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tehdevil

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  1. Gargoyle is the first one to convert cvs character or maybe one of the member form Convertion World might be one of them..
  2. Hi, I would like to share one tip about Kyo by Sander 71113: http://sander71113.mgbr.net/. If anyone have used this character before, every color palette have each different skill. For example, his palette 1 would have kof98 style, palette 2 would have kof95 style, palette 3 would have his kof99 style and so on. There is one way to make all the palette to have all in one skill. This is how it is done: 1) Open up Kyo.cns (For classic outfit) or neokyo.cns (For nests outfit) 2) Scroll to this part: ;--------------------------------- ;PAL1 [State 5900, Kyo-1] type = Varset triggerall = var(9)= 1 trigger1 = !RoundsExisted var(21) = 3 [State 5900, kyo-1] type = Varset triggerall = var(9)= 1 trigger1 = !RoundsExisted var(41) = 3 ;----------------------------------- ;PAL2 [State 5900, Kyo-2] type = Varset triggerall = palno = 2 trigger1 = !RoundsExisted var(21) = 3 [State 5900, Kyo-2] type = Varset triggerall = palno = 2 trigger1 = !RoundsExisted var(41) = 4 ;--------------------------------- ;PAL3 [State 5900, 99] type = Varset triggerall = palno = 3 trigger1 = !RoundsExisted var(21) = 3 [State 5900, 99] type = Varset triggerall = palno = 3 trigger1 = !RoundsExisted var(41) = 5 ;----------------------------------- ;PAL4 [State 5900, 98] type = Varset triggerall = palno = 4 trigger1 = !RoundsExisted var(21) = 0 [State 5900, 98] type = Varset triggerall = palno = 4 trigger1 = !RoundsExisted var(41) = 0 ;----------------------------------- ;PAL5 [State 5900, 95] type = Varset triggerall = palno = 5 trigger1 = !RoundsExisted var(21) = 1 [State 5900, 95] type = Varset triggerall = palno = 5 trigger1 = !RoundsExisted var(41) = 1 ;----------------------------------- ;PAL6 [State 5900, Kyo-2000] type = Varset triggerall = palno = 6 trigger1 = !RoundsExisted var(21) = 4 [State 5900, Kyo-2000] type = Varset triggerall = palno = 6 trigger1 = !RoundsExisted var(41) = 7 ;----------------------------------- ;PAL7 [State 5900, Mix] type = Varset triggerall = palno = 7 trigger1 = !RoundsExisted var(21) = 2 [State 5900, Mix] type = Varset triggerall = palno = 7 trigger1 = !RoundsExisted var(41) = 2 ;----------------------------------- ;PAL8 [State 5900, KYO-2002] type = Varset triggerall = palno = 8 trigger1 = !RoundsExisted var(21) = 6 [State 5900, KYO-2001] type = Varset triggerall = palno = 8 trigger1 = !RoundsExisted var(41) = 6 ;----------------------------------- ;PAL9 [State 5900, KUSANAGI] type = Varset triggerall = palno = 9 trigger1 = !RoundsExisted var(21) = 6 [State 5900, KUSANAGI] type = Varset triggerall = palno = 9 trigger1 = !RoundsExisted var(41) = 8 ;----------------------------------------- ;PAL10 [State 5900, Random] type = Varrandom triggerall = palno > 9 trigger1 = !RoundsExisted v = 21 range = 5 [State 5900, Random] type = Varrandom triggerall = palno > 9 trigger1 = !RoundsExisted v = 41 range = 8 Notice this: triggerall = palno = 7 Now quote everything as shown above except this: ;PAL7 [State 5900, Mix] type = Varset triggerall = palno = 7 trigger1 = !RoundsExisted var(21) = 2 [State 5900, Mix] type = Varset triggerall = palno = 7 trigger1 = !RoundsExisted var(41) = 2 Change it to this: triggerall = palno = [1,12] and now this is the final result: ;--------------------------------- ;PAL1 ;[State 5900, Kyo-1] ;type = Varset ;triggerall = var(9)= 1 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, kyo-1] ;type = Varset ;triggerall = var(9)= 1 ;trigger1 = !RoundsExisted ;var(41) = 3 ;----------------------------------- ;PAL2 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(41) = 4 ;--------------------------------- ;PAL3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(41) = 5 ;----------------------------------- ;PAL4 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(21) = 0 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(41) = 0 ;----------------------------------- ;PAL5 ;[State 5900, 95] ;type = Varset ;triggerall = palno = 5 ;trigger1 = !RoundsExisted ;var(21) = 1 ;[State 5900, 95] ;type = Varset ;triggerall = palno = 5 ;trigger1 = !RoundsExisted ;var(41) = 1 ;----------------------------------- ;PAL6 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = 6 ;trigger1 = !RoundsExisted ;var(21) = 4 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = 6 ;trigger1 = !RoundsExisted ;var(41) = 7 ;----------------------------------- ;PAL7 [State 5900, Mix] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(21) = 2 [State 5900, Mix] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(41) = 2 ;----------------------------------- ;PAL8 ;[State 5900, KYO-2002] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KYO-2001] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(41) = 