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All Of Seravys Creations Updated


Laharl

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Just as the title says all of seravys creations were updated today.

Download them here - http://seravy.co.cc

Updates

All CCS characters, Touhou characters, Seravy

-Disabled grazing when pressing z while holding more than one directional key at the same time. (up not included)

The intented use of this is to make it possible to cancel guarding into spellcards that use the z button without grazing taking priority or releasing the guard button.

To use the spellcard while guarding, hold any additional directional key together with back when pressing z, or press z after releasing all directional keys.

To cancel guarding into grazing, press z while holding one directional key only.

All Characters

-Fixed cmd files so commands no longer detect key releases as the first part of the command. (Removed $ from the front of the command)

This way, things like DFa being performed when you crouch then walk forward to punch will no longer happen.

Some characters already had the commands properly defined so those are unchanged, but the majority unfortunately wasn't.

-Added the "Prevent Underground Juggles" code by POTS

-When a DD command is entered but a DF or DB command is also registered of the same type, the DF or DB command takes priority.

This is to avoid unwanted commands being exectued when button release happens, as release order can cause mugen to detect the key released later as a new keypress (engine bug).

-Updated code that distinguishes grazing after crouching (D,F+z or B+z) from super move commands (D,F,z or D,B,z)

-Updated the DU super jump command to no longer detect holding/releasing D (so pressing up after crouching will not result in a super jump unless you actually press D again)

-Allowed cancelling running back and forward into crouching and jumping.

-Added code that allows guarding into the jump up state (because hardcoded guarding doesn't register while the up key is held)

-Added code that allows guarding into the graze up state

-Added information to readme files about availability of movement for each character (super jump, air dash, etc)

-Added code that prevents guarding or grazing after leaving a grazing state (except the up one) for 10 ticks

-Enabled control while landing from a jump, and added code to allow guarding on the first tick of landing.

-Updated the displayname of some characters to contain their full name instead of just the first name.

-Made characters face the opponent while landing from a jump immediately

-Made characters turn towards opponent during graze end states

-Disabled guarding in graze end states where it wasn't disabled yet

All Touhou characters

-Skill card leveling can be cancelled into grazing or spellcard attacks except for the first 10 ticks. This includes other skill cards, so you can activate multiple skill cards in a chain.

CCS characters

-The Cloud Clow Card now doesn't generate additional explods during superpauses.

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

-Removed supermovetime from the Mist and Dark Clow Cards.

Yuyuko

-Playerpush is disabled while performing Flawless Nirvana

-Passage to the Netherworld, Hitoverride ends earlier so it is now possible to start a combo when hitting Yuyuko during the recovery part of the move.

Youmu

-D+c can be comboed after standing a and b now

-Standing a and b no longer cause cornerpush to avoid F+b missing due to low range

-F+b sprites of animation have been aligned better. As a result, the range of the attack increased because the character actually moves forward while performing it.

-Increased the hittime of D+a by 4 ticks

-Added ignoerhitpause=1 to the statetypeset line in the reckless jump state

-Increased cut hitspark size on standing D+y

-Added missing statetypeset for movetype=A on reckless assault

-Reduced the distance covered by Reckless Jump

-Reckless Jump and Reckless Assault have increased guard distance added to make them fair against CPU

-DFb Physics=S after landing

-AI no longer uses Life Ending Sword when the opponent is falling

-Increased guard.hittime of Slash of Spring Wind.

-Increased the velocity of the first projectile generated by Slash of Spring Wind to make sure it reaches the opponent before Youmu gets behind them (which switches forward and back around, resulting in the attack not being guarded)

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Silver

-AI difficulty seed number decreased from 3 to 2 on Difficulty Level 1

-AI difficulty seed number decreased from 7 to 4 on Difficulty Level 2

-AI difficulty seed number decreased from 16 to 8 on Difficulty Level 3

-AI difficulty seed number decreased from 25 to 16 on Difficulty Level 4

-AI difficulty seed number decreased from 36 to 24 on Difficulty Level 5

-AI difficulty seed number decreased from 51 to 40 on Difficulty Level 6

-Fixed palette 11

Sayuri

-Replaced all palettes.

-Made 4 new palettes to replace the 4 worst looking original ones (9 pink hair+white dress, 10 pink hair+red dress, 11 green hair+white dress, 12 blue hair+red dress)

-Added 10 ticks of time after the superpause but before the start of the "Magical : Agents" attack to provide a fair chance at guarding.

