw.png2BjQIPH.png

    Emilia: Light / Duracelleur || Subaru Natsuki: 1st: Sage Of Mugen&Mounir / 2nd: SAKURA || Rem: 1st: Manny Lingle / 2nd: Mounir || Ram: PedronickMugen

     

    u3ieaQt.png

    CHARACTER SELECT

    KWSf7dB.pnglT9mNMR.png

    Goblin Slayer: 1st: Sun / 2nd: VanguardMugen

     

    STAGE SELECT

    Steins;Gate: Stages by Dangan: BG01 / BG02 / BG03

    Re:Zero: Roswaal's Mansion by Manny Lingle

  2. 1 hour ago, Logos-everywhere said:

    You forgot Buhdeuce from Breadwinners MUGEN for Nicktoons collection, In fact they got two of them are beta one and the updated one.

    There's a few things that are currently missing of course. I'm on and off about the whole thing after all.

  3. I wonder if anyone has any records of having the characters listed near the bottom of this page here:

    https://web.archive.org/web/20080711074159/http://www.freewebs.com/sonicteam24/mugen.htm

     

    Ilida, Ravie, Ariel, Sonicteam24, Tikal, Beast Boy, and Danny Phantom.

     

    This is probably a long shot since these characters have been lost for over a decade but it'd be nice to know if anyone has recollections of these.

  4. https://www.mediafire.com/file/t1kjblq0t2opgwg/Many-To-One.zip/file

     

    Cheap Larry the Lobster edit.

     

    Also thought I should plug my (currently incomplete) Reef Rumble conversion project, currently containing Larry and Robo-Krabs. There's another Reef Rumble SpongeBob of which I'll upload later:

    https://drive.google.com/file/d/1icp0IPFum-Ogm-250qwpGbJRMZp5xVR9/view?usp=sharing

     

    Update:

    https://www.mediafire.com/file/x06bjlk9fezs9ju/Spunchbop.zip/file

     

    Reef Rumble SpongeBob

  5. https://www.mediafire.com/file/qjnwser0lrvb279/NicoleWatterson.zip/file

     

    Version of Nicole recently uploaded to a certain blacklisted site using the TheIranSonic style sprites. Its a spriteswap of some Actarus character judging from the files.

     

    Edit:

     

    Tanicfan22gumball_zpsxromocsw.gif

     

    The Gumball with this stance made by Tanicfan22 is said to be within this collection but none of the Tanicfan links actually lead to it. Seemingly the character is offline. Anyone feel free to double check but that's what I noticed.

  6. I'll definitely keep all that in note actually. I'm willingly doing my best to improve. A lot of these seem relatively easy to fix (like the typo in the Toxic special).

     

    I have to apologize for the whole thing with the Ziddia crediting though, that was my bad.

  7. Okay, so while technically solved, actually implementing this has been kinda tricky:

     

    ;------------------

    ; Toxic Helper

    [Statedef 1051]

    type = A

    movetype= A

    physics = N

    velset = 0,0

    anim = 1051

     

    [State 1051, VelAdd]

    type = VelAdd

    trigger1 = time = 0

    x = 8

    y = 1

    ;ignorehitpause =

    ;persistent =

     

    [State 1051, HitDef]

    type = HitDef

    trigger1 = Time = 0

    attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

    hitflag = MAF ;HLAFD+-

    guardflag = MA ;HLA

    animtype = light ;light,medium,hard,back,up,diagup

    air.animtype = light

    damage = 0,0

    pausetime = 0 ,0

    guard.pausetime = 0,0

    sparkno = -1

    guard.sparkno = -1

    sparkxy = 0,0

    hitsound = 1,0

    guardsound = 2,0

    ground.type = High ;Low,Trip,None

    air.type = High

    ground.slidetime = 0

    guard.slidetime = 0

    ground.hittime = 0

    guard.hittime = 0

    air.hittime = 20

    ground.velocity = 0,0

    guard.velocity = 0

    air.velocity = 0,0

    air.juggle = 0

    palfx.time = 14

    palfx.add = 170,0,127

    palfx.mul = 170,0,127

    palfx.color = 0

     

    [State 1051, Helper]

    type = Helper

    trigger1 = movehit = 1

    helpertype = normal ;player

    name = "Toxic Effect"

    ID = 1052

    stateno = 1052

    pos = 0,0

    postype = p2 ;p2,front,back,left,right

     

    [State 1051, DestroySelf]

    type = DestroySelf

    trigger1 = Vel Y > 0

    trigger1 = Pos Y >= 0

    trigger2 = movecontact

     

    ;------------------

    ; Toxic Effect

    [Statedef 1052]

    type = A

    movetype= A

    physics = N

    anim = 1052

     

    [state 0, ReversalDef]

    type = ReversalDef

    trigger1 = time = 0

    reversal.attr = A,NA

    sparkno = -1

    sparkxy = 0,0

    pausetime = 0,0

    hitsound = -1

    numhits = 0

     

    [State 0, StateTypeSet]

    type = StateTypeSet

    trigger1 = time = 3

    movetype = I

     

    [State 0, HitAdd]

    type = HitAdd

    trigger1 = 1

    value = -1

     

    [State 0, TargetLifeAdd]

    type = TargetLifeAdd

    trigger1 = time%2=0

    value = -4

    kill = 0

    absolute = 1

     

    [State 0, PosSet]

    type = PosSet

    trigger1 = 1

    x = enemynear, pos x

    y = enemynear, Const(size.head.pos.y)+(enemynear,pos y)

    ignorehitpause = 1

     

    [State 7001, Assert]

    type = AssertSpecial

    trigger1 = 1

    flag = noshadow

    ignorehitpause = 1

     

    [State 10002, DestroySelf]

    type = DestroySelf

    trigger1 = time = 350

    trigger2 = enemynear, alive = 0

    trigger3 = enemynear, life <= 20

     

    These use code partially edited from KoopaKoot's Shiki. Somehow though, the ReversalDef and therefore the TargetLifeAdds aren't working, so even though the opponent is hit by the effect, they don't take any damage from it. Note that these are the only pieces of code in the CNS relating to the effect. So no -2 or -3 or whatever.

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