6 ;----------------------------------- ;PAL9 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(41) = 8 ;----------------------------------------- ;PAL10 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 21 ;range = 5 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 41 ;range = 8 Save the file and you are done You can select your style that you want when you choose this Kyo in the select screen, for my preference, I would like to use his Mix mode and his KOF2000's power gauge system so this is how I change it: ;PAL1 ;[State 5900, Kyo-1] ;type = Varset ;triggerall = var(9)= 1 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, kyo-1] ;type = Varset ;triggerall = var(9)= 1 ;trigger1 = !RoundsExisted ;var(41) = 3 ;----------------------------------- ;PAL2 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(41) = 4 ;--------------------------------- ;PAL3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(41) = 5 ;----------------------------------- ;PAL4 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(21) = 0 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(41) = 0 ;----------------------------------- ;PAL5 ;[State 5900, 95] ;type = Varset ;triggerall = palno = 5 ;trigger1 = !RoundsExisted ;var(21) = 1 ;[State 5900, 95] ;type = Varset ;triggerall = palno = 5 ;trigger1 = !RoundsExisted ;var(41) = 1 ;----------------------------------- ;PAL6 [State 5900, Kyo-2000] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(21) = 4 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = 6 ;trigger1 = !RoundsExisted ;var(41) = 7 ;----------------------------------- ;PAL7 ;[State 5900, Mix] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(21) = 2 [State 5900, Mix] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(41) = 2 ;----------------------------------- ;PAL8 ;[State 5900, KYO-2002] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KYO-2001] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(41) = 6 ;----------------------------------- ;PAL9 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(41) = 8 ;----------------------------------------- ;PAL10 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 21 ;range = 5 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 41 ;range = 8 Var(41) is the skill and Var(21) is the power gauge Here are some more examples: Kyo -1 Skill with KOF95's Power Gauge: ;PAL1 ;[State 5900, Kyo-1] ;type = Varset ;triggerall = var(9)= 1 ;trigger1 = !RoundsExisted ;var(21) = 3 [State 5900, kyo-1] type = Varset triggerall = palno = [1,12] ;var(9)= 1 trigger1 = !RoundsExisted var(41) = 3 ;----------------------------------- ;PAL2 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(41) = 4 ;--------------------------------- ;PAL3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(41) = 5 ;----------------------------------- ;PAL4 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(21) = 0 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(41) = 0 ;----------------------------------- ;PAL5 [State 5900, 95] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(21) = 1 ;[State 5900, 95] ;type = Varset ;triggerall = palno = 5 ;trigger1 = !RoundsExisted ;var(41) = 1 ;----------------------------------- ;PAL6 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(21) = 4 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = 6 ;trigger1 = !RoundsExisted ;var(41) = 7 ;----------------------------------- ;PAL7 ;[State 5900, Mix] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(21) = 2 ;[State 5900, Mix] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(41) = 2 ;----------------------------------- ;PAL8 ;[State 5900, KYO-2002] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KYO-2001] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(41) = 6 ;----------------------------------- ;PAL9 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(41) = 8 ;----------------------------------------- ;PAL10 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 21 ;range = 5 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 41 ;range = 8 Kyo 98's Skill with KOF 99's Power Gauge: ;PAL1 ;[State 5900, Kyo-1] ;type = Varset ;triggerall = var(9)= 1 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, kyo-1] ;type = Varset ;triggerall = palno = [1,12] ;var(9)= 1 ;trigger1 = !RoundsExisted ;var(41) = 3 ;----------------------------------- ;PAL2 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(21) = 3 ;[State 5900, Kyo-2] ;type = Varset ;triggerall = palno = 2 ;trigger1 = !RoundsExisted ;var(41) = 4 ;--------------------------------- ;PAL3 [State 5900, 99] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(21) = 3 ;[State 5900, 99] ;type = Varset ;triggerall = palno = 3 ;trigger1 = !RoundsExisted ;var(41) = 5 ;----------------------------------- ;PAL4 ;[State 5900, 98] ;type = Varset ;triggerall = palno = 4 ;trigger1 = !RoundsExisted ;var(21) = 