-Adjusted height, head.pos and mid.pos

-Increased timeframe for interruption on Magical-Thunder after the superpause from 3 to 16 ticks.

-Increased air graze limit to 3.

-Reduced guard.hittime of Double Magical Sword second hit.

-Reduced guard.hittime of D+c

-Increased the juggle point cost of aerial b to 4

-Disabled fall.recovery of DFb

Hanyuu

-Added lose animation

-Kaminari no longer causes a fall

-Removed debug spam source from state 7501

-Increased animation cooldown time of standing a

-Reduced amount of power gained while grazing to the intended amount

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

-Reduced the air graze limit to 3

-Fixed variable collosion between air dash limiter and win pose temp variable

Flandre Scarlet

-Removed debug spam source in state 12501

-Made opponent invincible while performing Crucify on him to avoid projectiles interrupting the attack.

-Moved the Offset controller in the custom hit state 419 to be after the changestate

-Updated the Posset of custom state 419 so it properly bounces the opponent into air even if an underground juggle happens

-Fixed Chain Push custom state to be Statetype=A

-Starbow Blaster, Hitoverride ends earlier so it is now possible to start a combo when hitting Flandre during the recovery part of the move.

-Added missing skill card descriptions to the readme

Ayu

-Down button can be used in addition to Up when using Spin cutter

-Gigapunch command was changed from DFDFc to FDBc

-Reduced damage of aerial c, and increased dampening, increased juggle points taken by 1

-Aerial c now causes a fall even if the opponent was standing

-Removed debug spam source in state 11600

-AI Difficulty level 3 seed number reduced from 16 to 13

-AI Difficulty level 4 seed number reduced from 25 to 20

-AI Difficulty level 5 seed number reduced from 36 to 28

-AI Difficulty level 6 seed number reduced from 51 to 40

-AI Difficulty level 7 seed number reduced from 77 to 55

-Crouching b has the animtype fixed. It no longer has additional hit velocity when used as a counter.

-Increased cooldown of c attack

-D+c cannot be chained onto itself anymore and has increased cooldown time

-Increased cooldown of a attack to prevent walking infinite in corner

-Fixed some coding problems in the run forward and back states (805,806)

-Reduced ground and air dashing speed to 12.5 from 15

-Disabled cancelling grazing forward into grazing back and vice versa (both for ground and air)

-Added an air dash limit of 5

-Updated air dash ending states

Unknown

-Further updated "they are everywhere", now it is working as intended

-Added nothitby to Inside the Barrel custom states to prevent the opponent getting hit out if it.

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

-Added facep2 to custom state 3397

-Character no longer "warps" back to maximum allowed flying position if ending up higher from a move or hit, instead it'll move down at a velocity of 6.

-Changed AI air dash forward stopping condition to avoid the AI staying in the air moving back and forth without attacking. It will now be able to reach the X position of the opponent and attack downward.

-Increased aerial a recovery time to prevent infinite.

-Increased juggle point cost of aerial b to 3

-Allowed chaining aeiral a->b->c. longest aerial chain you can do is a->b->c->a->b->b against a standing opponent now.

Shiori

-AI Difficulty level 5 seed number reduced from 22 to 20

-AI Difficulty level 6 seed number reduced from 35 to 28

-AI Difficulty level 7 seed number reduced from 60 to 40

-AI Difficulty level 8 seed number reduced from 120 to 60

-Reduced guard.hittime of normal a and b attacks

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

-Reduced air graze limit to 3

Kano Kirisima

-AI Difficulty level 5 seed number reduced from 36 to 25

-AI Difficulty level 6 seed number reduced from 51 to 38

-AI Difficulty level 7 seed number reduced from 77 to 55

-AI Difficulty level 8 seed number reduced from 120 to 75

-Modified state 52 to not give control before the start of the round (as intro used it)

-Fixed hit/guardspark y position of Fire Pillar's first hit

-Reduced guard.hittime and removed guard.pausetime of Fire Pillar

-Reduced guard.hittime of standing and crouching a,b and c attacks

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

-Reduced the air graze limit to 3

Princess Silver

-AI Difficulty level 4 seed number reduced from 16 to 14

-AI Difficulty level 5 seed number reduced from 24 to 20

-AI Difficulty level 6 seed number reduced from 40 to 28

-AI Difficulty level 7 seed number reduced from 77 to 40

-AI Difficulty level 8 seed number reduced from 120 to 60

Serika

-Fixed bug that caused Major Haunt helper to not get destroyed when the attack was over.

