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Legendary DeMoNk@I

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  1. Legendary DeMoNk@I's post in Fighter's History Dynamite Stages was marked as the answer   
    https://drive.google.com/file/d/0B5EAeUQJbekHZWZXQXF3WFZVRWM/view?usp=sharing
  2. Legendary DeMoNk@I's post in Mother Brain's Lair by ExShadow and MaxBeta was marked as the answer   
    Yeah thats the same one..My bad for the delay. my shitty pc doesnt recognize my external anymore all of a sudden now so i had to do it at my work pc this morning.
     
    1.0 and i think winmugen
    http://www.mediafire.com/download/rkydql0ktnerk3o/Motherbrain+stage.zip
     
    Enjoy fellas....
     
    BTW i think we need to all chip in and start uploading any and ALL EX shadows stages (low and hi res) at this site some where for safe keeping for everyone. 
     
    Ill post this stage in the stage section to share....
  3. Legendary DeMoNk@I's post in This future docks stage was marked as the answer   
    thanks. nevermind i found it
  4. Legendary DeMoNk@I's post in Need projectile help here! was marked as the answer   
    Yeah a helper is what you need. when i did it for one of my characters i just followed a method that pots used for his akuma when his air fireball hits the ground.
     
    First add something like this changestate shown below into the state of the fire ball. Im not sure how you coded yours but im assuming its like mines. 1) i made a state for the character doing the move and 2) then i made another state for air fire ball animation itself. that air fire ball animation is where this code below will be to trigger that ground explosion.
     
    [state XXX, End] type=changestate trigger1= pos y>=0 value=xxxxx;<----helper number of the explosion blast stuff  
    heres an example from my helper
     


      hope that helps
    EDIT crap smh you figured it out lol
  5. Legendary DeMoNk@I's post in Char Error was marked as the answer   
    Ok well ill tell you this much. the character works fine and doesnt crash in my winmugen.
     
    what i did was:
     
    -Download the RENA folder
    -Download the SFF file
    -Download the Sound file
     
    dumped in the SFF & sound file to the RENA folder and she worked no problem without any crashes. its a weird short female character from what i saw and she charges up automatically if she stands there idol it seems.
     
     
    Im about to see whats in this 1.0 folder and see if that works right
     
    EDIT:
     
    ok i found the 5110 issue....
     
    this is why....and it was pretty bad coding
     
    [statedef 5110]
    ;type = L
    ;movetype= H
    ;physics = N
    type = NotHitBy
    value = SCA
    trigger1 = 1
     
     
    i made it to this to fix  it from crashing
      [statedef 5110]
    type = L
    movetype= H
    physics = N
     
     
    You have to open this kind of 1.0 creation with FF3. it wont open when the other types. so the issue was in the common1 state section. just type in the number 5110 at the bottom of the panel where you see "Find". put any state number or anim number in the blank space to the side of the "Find" space and then hit the find option. you have to always search in the proper state section to find the bug number issue you are seeking. Or for that matter find the animation begin state action or FX number you want to mess with...
     
     
    ALSO....remember to add in its sound file too from the site. the character will crash again if thats not in there
     
     
    you should be good to go with all that. I got the character working for myself already
  6. Legendary DeMoNk@I's post in helper or explod? was marked as the answer   
    Heres one example how i did my custom stance. this FX happens when hes at full power
     
    I placed this kind of helper trigger in my state 0 def (stand state)
     
    [state 1700,helper1] type = Helper triggerall = anim = 1 ( you can play around and change that to "0' for the stance animation) trigger1 = animelem = 1 ( the animelem are frames that the fx trigger on. it may differ for yours though) trigger2 = animelem = 11 trigger3 = animelem = 33 helpertype = normal name = "stance spark" pos = 0,0 bindtime = -1 postype = p1 stateno =225015 <-------this is the number of the helper state that triggers on my custom stance ownpal = 1  
    while the helper state (225015) with the FX or whatever is elsewhere (in my case the helper states)
  7. Legendary DeMoNk@I's post in Electro's KOF95 Fatal fury team stage was marked as the answer   
    thanks!
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