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DuckAzz

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Posts posted by DuckAzz

  1. Here's the full code:

    [statedef 7053]
    type = S
    movetype = A
    physics = S
    velset = 0,0
    anim = 6169
    ctrl = 0
     
    [state 3000, Super B]
    type = AfterImage
    trigger1 = AnimElem = 1
    time = 2
     
    [state 3000, Super C]
    type = AfterImageTime
    trigger1 = AnimElemTime(1) >= 1 && Time < 80
    time = 2
     
    [state 1000]
    type = envcolor
    trigger1 = animelem = 1
    time = 28
    value = 0,0,0
    ignorehitpause = 1
    persistent = 0
    under = 1
     
    [state 1000]
    type = superpause
    trigger1 = animelem = 1
    time = 28
    poweradd = -4000
    anim = -1
    ignorehitpause = 1
    p2defmul = 1
     
    [state 1000]
    type = explod
    trigger1 = animelem = 1
    anim = 6107
    postype = p1
    pos = 4,-75
    under = 1
    removeongethit = 1
    ignorehitpause = 1
    supermovetime = 9999
    pausemovetime = 9999
     
    [state 1000]
    type = explod
    trigger1 = animelem = 1
    anim = 6108
    postype = p1
    pos = 4,-75
    ontop = 1
    removeongethit = 1
    ignorehitpause = 1
    supermovetime = 9999
    pausemovetime = 9999
     
    [state 1000]
    type = playsnd
    trigger1 = animelem = 1
    value = S1566,21
     
    [state 1000]
    type = changestate
    trigger1 = animelem = 2
    value = 7054
    ctrl = 0
    ;========================================================================
    ;One state more
    [statedef 7054]
    type = A
    movetype = A
    physics = N
    velset = 0,0
    ctrl = 0
     
    [state 3000, Super B]
    type = AfterImage
    trigger1 = AnimElem = 1
    time = 2
     
    [state 3000, Super C]
    type = AfterImageTime
    trigger1 = AnimElemTime(1) >= 1 && Time < 80
    time = 2
     
    [state 1000]
    type = velset
    trigger1 = 1
    x = 10
    y = -0.5
     
    [state 1000]
    type = playsnd
    trigger1 = animelem = 2
    value = S105,0
     
    [state 1000]
    type = playsnd
    trigger1 = animelem = 3
    trigger2 = animelem = 9
    trigger3 = animelem = 20
    trigger4 = animelem = 27
    value = S200,2
     
    [state 200, 3]
    type = HitDef
    trigger1 = animelem = 4
    trigger2 = animelem = 5
    trigger3 = animelem = 6
    trigger4 = animelem = 7
    trigger5 = animelem = 10
    trigger6 = animelem = 11
    trigger7 = animelem = 12
    trigger8 = animelem = 13
    trigger9 = animelem = 21
    trigger10 = animelem = 22
    trigger11 = animelem = 28
    attr = A, HA
    animtype  = Heavy;Metal
    damage    = 100,5
    air.juggle = -1
    guardflag = MAF
    getpower = 0
    hitflag = MAF
    pausetime = 4,4
    sparkno = 12
    sparkxy = -20,-65
    hitsound   = S1566,8
    guardsound = S150,0
    ground.type = trip
    ground.slidetime = 25
    ground.hittime  = 25
    ground.velocity = -5,-5
    ground.cornerpush.veloff = 0
    air.velocity = -5,-5
    air.cornerpush.veloff = 0
    air.animtype = Heavy;Metal
    air.fall = 1
    air.hittime = 25
    yaccel = .6
    fall = 1
    fall.recover = 1
    envshake.time = 15
     
    [state 200, 3]
    type = HitDef
    trigger1 = animelem = 29
    attr = A, HA
    animtype  = Hard;Core
    damage    = 500,5
    guardflag = MAF
    getpower = 0
    air.juggle = -1
    hitflag = MAF
    pausetime = 25,30
    sparkno = 3
    sparkxy = -15,-95
    hitsound   = S240,0
    guardsound = S150,0
    ground.type = high
    ground.slidetime = 25
    ground.hittime  = 25
    ground.velocity = -5,-5
    ground.cornerpush.veloff = 0
    air.velocity = -5,-5
    air.cornerpush.veloff = 0
    air.animtype = Heavy;Metal
    air.fall = 1
    air.hittime = 25
    yaccel = .6
    fall = 1
    fall.recover = 1
    envshake.time = 55
    envshake.freq = 100
    envshake.ampl = -20
    envshake.phase = 160
     
     
    [state 1000]
    type = changestate
    trigger1 = animelem = 30
    value = 7055
    ctrl = 0
    ;========================================================================
    ;Finish
    [statedef 7055]
    type = A
    movetype = A
    physics = N
    velset = 4,-9
    ctrl = 0
     
    [state 1000]
    type = veladd
    trigger1 = 1
    y = .42
     
    [state 1100, 5]
    type = ChangeState
    trigger1 = Vel Y > 0 && Pos Y >= 0
    value = 52
    ctrl = 1

  2. So I was working on this hyper and when I tried it, the health of p2 was very strange when the p1 hit p2....

    I think it's juggle or something because my hyper is an air type....