-Removed ability to guard while grazing back

-Fixed aerial c not making the danmaku bar run out

-Fixed aerial c not having dampening

-Fixed debug spam source in state 220

Aura

-AI Difficulty level 3 seed number reduced from 16 to 13

-AI Difficulty level 4 seed number reduced from 25 to 20

-AI Difficulty level 5 seed number reduced from 36 to 28

-AI Difficulty level 6 seed number reduced from 51 to 40

-AI Difficulty level 7 seed number reduced from 77 to 55

-Updated coding of opponent disappearing after Delete and Data Drain. Now the round can end without having to wait an additional 10 seconds looking for the missing opponent.

-Eliminated debug spam source in state 1301

-Fixed bug that enabled losing in debug mode

-Aura now has graze back movement instead of jump back

Sakura Kinomoto

-AI Difficulty level 3 seed number reduced from 16 to 12

-AI Difficulty level 4 seed number reduced from 25 to 18

-AI Difficulty level 5 seed number reduced from 36 to 25

-AI Difficulty level 6 seed number reduced from 51 to 35

-AI Difficulty level 7 seed number reduced from 77 to 50

-AI Difficulty level 8 seed number reduced from 120 to 75

Vanilla H

-AI Difficulty level 3 seed number reduced from 16 to 12

-AI Difficulty level 4 seed number reduced from 25 to 18

-AI Difficulty level 5 seed number reduced from 36 to 25

-AI Difficulty level 6 seed number reduced from 51 to 35

-AI Difficulty level 7 seed number reduced from 77 to 50

-AI Difficulty level 8 seed number reduced from 120 to 100

-Fixed F+b not returning opponent into own states.

-Fixed Giant Milfeulle's head animation not having supermovetime when it should

-Removed anim=5051 line from state 4102 as it was unused and cause debug spam

Tenshi

-Eliminated debug spam source in state 13603

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

-Prevented AI from using Heaven and Earth press from too close range

Hotaru Futaba

-Added dampening on aerial b and x

-Increased animation time of crouching x

-Removed improperly specified yaccel parameter from DDz super that made the opponent fall down too fast and stand up before taking the larger hit.

-Reduced hittime of DBy

-You can now combo DBy into supers

-Added juggle point cost for aerial attacks (you can at most chain 3x aerial x now)

Seravy

-AI Difficulty level 3 seed number reduced from 10 to 9

-AI Difficulty level 4 seed number reduced from 18 to 14

-AI Difficulty level 5 seed number reduced from 26 to 20

-AI Difficulty level 6 seed number reduced from 51 to 40

-Reduced damage of "a" by 25%

-Fixed DFa doing twice the intended number of hits instead of reactivating after a graze

-Repuller now pulls opponent all the way to the center of the attack

-Fixed Y position while performing Clockwork Cutter.

-Disabled camera movement while performing Clockwork Cutter.

-Added more cogwheel effects to Clockwork Cutter

-Fixed not gaining control when entering the flying state through common states that are replaced by flying (20,40,50).

-Removed debug spam from state 14603

-Character no longer "warps" back to maximum allowed flying position if ending up higher from a move or hit, instead it'll move down at a velocity of 6.

-Guarding in air (except for the duration of guard.hittime which still applies normal gravity) now applies flying physics instead of air physics.

-Increased chance of AI guarding while charging power for higher difficulty levels

Suika Ibuki

-AI Difficulty level 3 seed number reduced from 16 to 10

-AI Difficulty level 4 seed number reduced from 25 to 16

-AI Difficulty level 5 seed number reduced from 36 to 25

-AI Difficulty level 6 seed number reduced from 51 to 36

-AI Difficulty level 7 seed number reduced from 77 to 60

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Reimu Hakurei

-Fixed improperly set shoe color on palettes 6,7,9-12

-Moved the Offset controller in the custom hit state 249 to be after the changestate

-Updated the Posset of custom state 249 so it properly bounces the opponent into air even if an underground juggle happens

-Fixed Bomb to be possible to cancel danmaku moves into as intended.

