Author Topic: Kung Fu Girl + All Chars Update  (Read 8928 times)

Offline DivineWolf

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Kung Fu Girl + All Chars Update
« on: August 31, 2012, 11:29:43 AM »


Uploaded yesterday(8/30/12), just fell asleep once again... :P Get her in my folder.  ;)

Also, all of my other chars have been updates as well. Here's what's been done...

All Characters
- Sliding from crouching attacks from running fixed
- MAX Mode EX move drainaged doubled
- Messatsu's char trait identifiers added

Kung Fu Man
- Some damage reduction on "Grand Kung Fu Upper"
- Juggle points reconfigured on certain moves
- Added a bit more variety to his voices and increased the volume some

Mai
- Juggle points trigger added to the starting cartwheel kick of "Chou Deadly Ninja Bees"

Poison
- Added some frame ticks to "Handcuff Toss" and C. MK as they were a bit too fast IMO
- Damage reduction to "Crescent Stilleto Strike (MAX)" and "High Heel Assault"
- "EX Handcuff Toss" now hits twice and knocks the opponent down. I had always intended for this to function this way, but kept forgeting to do it. Done now though. :P

Offline DivineWolf

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Re: Kung Fu Girl + All Chars Update
« Reply #1 on: September 24, 2012, 09:45:41 AM »
-9/23/12-(date it was fixed)

Turns intro fixed for all chars.


Offline DivineWolf

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Re: Kung Fu Girl + All Chars Update
« Reply #2 on: January 15, 2013, 07:16:42 PM »
=1/15/2013=

KFG updated:

-Added new custom super "Kung Fu Ranbu"
-Tweaks to various clsns, anim timings, and damage values
-c.HK is no longer special/super/command cancellable
-c.HK now puts p2 in a "no recovery" custom state

Offline Jesuszilla

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Re: Kung Fu Girl + All Chars Update
« Reply #3 on: January 16, 2013, 12:48:06 AM »
Since Insanius found the bug and I was bored anyway:

Code: [Select]
[Statedef 490]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = -1
velset = -1.5,-6

[State 490, Gravity]
type = VelAdd
trigger1 = 1
y = .58

[State 490, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != 5070 && Time = 0
value = 5070
;elem = 1
;ignorehitpause =
;persistent =

[State 490, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1

[State 490, StateTypeSet: Low]
type = StateTypeSet
trigger1 = Anim = 5101 || Anim = 490
statetype = L

[State 490, ChangeAnim]
type = ChangeAnim
trigger1 = pos y>=0 && Anim = 5070 && Time > 0
value = ifElse(SelfAnimExist(5101),5101,490)
persistent = 0

[State 490, ChangeAnim]
type = ChangeAnim2
triggerall = AnimTime = 0
trigger1 = Anim = 490
trigger2 = Anim = 5101
value = 491

[State 490, PosSet: On Ground]
type = PosSet
trigger1 = pos y>=0 && vel y>= 0
y = 0

[State 490, VelSet]
type = VelSet
trigger1 = pos y>=0 && vel y>= 0
x = 0
y = 0

[State 490, SelfState: End]
type = SelfState
trigger1 = AnimTime = 0 && Anim = 491
value = IfElse(Alive,5120,5150)

Hope you at least see the errors that were present in that state before.

Just try to keep things peaceful.

Offline DivineWolf

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Re: Kung Fu Girl + All Chars Update
« Reply #4 on: January 16, 2013, 05:27:41 PM »
Actually yeah, I did see what was wrong and already fixed it. But, thanks for the assist.

Offline DivineWolf

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Re: Kung Fu Girl + All Chars Update
« Reply #5 on: January 16, 2013, 07:35:13 PM »
stuff

^Well, I figured what you have here would have been better than my fix for it. But, your fix has some chars freeze in place. Namely Dcat's Turtles...



What I did, and am going to change it back to, was simply change the time of when p2 is supposed to change to the lying down state. From..."AnimElemTime(1)>5" to "AnimElemTime(1)>1". This fixed the problem with The_None's Kazu char, along with remaining fine for everyone else.  Anyway, thanks for the thought.

Offline Jesuszilla

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Re: Kung Fu Girl + All Chars Update
« Reply #6 on: January 16, 2013, 09:32:30 PM »
Not sure what the problem with that is. Nothing about that code should NOT get them out of that anim.

Just try to keep things peaceful.

Offline DivineWolf

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Re: Kung Fu Girl + All Chars Update
« Reply #7 on: January 17, 2013, 06:57:47 AM »
=1/16/2013=

Both:
-Fixed bug for the no recovery custom state

KFG:
-Changed Kung Fu Ranbu to how I had it initially
-ReadMe updated with special notes on how to remove Kung Fu Ranbu if you don't want it