Update History
CNS: Fixed associativity of := for fvars.
Fixed a bug that caused some sounds to be played on incorrect channels
or with incorrect stereo panning.
Storyboard: Replaced broken soundX.volume parameters with soundX.volumescale.
Fixed incorrect character positioning in win and results screens.
Doc Changes
Some documentation was updated.
License Changes
The license has been updated to permit inclusion of the MUGEN executable
into free non-commercial bundles.
See readme.txt.
Version 1.0 RC8
29 Jun 2010
Engine Changes
Merged EX + alpha audio system into main RC line.
BG: tilespacing is now a required parameter for tiled anim BG elements.
Setting any tilespacing argument to 0 will disable tiling in that axis
(prevents problems with 2002 BGs that have incorrect tilespacing).
CNS: Added StageVar trigger with basic functionality for checking stage
name and author.
BG: Fixed paral not working with compressed sprites
BG: Fixed paral BGs drawn at incorrect y position at certain resolutions.
CNS: fixed InGuardDist trigger incorrectly returning 0 during enemy attacks when
projectiles outside guard distance exist.
CNS: Fixed PlayerPush coordspace height bug.
Fixed physics precision error in certain situations.
Fixed software rendering sprite scaling position accuracy.
Fixed player SelfAnim drawn with incorrect offset scaling when in temporary state.
s stand state pos y & 0 detection for compatibility reasons.
Font v2: fixed bank palette using palettes in the order added to the sff, instead of
the actual palette item number.
Fixed problem where program would not start on some older Windows installs.
Fixed mouse pointer not reappearing after switching out of fullscreen mode by Alt-Enter
or task switch.
Fixed AllPalFX green and blue fields being ignored.
Fixed system explods not getting reset before mode select and character select screens.
Fixed cutscene to not adjust BGM path if the filename is empty.
Fixed sound volume and panning bugs.
Fixed volumescale bug.
Fixed victory screen showing after quick VS.
Fixed mode select repeating sound during fade in.
Fixed sprmake2 crash on pal.discardduplicates=0.
Version 1.0 RC7
20 Mar 2010
Engine Changes
Options screen now uses font/options.def font if present.
If Truetype, size adapts to game resolution.
Implemented Alt-Enter fullscreen toggle.
mugen.cfg: [Video] Implemented BlitMode=PageFlip (resolves video tearing).
motif: system.def: Added title param to [Options]
CNS: Cond trigger now works properly inside all comma-separated parameter lists.
CNS: Fixed projectile screen and edge bounds being calculated incorrectly.
CNS: Fixed projectile hits causing player hitdefs to reactivate.
CNS: Fixed screen postype explods incorrectly positioned during envshake.
CNS: HitDef: Fixed guard damage not affected by AttackMulSet controller.
CNS: HitDef: Fixed fall.yvelocity and fall.xvelocity scaled incorrectly in
different coordspaces.
CNS: ChangeAnim2: Fixed reflection drawing position when other player has
different scale.
CNS: Fixed TargetBind controller default value (0,0).
CNS: Fixed &no& debug spam.
Input: Partial fix for num lock and caps lock keys only working every other key press.
Is still buggy on first press if state of key lock is on when starting MUGEN.
Motif: system.def: Fixed survival mode using selftitle instead of enemytitle for team selection.
Storyboard: Fixed drawing some BG sprites off-center in pillarbox mode.
Fixed 1P vs Team (Simul) advantage option not working
Fixed space bar resetting time in survival mode.
Backwards Compatibility
ver2002 backwards compatibility: CNS: Pos Z trigger will return the value of
pXstartz in the stage def file that corresponds to the player (or root, if
the player is a helper).
This will only work for players with mugenversion
under 1.0.
Added sff2png tool: extracts sprites from an SFF file.
Version 1.0 RC6
8 Dec 2009
Engine Changes
CNS: New Trigger: Cond. This is a short-circuiting version of ifelse.
