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rockocalypse

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Posts posted by rockocalypse

  1. I want some veteran creators and modifiers of M.U.G.E.N to help me and see if we can make a new battle variation for the game. If you've ever seen a WWE Royal Rumble, you'll get what I mean. Essentially I want to take the "team" mode in mugen where two characters face off and the winner moves on to the next round (with a little health gain) and fights until they lose and modify it a bit. What I want to do is take out the team aspect and make it so 30 (30+) characters can be entered and after one competitor is eliminated the one who beat them takes their place and takes on the rest of the mob until there is one left standing. (Sorry its so long but I cant see any other way of explaining it) If anyone knows if this is possible, or would like to try and make it possible let me hear your thoughts. If its already been done .................... 

    link me :) 

     

    if this belongs in another section redirect me and I'll remove and post it there

  2. These are a good list of characters that I have been unable to find in M.U.G.E.N after very long and strenuous searches. (Sorry if im not supposed to ask for all this at once)

     

     

    Frost from Mortal Kombat= I know it exists just don't know where to get it

    Bulma from DBZ= Idk if it exists

    Kid Chi Chi from the original Dragon Ball =Idk if it exists

    Fasha from DBZ (Bardock's wife, and Goku's assumed mom) =I know it exists I just can't find a link

    Lina Inverse from Slayers = I know of one version that exists but it's a bit poor so im looking for another

    Ayla from Chrono Trigger= I dont know if it exists

    SSJ Bulla/Bra from DB:GT= I heard it exists but am not sure

    Two Face, The Riddler, and Killer Bee from DC Universe (Batman Villians) =I heard they don't exist but would like to know

    A rock based character that isn't a boss or insanely OP= It's so general that I must believe it exists

    A properly coded Edge from Final Fantasy= Idk if it exists

     

  3. I hadn't seen any of this past my last post. I thought it was all over. I don't mind someone speaking for me as long as what they said isn't complete hogwash. I'm glad the two of you were able to work out your arguement and for the record, Winmugen was right, Tien constantly charged up so he'd never fight and always lose XD but I got it mostly fixed now

  4. I just found some alternative nerfing methods to make it so his block spam doesn't really matter. I also plan to open a new topic on how to make characters do moves less frequently with their AI so I can fix numerous chars who are spammy in the bad way, thanks for all the help guys. Im confident that when I find a way to decrease the frequency of a move there wont be any need to implement chip damage. Only the desire

  5. if the pages are all archived, then so are the files. So wouldn't it be safe to just go to an archived date BEFORE any of the viruses appeared? 

    EDIT: It's not like your actually going to the site itself anyway. It's hosted by Archive.org, the URL is changed so that it contains Archive in it's name. It's quite literally only a screenshot of what the website looked like at the time with clickable links. I know sometimes on Esnips u would download a character or somethhing that would be a virus but, since archive is keeping the site as what it was when the screenshot was taken, going back before the viruses appeared can't do you any harm. Its like going back in time before an outbreak. The otubreak can't get you if it hadn't happened yet

  6. Please skip to the 2nd section if you don't care for theatrics and how I came to finding this out (I've no idea who bloody motaro is, I just used it to further cement my theory on getting eSnip chars)

    Background:

    I'm not sure if this is a known practice or not but I have found a way to scavenge SOME of the files from the infamous Esnips crash. These characters will remain out of reach no longer.

    So far, I have obtained a lot of final fantasy and kingdom heart characters along with Rayman (not the versions out and about now. Those I thought were inadequate .[Even though i'm aware that one is a W.I.P] This one is a big uprgrade on them.) And as I wrote I tried another called "bloody motaro". He/she too was saved from eSnips. The reason I talk like its this is some huge news release is because I feel it is. We can save countless characters and stages with this new opportunity of ours.Although I do wonder if it's even new at all. It certainly is simple and somewhat obvious of the workaround. 

     

    Actually getting the character/stage:

    1.Find a broken and lost esnip link for example Bloody Motaro's, right click it and go to "copy link address."

    2. Go to this website https://archive.org/ and where it has a big button entitled "BROWSE HISTORY" 

    3. After pasting your url just click that Browse History button.

    4. Click on one of the archived dates for your file.They will be highlighted in Blue once you get to the right page. Your download should start and you'll be on your way.

     

     

    Reply and tell me if it worked, if we knew about this already, and any problems you have doing this.

  7. All those moves look like they should give chip damage. Are you testing it n a character that has a way to stop chip damage? (like GG and barrier guards)

     

     

     

    [state 200, ƒqƒbƒg’è‹`]
    type = HitDef
    trigger1 = AnimElemTime(14) = 0
    attr = S, NA ;—§‚¿’Êí‘ÅŒ‚iStanding, Normal Attackj
    damage = 75,25<-----you see where that 25 is? just keep raising and raising the number until you see it taking the damage you want^^
    animtype = medium
    guardflag = HA
    hitflag = MAFD
    priority = 5,Hit
    pausetime = 6,6
    sparkno = s201
    sparkxy = 0,-50
    hitsound = s200,1
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -5
    airguard.velocity = -3,-1
    air.type = High
    air.velocity = -3,-2
    getpower = 100,50

     

    Darkflare, I never knew there were characters with chip damage prevention. The character I'm using is kam'lanaut but the author isn't in the Readme.txt. Do you by any chance know where to check for a thing like Barriers or GG?

     

    DEMONKAI: If the char has something completely negating chip damage I'd like to know before I nerf him any further, but if he doesn't that will be my next step.

  8. there are several so I just changed them all. 