-Dimensional Rift now costs danmaku bar to use

-Reduced power gained by hitting with Dimensional Rift and Ascension Kick

-Increased startup time of long distance a attack

-Added ignorehitpause to the movetype=I set of Amulet attacks after doing the final hit available to avoid doing extra hits to other targets during the hitpause.

-Fixed Hakurei Amulet Double to properly disappear when it needs to.

-You cannot place a Dormant Pillar if there is another one already set

-Increased recovery time of aerial a attack to prevent jumping infinite

Cirno

-Disabled playerpush while performing Icenado

-Freezing the opponent with Ice Aura or Arctic Winds adds to the Burden Bar. (multiplier of 0.7 or 0.9 to damage)

-Adjusted hittime of DBb to always last until the end of attack, so opponent can't regain control early.

-Reduced the amount of power gained by using DBb

-The opponent can no longer recover from the fall caused by Midsummer Snowman

-Reduced priority of DBb and also reduced clsn1 size by a bit

-Increased ground velocity of Midsummer Snowman attack hits, and changed animtype to DiagUp

-Reduced damage of Midsummer Snowman attack hits by 25% (projectile hits after releasing it are unchanged)

-Fixed D+b cooldown ending too early

-You cannot place a Frost Trap if there is another one already set

Patchouli Knowledge

-Applied the 50% firing chance to the non-water element crystals of Phylosophers Stone (was supposed to apply to all 5 but didn't)

-Fixed Y position while performing Clockwork Cutter.

-Disabled camera movement while performing Clockwork Cutter.

-Added more cogwheel effects to Clockwork Cutter

-Moved the Offset controller in the custom hit state of Summer Red to be after the changestate

-Updated the Posset of Summer Red so it properly bounces the opponent into air even if an underground juggle happens

-Added missing velset=0,0 to Spring Wind

Archer

-Added ability to run forward to the AI

-Graze up now uses the same afterimages as the other graze states

-Removed an unnecessary explod from air dash states

-Increased jump height

-Disabled arrow shot on high level AI (makes the character too vulnerable)

Nitori

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Lelouch

-Movetype is changed to I on danmaku attacks during when they can be cancelled into grazing.

Saturn

-Fixed run forward animation to use jump forward sprite instead of the jump back one.

-Added Facep2 to throw custom state to ensure the opponent is always being thrown to the proper direction

Nanoha

-AI Difficulty level 6 seed number reduced from 51 to 47

-AI Difficulty level 7 seed number reduced from 77 to 65

-AI Difficulty level 8 seed number reduced from 120 to 100

-Removed Air Dash limit.

-Reduced active time of Protection attack

-Protection attack stops being uninterruptable after the active time expires.

-Reduced guard.hittime of normal attacks

Remilia Scarlet

-AI Difficulty level 6 seed number reduced from 40 to 36

-AI Difficulty level 7 seed number reduced from 77 to 54

-AI Difficulty level 8 seed number reduced from 120 to 80

-Increased recovery time of aerial b to prevent jumping infinite

Vita

-Limited maximum height for air dash

-Fixed Hammer spin doing some unguardable hits

-Replaced jump back with run back

-Fixed hitspark position of D+b

-Completely reworked normal attack commands, effects and combo sequence (a,b,F+a,F+b, aerial a, http://mugenfreeforall.com/public/style_emoticons//cool.png

-Reduced amount of time for interruption after superpause on Flame Strike. It can now be comboed after other attacks.

-Aligned character sprite/animation X postions of Flame Strike animation

-Loading Cartridges can be cancelled into grazing.

-Loading Cartridges have 10 ticks less startup time.

-Reduced damage of Flame Strike, and Giganto Hammer.

-Reduced Panzer Shield duration/HP from 660 to 420 (7 seconds without taking a hit).

-Fixed bug that made Panzer Shield last for 900 ticks if it wasn't taking damage.

-Fixed coding bugs in Hammer Spin (missing caused regaining control early, and it returned to air statetype without a reason)

-Made the AI more likely to run forward

-Added Facep2=1 to all normal attacks

-Removed additional invulnerability when many cartridges are loaded from every move.

-Fixed smoke transparency on Loading Cartridges

-Fixed flame transparency of Hammer Spin

-Fixed grazing not reversing special projectiles

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