CNS: Set to use precise
was previously using a less accurate model
that might have caused strange rounding errors.
fight.def: Added [Fightfx] section with scale parameter.
Keyboard: Fixed bug where keyboard presses/releases are sometimes lost when other keys are pressed
at the same time.
Storyboards: now scaled to fit screen aspect instead of being cropped.
Stages: Added displayname, versiondate, mugenversion, author parameters to stage [Info].
Stages older than 1.0 will have camera movement snapped to whole stage coordspace units.
Doc Changes
Added description of special forms (ifelse, cond).
Stages + Backgrounds: Fixed Parallax parameters description to match implementation.
Other minor fixes.
CNS: HitDef: Fixed bug that set default guarded getpower/givepower parameters to 0.
CNS: AppendToClipboard and DisplayToClipboard: More robust handling of type mismatch scenarios.
CNS: Fixed bug where Const trigger returned incorrectly-scaled values if player is in a temporary
state of another player with a different coordspace.
CNS: Fixed bug where AssertSpecial flag=invisible does not work during hitpauses.
Display: Fixed Offset sctrl not scaling properly to coordspace.
Display: Fixed fightfx explods being created with incorrect scale when character and system
have different coordspaces.
Display: Fixed projectile Clsn2 not being displayed in Ctrl-C mode.
Fixed bug where loading malformed SFFv1 sprites would prevent the program from closing properly.
Fixed character mugenversion date parser to reject malformed version strings.
Backwards Compatibility
Fixed: ver2002 characters only: After a ReversalDef with p2stateno and p1stateno parameters
has been executed, P2's state updates will lag behind P1's by 1 tick.
ver2002 backwards compatibility: implemented bug where AssertSpecial flags that affect a
single player are not reset each tick when the player is in a hitpause.
Flags affected are: nostandguard, nocrouchguard, noairguard, noautoturn, noshadow,
nojugglecheck, nowalk, unguardable, invisible.
ver2002 backwards compatibility: implemented bug where the effects for the following
controllers are not reset during hitpause: AngleDraw, PlayerPush, Offset, ScreenBound, Trans, Width.
Version 1.0 RC5
28 Oct 2009
CNS: Fixed bug where teammode and hitdefattr were being evaluated incorrectly.
CNS: Fixed bug where hit attribute string parsing could fail in expressions.
CNS: Fixed bug where explod's Y position is displaced if explod is created on
the first tick of the round on cut stages.
CNS: Fixed bug where DestroySelf did not abort remainder of state evaluation.
This could lead to crashes or indeterminate behavior depending on the controllers used after.
Fixed bug where pre-1.0 stages with zoffsetlink are drawn displaced by upwards 1 stage unit.
Version 1.0 RC4
25 Oct 2009
Engine Changes
CNS: Added GameWidth and GameHeight triggers.
CNS: Display error if character uses a controller or trigger inappropriate for its mugenversion.
Localization: Implemented storyboard scene localization.
See localization docs for notes.
Implemented png screenshots.
Press F12 to take a screenshot.
Mouse cursor now hidden in fullscreen.
AIR: Fixed empty anim actions throwing error.
Empty actions will be ignored.
BGs: Changed start position value from integer to float.
CNS: Fixed AIlevel triggering in cooperative dummy in training mode.
CNS: Fixed players with HitOverride taking damage outside of movetype = H
CNS: Fixed bug where CNS load error is not reported s in a player's directory.
CNS: Fixed player with HitOverride not being affected by a HitDef with
p2stateno = &any value that is not -1& and p2getp1state = 1.
CNS: Fixed bug where != operator was incorrectly parsed for HitDefAttr, AuthorName, TeamMode
CNS: Fixed helper facing bug introduced in RC3.
Fixed guard distance checking bug in a different coordinate spaces.
Fixed helpers/explods with ownpal=1 not being affected by RemapPal
Disabled logo storyboard from showing during quickvs
Version 1.0 RC3
12 Oct 2009
CNS: Fixed ScreenPos y trigger value calculation in cut stages.