    [state 200, ƒqƒbƒg’è‹`]
    type = HitDef
    trigger1 = AnimElemTime(14) = 0
    attr = S, NA ;—§‚¿’Êí‘ÅŒ‚iStanding, Normal Attackj
    damage = 75,25
    animtype = medium
    guardflag = HA
    hitflag = MAFD
    priority = 5,Hit
    pausetime = 6,6
    sparkno = s201
    sparkxy = 0,-50
    hitsound = s200,1
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -5
    airguard.velocity = -3,-1
    air.type = High
    air.velocity = -3,-2
    getpower = 100,50
     
     
    [state 210, ƒqƒbƒg’è‹`]
    type = HitDef
    trigger1 = AnimElemTime(13) = 0
    attr = S,NA
    animtype  = Hard
    damage    = 75,30
    guardflag = HA
    hitflag = MAFD
    pausetime = 8,8
    sparkno = s201
    sparkxy = -10,-70
    hitsound   = s200,1
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -5
    airguard.velocity = -3,-1
    air.type = High
    air.velocity = -3,-2
    getpower = 100,50
     
     
     
    [state 230, ƒqƒbƒg’è‹`]
    type = HitDef
    trigger1 = AnimElemTime(10) = 0
    attr = S,NA
    animtype  = Back
    damage    = 75,18
    guardflag = HA
    hitflag = MAFD
    pausetime = 8,8
    sparkno = s201
    sparkxy = 0,-50
    hitsound   = s200,1
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -5
    airguard.velocity = -3,-1
    air.type = High
    air.velocity = -3,-2
    getpower = 100,50
     
     
     
    [state 600, ƒqƒbƒg’è‹`]
    type = HitDef
    trigger1 = 1
    attr = A,SA
    animtype  = Back
    damage    = 100,35
    guardflag = H
    hitflag = MAFD
    pausetime = 0,8
    sparkno = s201
    sparkxy = 0,-50
    hitsound   = s200,1
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = 5,-5
    air.type = High
    air.velocity = 5,5
    persistent = 0
    fall = 1
     
     
    [state 620, ƒqƒbƒg’è‹`]
    type = HitDef
    trigger1 = 1
    attr = A,SA
    animtype  = Light
    damage    = 25,25
    guardflag =  ;ƒK[ƒh•s‰Â
    hitflag = MAFDP
    pausetime = 0,2
    sparkno = -1
    sparkxy = 0,0
    hitsound   = s620,0
    ground.type = High
    ground.slidetime = 60
    ground.hittime  = 60
    ground.velocity = -5,0
    air.type = High
    air.velocity = -5,2
    persistent = 0
     
     
    [state 630, ƒqƒbƒg’è‹`‚PŒ‚–Ú]
    type = HitDef
    trigger1 = AnimElem = 13
    attr = A,SA
    animtype  = Medium
    damage    = 30,10
    guardflag = MA
    hitflag = MAFD
    pausetime = 1,8
    sparkno = -1
    sparkxy = 0,-50
    hitsound   = s630,0
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -6,3
    air.type = High
    air.velocity = -5,2
    persistent = 0

     

     

     

    [state 630, ƒqƒbƒg’è‹`‚QŒ‚–Ú]
    type = HitDef
    trigger1 = AnimElem = 20
    attr = A,SA
    animtype  = Medium
    damage    = 30,8
    guardflag = MA
    hitflag = MAFD
    pausetime = 1,8
    sparkno = -1
    sparkxy = 0,-50
    hitsound   = s630,0
    guardsound = 6,0
    ground.type = Low
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -6,3
    air.type = High
    air.velocity = -5,2
    persistent = 0
     
     
     
    [state 630, ƒqƒbƒg’è‹`‚RŒ‚–Ú]
    type = HitDef
    trigger1 = AnimElem = 26
    attr = A,SA
    animtype  = Medium
    damage    = 30,17
    guardflag = MA
    hitflag = MAFD
    pausetime = 1,8
    sparkno = -1
    sparkxy = 0,-50
    hitsound   = s630,0
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -6,3
    air.type = High
    air.velocity = -5,2
    persistent = 0
     
     
    [state 630, ƒqƒbƒg’è‹`‚SŒ‚–Ú]
    type = HitDef
    trigger1 = AnimElem = 33
    attr = A,SA
    animtype  = Hard
    damage    = 30,12
    guardflag = MA
    hitflag = MAFD
    pausetime = 1,8
    sparkno = -1
    sparkxy = 0,-50
    hitsound   = s630,0
    guardsound = 6,0
    ground.type = Low
    ground.slidetime = 60
    ground.hittime  = 15
    ground.velocity = -6,3
    air.type = High
    air.velocity = -4,2
    persistent = 0
     
     
    [state 630, ƒqƒbƒg’è‹`‚TŒ‚–Ú]
    type = HitDef
    trigger1 = AnimElem = 64
    attr = A,SA
    animtype  = Back
    damage    = 30,20
    guardflag = HA
    hitflag = MAFD
    pausetime = 1,8
    sparkno = s633
    guard.sparkno = s633
    sparkxy = 0,0
    hitsound   = s630,1
    guardsound = 6,0
    ground.type = High
    ground.slidetime = 15
    ground.hittime  = 15
    ground.velocity = -8,-3
    air.type = High
    air.velocity = -8,-3
    persistent = 0
    fall = 1
  9. I'll try him out. Thanks for that very quick reply.

    EDIT: that's actually the one I'm currently using XD he's the least charge-happy one I have found but it seems when I pit him against most other characters he spends even still too much time charging.  Even if the char is OP I wont mind, just as long as he can stand up to some of my other characters. If there's nothing that can be done however I will accept this as fate and say Answered

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