0 [State 5900, 98] type = Varset triggerall = palno = [1,12] trigger1 = !RoundsExisted var(41) = 0 ;----------------------------------- ;PAL5 ;[State 5900, 95] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(21) = 1 ;[State 5900, 95] ;type = Varset ;triggerall = palno = 5 ;trigger1 = !RoundsExisted ;var(41) = 1 ;----------------------------------- ;PAL6 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(21) = 4 ;[State 5900, Kyo-2000] ;type = Varset ;triggerall = palno = 6 ;trigger1 = !RoundsExisted ;var(41) = 7 ;----------------------------------- ;PAL7 ;[State 5900, Mix] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(21) = 2 ;[State 5900, Mix] ;type = Varset ;triggerall = palno = [1,12] ;trigger1 = !RoundsExisted ;var(41) = 2 ;----------------------------------- ;PAL8 ;[State 5900, KYO-2002] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KYO-2001] ;type = Varset ;triggerall = palno = 8 ;trigger1 = !RoundsExisted ;var(41) = 6 ;----------------------------------- ;PAL9 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(21) = 6 ;[State 5900, KUSANAGI] ;type = Varset ;triggerall = palno = 9 ;trigger1 = !RoundsExisted ;var(41) = 8 ;----------------------------------------- ;PAL10 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 21 ;range = 5 ;[State 5900, Random] ;type = Varrandom ;triggerall = palno > 9 ;trigger1 = !RoundsExisted ;v = 41 ;range = 8
  3. IIRC, in kofxiii, he can't jump. He can only walk forward or walk backward
  4. I notice a problem in your Haohmaru and Rasetsumaru, when playing through Arcade mode and fighting against them in the second and onward stage, his color palette is always the same. The AI would choose either normal palettes or Brown and Black outfit with light blue sword. Also after Rasetsumaru does his Shitatari and when the red effect on him is gone, his after image still exist and fade away after a few seconds:
  5. It has been abandoned because Misamu and his friends are starting their private life, that is why they decided to terminate their forum
  6. There is one move I want to point out, when he perform his QCB,QCF + Z SDM and if the opponent guard the Yami Barais' Projectiles, he will not perform the igniz's desperation move where he throw a unblockable Aedion Blade projectile. He will get back to his stance.
  7. For the matching palette, does this mean that whatever color the player select for Haohmaru, his fx will have similar color based on that palette? For example, I select Haohmaru in green, does his FXs are also green in color?
  8. ...............the chance that could let Orochi get close to a weakened Gill......... ..........so close that Orochi made it easy giving up Chris' body...........and became the *you know who*..... that's my favorite part! It is cool to see Gill and Orochi mixed together
  9. Collecting another great Iori Yagami Thanks for the character as always
  10. hmm...maybe I would consider Capcom vs. SNK: Clash of Yin-Yang yea, I guess that is settled, thanks everyone for their suggestions do feel free to post more, maybe there might be plenty of options I could consider
  11. Now I am going to collect another K' clone into my arm:
  12. Capcom vs SNK sounds good, but Return of the Rivals hmmm maybe it could be better, maybe something to do with Good side and Evil Side?
  13. Hi, I compiled a Mugen Game but I do not know what title to use for it. My roster consist of Ryu, Evil Ryu, Ken, Violent Ken, Gouki, Shin Gouki, Kyo, Kyo Clones, Kusanagi, Iori, Orochi Iori, Haohmaru and Rasetsumaru. It is like the Protagonist fighting against their Dark/Evil image of themselves, but I did not know what suitable title to give, can anyone provide some suggestion?
  14. that is the reason for me too these two epic bosses are my favorite and also they appeared in Capcom vs SNK's Manga
  15. his entrance theme is quite epic are we going to see Daniel Bryan next?
  16. Clone Kyo updated together with all KOF 98 characters. Seems like AI is added to Clone Kyo but his AI is not Mugen 1.0's style.
  17. Hi, does anyone have this full game? http://mugenguild.com/forum/topics/samurai-shodown-game-67306.0.html http://mugenguild.com/forum/topics/current-progress-004-87381.0.html
  18. Yeah, they are my first Mugen characters that I downloaded back in year 2002 or so
  19. You must be loving Gonzo's Kof boss characters alots This Orochi edit is cool, Thanks for sharing
  20. Maybe he quits Mugen that is why he removes all his characters luckily I downloaded most of his characters except for the three kofxiii wannabe bosses (Geese, Rugal and Goenitz)
  21. http://www.mediafire.com/download/313qc5942khn3c8/XX%27MVC2%27TRAINING%27XX.rar#39;MVC2'TRAINING'XX.rar
  22. Seems like this screenpack works for old version of window Mugen before Mugen 1.0 nevermind waiting for gui007 to update it to Mugen 1.0/1.1
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