CNS: Fixed Explod y offset calculation in cut stages.
CNS: Fixed issue where player may get incorrect custom state resources
Renderer: Fixed master palfx not affecting TTF fonts.
Input: Fixed keyboard input
Input: Implemented joystick hat support
mugen.cfg: Fixed AI.cheat not working
General: Fixed Start+button not choosing palettes 7-12
General: Fixed game slowdown when skipping frames
Miscellaneous other fixes.
Version 1.0 RC2
29 Sep 2009
Engine Changes
BG: Improved performance of parallax BGs.
Stages: Added a hack to recognize the &hires = 1& stage parameter.
This parameter isn't officially supported so we strongly recommend against using it for new content.
BG: Fixed bug where tiled parallax BGs did not draw.
BG: Fixed scaled trans sub BGs.
CNS: Fixed trigger redirection coordspace bug.
CNS: Fixed screenpos x trigger.
CNS: Fixed helper not inheriting palno from parent.
CNS: Corrected bug in ** operator for integer arguments with exponent &= 0.
CNS: Integer exponentiation, Floor(), and Ceil() now generate a warning and
clamp to INT_MAX or INT_MIN (2^31-1 or -2^31) when the integer range is
FNT: Fixed font newline bug for True Type fonts with text wrapping.
Motifs: Fixed invalid font in combo counter crash.
mugen.cfg: Added DirectX option to RenderMode.
Setting this mode may help some people with startup issues.
SND: Fixed snd loading failure using wavs with certain headers.
Stages: Fixed random stage load error during continue.
Added hardcoded pal change for SFFv1 sprites.
This addresses the palette problem for old characters that override state 5900.
Fixed UTF-8 BOM detection bug that caused the first group not to be read in some def files.
Fixed AI.RandomColor = 0 crash.
Resolved SDL crash on non-SSE2 processors.
Version 1.0 RC1
22 Sep 2009
Engine Changes
Added high-definition (HD) graphical support.
Any arbitrary resolution or aspect ratio can be set.
For best compatibility, we recommend using 640x480,
set as the new default resolution.
This can be changed with the GameWidth and GameHeight
parameters in mugen.cfg.
Characters' target resolution can be set with the localcoord parameter in the character def file.
An alternative, which affects sprites only,
is to set smaller xscale and yscale parameters in the constants section of a
character's CNS files.
Stages' target resolution can also be set with the localcoord parameter in the stage def file.
Characters, stages and motifs made for different resolutions can still interoperate with each other.
Added localization support.
Preferred language can be set in mugen.cfg
Added sound and text support to storyboards.
New sprite file format: SFF v2.
Multiple palette support.
Support for realtime compressed sprites to reduce memory usage.
New format for FNT.
Bitmap fonts now based on SFF v2.
Supports Truetype fonts.
UTF-8 text support (Truetype only).
Text can be quoted in order to use escape sequences, e.g. \n for a line break: &line1\nline2&
CNS: New triggers.
AILevel: returns the AI difficulty setting.
CNS: Added [Quotes] group to constants.
CNS: New controllers.
VictoryQuote: Selects a quote for the victory screen.
Stages: StageInfo: New parameters:
xscale, yscale: Specifies the drawing scale of the stage.
overdrawhigh, overdrawlow: Specifies the number of pixels of extra drawing beyond the top
and bottom of the screen.
cuthigh, cutlow: Suggests the number of pixels that can be cut from the top and bottom of
the screen when playing in a shorter game aspect than the stage was designed for.
especially will be useful for making 4:3 stages look better when viewed in 16:9.
Motifs: Victory screen definition can be added to system.def.
See [Victory Screen] and [VictoryBG] groups.
Characters may use sprite 9000,2 for the victory screen.
Motifs: system.def and fight.def font parameters standardized to take alignment and RGB color
See font notes at end of fight.def.
Motifs: s can now be included with motifs.
Motifs: system.def: [VS Screen]: For consistency, changed pX.pos and pX.name.pos to pX.offset and pX.name.offset
(.pos is deprecated but will still work).
