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DuckAzz

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Posts posted by DuckAzz

  1. Ladies,gentleman,touhou fans and also the others,you must not miss this .....
    .....Brutality continues to rise,RISE,RISSSSSSSE!
     
    NFSFW:

    11anK4g.png
    ESULA: It's time for lvl7 attack AAAAAAAAAAAAAAAAAAAAAARGH......
    KFM:God save me!
     
    NK5XVpo.png
    ESULA: FUCK!
    KFM: Thanks god!
     
    wNjSVb8.png
    KFM: Oh my god the backup! 
    ALL Touhous: ..........what are we doing here!
    ESULA: ........My head!
     
    0p2jKBS.png
    ESULA: I'll tell you what are you doing here! YOU'RE JUST ON TIME FOR BRUTAL REVENGE!
     
    1,2,3,4,5...........................
     
    fzRoEEd.png
    *Girls' scream*
     
    8kNBuAx.png
     
    hvPXOjc.png
     
    BzPDO17.png
     
    Gb6DxzK.png
     
    LnMjERz.png
     
    EdF4lIR.png
     
    Jyzk1ur.png
     
    lL8G4qd.png
     
    EWINc71.png
     
    BzDOtxY.png
     
    xmM0EQI.png
     
    kBXghPU.png
     
    HJJQWbh.png
     
    KFM: I'm getting out of here before I fall on ground dead and butchered!
    ESULA: HEY YOU!
     
    Acm6Flw.png
    KFM: MY ASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!
     
    wRuUfLf.png
    ESULA: Go now to your "GOD"!
    KFM: SHIT! I can fly! ........oh wait, I'm falling!

  2. Who was the character that had this code or you using it for your own creation?

    Extreme Sula btw...

     

     

    airjuggle = -1

     

    seems like a bit error to me

     

    since it only takes juggle points AWAY, positive numbers get taken away and - numbers like that would freak it out i believe.

     

    BUT please tell us what was the issue?

    I had to change groundtype from trip to high because daniel told me that trip has something very strange inside that groundtype

  3. 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

  4. 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?

  5. 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! 

  6. 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!

  7. 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...

  8. 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?

  9. 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...

     

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