As a late New Year's present, we give to you a TRIPLE release!
RELEASES:
Duck King by Vans.
Ralf '99 by DarkSaviour and Vans. (included in Ralf's updated package)
K' by KOD.
UPDATES:
Iori Yagami by Vans.
Ralf Jones by Vans.
Kyo Kusanagi by KOD.
Jae Hoon by KOD.
CvS Felicia by Jesuszilla.
CvS Andy by Jesuszilla.
(http://i32.photobucket.com/albums/d45/vans1belmont/mugen322.png)(http://i32.photobucket.com/albums/d45/vans1belmont/mugen321.png)
(http://i32.photobucket.com/albums/d45/vans1belmont/mugen324.png)(http://i32.photobucket.com/albums/d45/vans1belmont/mugen325.png)
In addition, Felicia is now compatible with Kuromaru!
Enjoy!
Get them all at the downloads (http://www.trinitymugen.net/index.php?ind=downloads) section!
Found a bug in K'. His Heaven's Drive doesn't change to statetype = A quickly enough. He got hit out of it and was standing in the air.
A good way to check to see if you got it fixed is to put this in KFM and make him your opponent:
[State -2, Wrong StateType]
type=superpause
trigger1= numenemy=1 && !numtarget && roundstate<3
trigger1= enemy,pos y && enemy,statetype!=A && enemy,statetype!=L
trigger1= enemy, StateNo != [800,899]
time=99999
Happy new year, Vans. Duck is a nice release, congrats.
A few bugs I found:
During his intro if you watch closely you'll notice that there's a minor blip where Duck's animation messes up before resuming properly since he starts out in anim 0 before changeanim-ing (lol) to anim 190.
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 1
value = 190
persistent = 0
He starts in anim 0, and stays in it until animelem 4 or something, instead of changing to anim 190 right away. I guess it wasn't roundstate 1, yet. (roundstate 0? o_O) But yeah, if you change it to trigger1 = time = 0 then it'll be fine. I wonder, though, why don't you forgo the changeanim and just set anim = 190 in the statedef?
This glitch
(http://i44.tinypic.com/axfek6.png)
Is caused if you use Duck's LDM right before he lands.
Not a glitch, but it would be nice if you used this command for your double half circle motions
[Command]
name = "hcbhcb_z"
command = ~F, $D, B, F, $D, B, z
time = 40
like how OrochiKoF97 has it. Makes it a lot easier for people on keyboard. Commands like
[Command]
name = "hcbhcb_z"
command = ~F, DF, D, DB, B, F, DF, D, DB, B, z
time = 30
or
[Command]
name = "hcbhcb_z"
command = ~F, D, B, F, D, B, z
time = 30
Are rather difficult.
Also not a glitch, but I think it'd be nice for super cancel from HK Break Storm to Duck Dance to combo like it does in XI in the corner. I realize that this is not Duck XI, but honestly I really dislike when SC's miss. :P
Lastly, what does Duck say during his dodge? It sounds a lot like "F*ck me". :o
@JZ : Will get fixed in next update.
Quote from: liger on January 14, 2009, 02:06:05 AM
He starts in anim 0, and stays in it until animelem 4 or something, instead of changing to anim 190 right away. I guess it wasn't roundstate 1, yet. (roundstate 0? o_O) But yeah, if you change it to trigger1 = time = 0 then it'll be fine. I wonder, though, why don't you forgo the changeanim and just set anim = 190 in the statedef?
It's not a bug. Intros are supposed to play in roundstate = 1. I will fix it though
Quote from: liger on January 14, 2009, 02:06:05 AM
This glitch
Is caused if you use Duck's LDM right before he lands.
wtfs, fixing.
Quote from: liger on January 14, 2009, 02:06:05 AM
Not a glitch, but it would be nice if you used this command for your double half circle motions
...
Are rather difficult.
Who the hell plays with a keyboard these days? :P
Alright, I'll change it.
Quote from: liger on January 14, 2009, 02:06:05 AM
Also not a glitch, but I think it'd be nice for super cancel from HK Break Storm to Duck Dance to combo like it does in XI in the corner. I realize that this is not Duck XI, but honestly I really dislike when SC's miss. :P
Argh shit. I knew I was missing something like that. I'll fix.
Quote from: liger on January 14, 2009, 02:06:05 AM
Lastly, what does Duck say during his dodge? It sounds a lot like "F*ck me". :o
... "Watch me" ?
Updated Duck once again, hopefully I've sorted everything out:
- Fixed guard crush and throw escape.
- Corrected intro animation.
- Fixed High Bound Spiral.
- Simplified HCB motions.
- Fixed juggles.
- Fixed Dream Cancels from being too stiff.
Quote from: Vans on January 14, 2009, 03:37:09 PM
Who the hell plays with a keyboard these days? :P
:P
Quote from: Vans on January 14, 2009, 03:37:09 PM
... "Watch me" ?
Hahahah, thanks for clearing that up. xD
Glad I could help out a little. Thanks for your hard work.