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Posted

Well I have faith in RMaster007 that he'll put the dampener in the rest of the characters.

By the way, the stage I used in all of those screenshots, were created by me. It's called: Rainy Highway.

I also updated my feedback post.

Posted
7 hours ago, DS12 Productions said:

Well I have faith in RMaster007 that he'll put the dampener in the rest of the characters.

By the way, the stage I used in all of those screenshots, were created by me. It's called: Rainy Highway.

I also updated my feedback post.

Well I don't know how.

Posted
37 minutes ago, DS12 Productions said:

Or you could just basically use Roysquadrocks' damage dampener, he puts one in every character of his. State -2 I believe.

RSR's Damage Dampener code using fvar(12) and fvar(10) is better than the one currently used in Zim.

Posted
1 hour ago, jenngra505 said:

RSR's Damage Dampener code using fvar(12) and fvar(10) is better than the one currently used in Zim.

Yeah, I always use those kind of dampeners in my characters.

 

Also @WlanmaniaX I would like to make a suggestion, if you wanted to manage those bugs on your characters and you don't have time to fix them, then

I would kindly suggest making a list of coding (tweaked) that you would desperately want to put in your character, in a separate text document. This way, you'll be getting more

time to paste the fixed coding instead of releasing them with the bugs wide open.

Take these for example, the coding I put in here was for my remastered Punky Skunk (Yes, it's not in a text document but I figured this is better):

Spoiler

PASTE THESE IN COMMANDS
;---------------------------------------------------------------------------
[State -1, Fall Recovery]
type = changestate
value = 5210
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && canrecover
triggerall = vel y > 0 && pos y < -20
trigger1 = random <= 999

[State -1, Fall Recovery]
type = changestate
value = 5200
triggerall = Var(59) != 0
triggerall= numenemy
triggerall= roundstate = 2 && alive
triggerall= stateno = 5050 && gethitvar(fall.recover)
trigger1 = vel y > 0 && pos y >= -5
;===========================================================================
;specials
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = numhelper(1001) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1000

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1100

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1300

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (random = [70,100])
trigger1 = (p2bodydist x <= 25) && (prevstateno != 5120) && (p2movetype != H) && (statetype != A)
value = 1500
;-|-AI Hyper Attempt|---------------------------------------------
[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (numproj = 0) && (random = [70,100])
value = 3000

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1000) && (numproj = 0) && (random = [70,100])
value = 3100

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = numhelper(3210) = 0
triggerall = numhelper(3220) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1500) && (numproj = 0) && (random = [70,100])
value = 3200

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = numhelper(3304) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 1500) && (numproj = 0) && (random = [70,100])
value = 3300

[State -1, Artificial Intelligence]
type = ChangeState
triggerall = numhelper(3401) = 0
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = (Ctrl) && (Statetype = S) && (p2statetype != L)
trigger1 = (p2bodydist x <= 100) && (prevstateno != 5120) && (numproj = 0) && (statetype != A)
trigger1 = (power >= 2000) && (numproj = 0) && (random = [70,100])
value = 3400
;--------------------------------------------------------------------------------------------------------------
; Paste this in 3300
[Statedef 3300]
type    = S                ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                ;Move-type: A-attack, I-idle, H-gethit
physics = N                ;Physics: S-stand, C-crouch, A-air
juggle  = 1                ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0            ;Set velocity (x,y) (Def: no change)
ctrl = 0                ;Set ctrl (Def: no change)
anim = 3300                ;Change animation (Def: no change)
poweradd = -1500            ;Power to add (Def: 0)
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = animelem = 3
trigger2 = animelem = 4
;-----------------------------------------------------------------------------------------------------------------
FIX SPRPRIORITIES ON STATE 3101 AND 3102
;-----------------------------------------------------------------------------------------------------------------
PASTE THESE IN PLAYSNDS ON STATES 3301, 3306, 3307, AND 3311!!
channel = 2
 

 

  • 9 months later...
Posted

Sorry for my behind schedule so with pleasure, I've updated Zim, Dib and Rocko for this day!

 

By the way, the download links were been updated if you may look on the topic.

Spoiler

58hw1.jpg

Spoiler'd because it's exceeding the maximum signature height limit

Posted
As you can see, I made an video to see how Zim and Dib's updates were going.
 
Spoiler

58hw1.jpg

Spoiler'd because it's exceeding the maximum signature height limit

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