DS12 Posted July 2, 2017 Posted July 2, 2017 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. DS12's Youtube Channel
RMaster007 Posted July 2, 2017 Posted July 2, 2017 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.
jenngra505 Posted July 2, 2017 Posted July 2, 2017 3 hours ago, RMaster007 said: Well I don't know how. Just check if var(21) isn't used and if it isn't, copy paste the var(21) stuff from Zim onto Dib and Rocko. WlanmaniaX 1
DS12 Posted July 2, 2017 Posted July 2, 2017 Or you could just basically use Roysquadrocks' damage dampener, he puts one in every character of his. State -2 I believe. WlanmaniaX 1 DS12's Youtube Channel
jenngra505 Posted July 2, 2017 Posted July 2, 2017 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. WlanmaniaX 1
DS12 Posted July 2, 2017 Posted July 2, 2017 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 WlanmaniaX 1 DS12's Youtube Channel
WlanmaniaX Posted April 7, 2018 Author Posted April 7, 2018 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 Spoiler'd because it's exceeding the maximum signature height limit
WlanmaniaX Posted April 11, 2018 Author Posted April 11, 2018 As you can see, I made an video to see how Zim and Dib's updates were going. Spoiler Spoiler'd because it's exceeding the maximum signature height limit
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