Storyboards: Added sound playback and text display capability.
New tool: sprmake2 - Generates sff v2 replaces sprmaker.
Enhanced sprite and palette manipulation options.
fntm use fnt v2 def files instead.
CNS: Fixed: HitDef P1 pausetimes expired 1 tick sooner than specified.
When loading
and older characters, this fix will be compensated for
by subtracting 1 from the P1 pausetime after expression evaluation.
CNS: Fixed incorrect computation results using the ** operator.
Motifs: fight: Fixed issue where power bar anims get out of sync with each other.
Sample Content
Added sample HD content:
mugen1 -- 720p motif.
This is the new default motif.
stage0-720 -- 720p version of stage0.
Added sample truetype font
Base engine ported from Allegro to use SDL.
There may be some minor differences, such as a change in audio volumes.
See readme.txt for known issues.
To update a character from
to 1.0, add 1 to the value of the
P1 parameter of all HitDef pausetimes.
Then set mugenversion = 1.0 in the player's def file.
14 April 2002
At a Glance
Added zipped character support
Some bugfixes
select.def: Added experimental ZIP character support (zipped storyboards not yet
supported) .def file must have same name as .zip file
CNS: New trigger: MoveReversed
CNS: Modified triggers: MoveContact, MoveGuarded, MoveHit
Return values now give information about time since hit status change.
CMD: Added [Remap] section for button remapping.
CNS: ReversalDef controller: sparkxy now treated as spark offset
CNS: Hitdef controller: &sprpriority& parameter renamed to &p1sprpriority&.
New p2sprpriority parameter added
CNS: Pause/Superpause controller: new params: pausebg, endcmdbuftime
Training menu: Added AI level option to &AI& dummy
CMD: Fixed $ (4-way dir detection) bug: release of a direction was being detected as a
press by the $ direction modifier. &Transfer of charge direction& bug (feature?) is
still there
fonts: fixed bug where right/center justified strings are cut off after a newline
*** Changed from previous version ***
s: states 120,130,131,132: added guard-release handling (mugen exe no longer
does this internally)
Fixed bug in CMD detection, where the same command will get detected multiple
times if the last button is repeatedly pressed
Tweaked precaching (performance may increase or decrease)
Known Issues / Notes
Please consult readme.txt for known issues and problems.
14 November 2001
At a Glance
Added Survival play modes. See how long you can last!
Some bugfixes
system.def: [Title Info]: menu.itemname.*: you can disable an item by using &&
Added items for survival modes.
mugen.cfg: [Arcade]: added AI ramping options
New play modes: Survival, Co-op Survival
CNS: HitDef: ground.type and air.type: hi/lo attributes are swapped if
p2 is hit from behind
Nonexistent stages in select.def now automatically excluded from stage list
Projectile damage now affected by AttackMulSet
Fixed palette section bug introduced in
Fixed serious precaching bug
Known Issues / Notes
Please consult readme.txt for known issues and problems.