     

    You can go here and check it out:

     

    ;Second state which comes after first state

    [statedef 7054]
    type = A
    movetype = A
    physics = N
    velset = 0,0
    ctrl = 0
     
    [state 3000, Super B]
    type = AfterImage
    trigger1 = AnimElem = 1
    time = 2
     
    [state 3000, Super C]
    type = AfterImageTime
    trigger1 = AnimElemTime(1) >= 1 && Time < 80
    time = 2
     
    [state 1000]
    type = velset
    trigger1 = 1
    x = 10
    y = -0.5
     
    [state 1000]
    type = playsnd
    trigger1 = animelem = 2
    value = S105,0
     
    [state 1000]
    type = playsnd
    trigger1 = animelem = 3
    trigger2 = animelem = 9
    trigger3 = animelem = 20
    trigger4 = animelem = 27
    value = S200,2
     
    [state 200, 3]
    type = HitDef
    trigger1 = animelem = 4
    trigger2 = animelem = 5
    trigger3 = animelem = 6
    trigger4 = animelem = 7
    trigger5 = animelem = 10
    trigger6 = animelem = 11
    trigger7 = animelem = 12
    trigger8 = animelem = 13
    trigger9 = animelem = 21
    trigger10 = animelem = 22
    trigger11 = animelem = 28
    attr = A, HA
    animtype  = Heavy;Metal
    damage    = 100,5
    air.juggle = -1
    guardflag = MAF
    getpower = 0
    hitflag = MAF
    pausetime = 4,4
    sparkno = 12
    sparkxy = -20,-65
    hitsound   = S1566,8
    guardsound = S150,0
    ground.type = trip
    ground.slidetime = 25
    ground.hittime  = 25
    ground.velocity = -5,-5
    ground.cornerpush.veloff = 0
    air.velocity = -5,-5
    air.cornerpush.veloff = 0
    air.animtype = Heavy;Metal
    air.fall = 1
    air.hittime = 25
    yaccel = .6
    fall = 1
    fall.recover = 1
    envshake.time = 15
     
    [state 200, 3]
    type = HitDef
    trigger1 = animelem = 29
    attr = A, HA
    animtype  = Hard;Core
    damage    = 500,5
    guardflag = MAF
    getpower = 0
    air.juggle = -1
    hitflag = MAF
    pausetime = 25,30
    sparkno = 3
    sparkxy = -15,-95
    hitsound   = S240,0
    guardsound = S150,0
    ground.type = high
    ground.slidetime = 25
    ground.hittime  = 25
    ground.velocity = -5,-5
    ground.cornerpush.veloff = 0
    air.velocity = -5,-5
    air.cornerpush.veloff = 0
    air.animtype = Heavy;Metal
    air.fall = 1
    air.hittime = 25
    yaccel = .6
    fall = 1
    fall.recover = 1
    envshake.time = 55
    envshake.freq = 100
    envshake.ampl = -20
    envshake.phase = 160
     
     
    [state 1000]
    type = changestate
    trigger1 = animelem = 30
    value = 7055

    ctrl = 0 

     

     

    Any help?

  3. Brutality continues to rise...
     
    NFSFW (Again):

    mK7nwyL.png
    ESULA: You're gonna love this!
    KFM: It depends!
    Gux0TGK.png
    KFM: OUUUUUUUUCH!
    vArsy4b.png
    REIMU: AAAAAAAAAAAAAAAAAAAAAAAA!
    KOSApSN.png
    ESULA: Hmmmmm from where this comes from?
    tsubYQD.png
    REIMU: Where the hell am I?
    Nd2MERX.png
    ESULA:Welcome to hell! (This can be useful as a hammer.....)
    Ntjh3iQ.png
    REIMU: NO! PLEASE! I'm too cute to die!
    ESULA: Cute!? I'll make you more cute!
    UXZYVey.png
    ESULA: HA!
    REIMU: EEEEEEEEEEEEEH!
     
    12 Brutal smashing later
     
    BsjLn3I.png
    *Bloody Explosion*
    ESULA: Did you see!? I told you that you will be more cute! 

  4. Ladies,gentleman,Loli lovers,touhou fans, and also the others,you shoud check this out! :
     
    WARNING: NFSFW!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
     

    VwKFpDK.png
    ESULA: Ha! Now you're mine!
     
    7KQNkVg.png
    Sanae: Konichiva!
    ESULA: What the actual fuck!? NO matter...you look tasty....mmmmmmmmmmmmmmm.....
     
    NEQkaZF.png
    Sanae: AAAAAAAAAAAAAAAAAAAAAAAAAAAAA!?
    ESULA: Just Shut up and....
     
    5N5UkXj.png
    XjQYaZH.png
    eg4L23F.png
    *Cutting,Raping,Drinking and Eating*
    ESULA: BURP!
    ESULA: Ehhhh what the hell!? I must spit this out of me!
    crJVXFM.png 
    ESULA: EEEEEEEEEEEEIUUUUUUUUUUUUUAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
    KFM:Ahhhhhhhhhhhhhh my eyes!

  5. This is actually the open source music which I edited in fl studio for your use...

    All Credits goes to http://vgmusic.com/ for midi files

    Download it on my website:

    http://www.geocities.ws/duckss/

    You'll see the music section where you can download it...

    Well actually I also have something new on my youtube too,so if you want to check it out,go ahead here:

    https://www.youtube.com/user/duck99981

    Well I got to take a brake with music and continue with my mugen stuff as well...

  6. Okay here's the problem:

    1.State is repeating (But I set the state to be finished and change itself to state 0)

    2.I have a super pause which it works and helper for kill with huge red hitbox which don't work (But I set supermovetime and pausemovetime to 9999)

     

    So what I'm suposted to do?

  7. Okay here's the issue:

     

    -I want to create the intro which will be deadly for some characters...

    it will be turned on after p2 finish with it's intro and Showing "Round 1 Fight" and "Round 2 Fight" and then p1 will freeze the time and p1 will kill p2...

    So the intro will be active for round 1 and round 2...

     

    How I'm suposted to do that...

     

  8. Anti Gouki Project SS - The experiment showdown By Ljubinko Nikolich a.k.a DuckSS

    *Warning* Do not show this stuff on other forums...it's especialy for this forum...

    Story: The group of scientists were working on their clones to send them into the chalenge which Dr.Deezer prepared...But their clones will notice the big rebelion.Because someone of the biggest scientists sent the powerful clone which's mission is to exterminate the whole chalenge...

    Notes:Older anti goukis on my website are unaviable for now...

    Basic information:

    Original idea was taken from : Basara kun

    Mugen version : 1.0

    Number Of characters: 16 + bonus game character (beat the healthless)

    List:

    Anti Gouki Clones:

    #1: Koryu Gouki (ver.2); Type: Bootleg Fusion (Koryu + FC) ; Done

    #2: Slasher ; Type: Killer ; Done

    #3: Speed Shadow ; Type: Dark/speed clone ; Done

    #4: Flasher ; Type: Optic ; Done

    #5: xXBreakdownXx ; Type: Hardcore Mosher ; Done

    #6: Explosive ; Type: Pirotehnical clone ; Done

    #7: Extremist ; Type: Brutal Killer

    #8: Thrasher ; Type: Street addapted clone

    #9: The Mega ; Type: Prototype reploid (Mega man Inspired)

    #10: Pulse ; Type: Hard metallic/Electric clone

    #11: Grinder ; Type: Speed/killer clone

    #12: Low ; Type: Low gravity/Fighter clone

    #13: Death Eight ; Type: killerclone

    #14: Weed ; Type: Smoke clone

    #15: Healthless ; Type: Powerless clone

    #16: Cyber CX 2 ; Type: Armor/cyborg/weapon specialist clone

    #17: The Perfect Zero ; Type: Perfect clone

    List shown on picture

    4FW314L.png

    Number of stages: 17

    Stages:

    #1: Collapsed hills

    #2: South of heaven (Slayer's album name cover)

    #3: Darkness

    #4: Mirrors paradise (The kovenant's song name cover)

    #5: Moshing pit

    #6: Toxic waste (Crash bandicoot's stage name cover)

    #7: Gallery of suicide (Cannibal corpse's Album name cover)

    #8: Thrash zone

    #9: Highway (Mega man x stage's cover)

    #10: Inside of electric system (Pulseman's stage cover)

    #11: Sea Surfing (Dcat unfinished stage cover)

    #12: Space zone

    #13: Lone place

    #14: Place in smoke

    #15: Bonus stage

    #16: Dr.Deezer's hideout

    #17: Place in dust

    No pictures for now :-\

    Aviable characters for private testing (PM me if you want to test any of my characters):

    PKK1R4v.gif1#Koryu (Already known character but this time I added the new moves)

    Gameplay: SF+Bootleg SF2

    Tested: No...

    Z4kU7nv.gif2#Slasher (With new moves of course)

    Gameplay: Slice and dice

    Tested: no...

    5VR6e2t.gif3#Speed Shadow (Newer version)

    Gameplay: Shadow arts

    Tested: no...

    UQtcipH.gif6#Explosive (Prototype clone which have more moves than my older anti goukis)

    Gameplay: More like Fighting game + Worms Armageddon

    Tested: No...

    *Note* I'm working on my older 5 characters and screenpack at the moment. so stay tuned*

    Any ideas of stuff you send,I will accept (It depends :P)

    (I have moved this topic from another forum...)

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