1 Nov 2001 and older
For older change history, refer to oldhistory.txt.君,已阅读到文档的结尾了呢~~
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3秒自动关闭窗口【MUGEN?限格?】ENDLESS FIGHT(? 4)
- 格????? - 格?好物分享 -
Endless Fight
- Powered by Discuz! Archiver
Endless Fight's Archiver
text58437 ?表於
[i=s] 本帖最後由 text58437 於
13:04 ?? [/i]
一堆技能被我封印了,所以有一些技能按不出?(?以前就?得黑丸技能多到很?{:4_104:})
大致上?有太??的指令
【必?技】 コマンド
●舐め ↓?→P
●触手落とし ↓?→A
●?れガス ↓?→B
●突き上げ投げ →↓?K
●ロ?リングアタック ←ため→P
●ラスプ?チン掴み握り ↓?←X
●スライム必?投げ& && && &↓?←K
●犬アタック& && && && && & A+X
●エレクトリックサンダ? P?打
【EX必?技】
●舐めEX(ゲ?ジ1/3) ↓?→X+Y
●バスタ?(ゲ?ジ1/2)↓?←Y
【レベル1超必?技】
●テレポ?ト投げ & && &↓?←↓?←B
●ジェダ??触手?め ↓?←↓?←A
●フライングファック →?↓?←C
●フライングファック →↓?C
●犬アタックS& && && && && &B+Y
【レベル2超必?技】
●ブリス ←?↓?→C
【レベル3超必?技】
●捕食投げ ←?↓?→Ztext58437 ?表於
マオ??版更新?正式版1.0
[attach]4214[/attach]
[url=http://akkin.hanagasumi.net/simpleVC_10.html]http://akkin.hanagasumi.net/simpleVC_10.html[/url]text58437 ?表於
[i=s] 本帖最後由 text58437 於
18:09 ?? [/i]
黑丸?量版改版Ver3.0
**此??已失效**
Kai??Ver3.0版
**此??已失效**
追加LV3超必? ?奇系捕食投げ
& & ● 捕食投げ(グロ) →↓?ZBOBOBOBOBOBO ?表於
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=23914&ptid=#[/url] [i]text58437[/i] [/b]
大大怎?改走?奇系?格啦!?= =|||text58437 ?表於
[i=s] 本帖最後由 text58437 於
11:08 ?? [/i]
?人??奇?什??趣(???有?嫌?{:4_101:})
?段?奇系??技是KAI原作者DRU大大?作的
但是被黑丸原作者封印了(???奇??也使不出)
封印原因不明,?行黑丸版本?多,但是程式?都互相拷?
?成每一版都使不出????技
我在?化?程中?手解封了
不?考?到?奇的性?,始?未??段??技排入
最後??以新技能方式呈?,喜??奇系的玩家?可以多???肢BOBOBOBOBOBO ?表於
爽到一半就突然?它外道起?
?死人勒....???音 ?表於
[i=s] 本帖最後由 ???音 於
19:10 ?? [/i]
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=23608&ptid=#[/url] [i]text58437[/i] [/b]
?告text58437大!
黑丸?量版改版Ver3.0的必?技有bug,
ロ?リングアタック ←ため→P?招碰到人?浮空loop,
エレクトリックサンダ?P?打?有反?,
其他招式???啥??,
??捕食投げ(グロ)→↓?Z看不太出?奇XD,
建??是有些?用招式可以保留(EX:↓?→K射?)870157 ?表於
??你角色清??的第3排的
第4??意KEN跟?意RYU是否有AI
之前在??下的好像只有RYU有角色?音跟AI
KEN的?什??音又比RYU的AI笨
如果??大的KEN有AI的?,??在什?地方下的????音 ?表於
[i=s] 本帖最後由 ???音 於
17:48 ?? [/i]
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=23989&ptid=#[/url] [i]870157[/i] [/b]
Evil Ken和Evil Ryu??
我是在原?作者Reuben Kee(於前?年英年早逝,再次默哀)的官??的
[url=/home/]/home/[/url]
角色包跟Patch都下?,AI??就?&生?活虎&了
每次打到Evil Ken、Ryu或Dragon Claw都是?地上?段空中最後送上?招...
?在不得不配服Reuben Kee的才?
??Evil Ken、Ryu的Readme??的招式表
有???招不知是指令有??,?是??不好尻
不?大致上性能都??安定就是,至少招式有?到有新意870157 ?表於
[i=s] 本帖最後由 870157 於
18:06 ?? [/i]
[quote]回?&&870157
Evil Ken和Evil Ryu??
我是在原?作者Reuben Kee(於前?年英年早逝,再次默哀)的官??的 ...
[size=2][color=#999999]???音 ?表於
17:42[/color] [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=23990&ptid=2215][img]http://www.endlessfight.org/forum/images/common/back.gif[/img][/url][/size][/quote]
是的,感???大,就是?2?
原?作者已?去世了....
真的是MUGEN界的?失阿....
他的Dragon已?停止下止了@@
不知道之前抓的DragonClaw?是不是最後一版text58437 ?表於
[i=s] 本帖最後由 text58437 於
22:04 ?? [/i]
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=23988&ptid=#[/url] [i]???音[/i] [/b]
我再??看看
エレクトリックサンダ??版也被我封印了{:4_101:}
捕食投げ(グロ)只?有登??奇??技的角色才有?奇演出
怪光?要?原搜?CMD.TXT
把前面的分?去除,再加上?入指令即可
------第一部份----------
;[Command];怪光?
;name = &236a&
;command =
;[Command];怪光?
;name = &236b&
;command =
------第二部份--------
;[State -1, Beam a]
;type = ChangeState
;value = 1070
;triggerall = var(51) != 1
;triggerall = command = &236a&
;trigger1 = ctrl
;trigger1 = numprojid(3010) = 0
;trigger1 = numprojid(3016) = 0
;trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699])
;trigger2 = stateno != 440
;trigger2 = movecontact
;[State -1, Beam b]
;type = ChangeState
;value = 1075
;triggerall = var(51) != 1
;triggerall = command = &236b&
;trigger1 = numprojid(3010) = 0
;trigger1 = numprojid(3016) = 0
;trigger1 = ctrl
;trigger2 = (stateno = [200,299]) || (stateno = [400,499]) || (stateno = [600,699])
;trigger2 = stateno != 440
;trigger2 = movecontact
-------------------------------------------
不?↓?→K已?有招式了,要另外?指令
----------------------------------------
[url=/file//dd15bea9/kuromaru_Lite_V3_Debug_Patch.html]/file//dd15bea9/kuromaru_Lite_V3_Debug_Patch.html[/url]text58437 ?表於
白レン更新
[attach]4230[/attach]
??Minotaur
[url=http://mugenryona.sakura.ne.jp/uploader/]http://mugenryona.sakura.ne.jp/uploader/[/url]BOBOBOBOBOBO ?表於
[i=s] 本帖最後由 BOBOBOBOBOBO 於
12:09 ?? [/i]
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=24050&ptid=#[/url] [i]text58437[/i] [/b]
最棒的是都???黑丸跟Minotaur
???的アンジェリア(??3)也有??Minotaur喔!text58437 ?表於
同上?址,又追加了都古
看?作者?小?莉很有?
[attach]4231[/attach]
??Minotaur
[url=http://mugenryona.sakura.ne.jp/uploader/]http://mugenryona.sakura.ne.jp/uploader/[/url]???音 ?表於
[i=s] 本帖最後由 ???音 於
07:05 ?? [/i]
[attach]4238[/attach]
[b][color=magenta]更新News[/color][/b]:The Yuri & Friends Full Color 10(ユリ&フレンズ フルカラ? 10)
[url=http://www.wretch.cc/album/album.php?id=Wuleiyuehyin&book=315]http://www.wretch.cc/album/album.php?id=Wuleiyuehyin&book=315[/url]
彩画堂新出的KOF XII本,主角?雅典娜跟椎拳崇,
...?得符合?初??的原意(明明都是MUGEN在更新XD)
??彩画堂怎???不?KOF MI一些原?女角?不然都是老面孔有些?啊。
PS:密?依?是Endless Fight的?年密?,有?再跟我回?,感?~
Heraclius (光剑女)
[url=/forumx/index.php?topic=]/forumx/index.php?topic=[/url]
[url=/v_showcommentlist/id__time_1]/v_showcommentlist/id__time_1[/url]text58437 ?表於
[size=2][color=#999999]???音 ?表於
14:38[/color] [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=24235&ptid=2215][img]http://www.endlessfight.org/forum/images/common/back.gif[/img][/url][/size][/quote]
庵柏格的下??打不?QQ
??大先??,用?事本打??角色的CNS
用搜?找到[Statedef 191]
不一定在哪?CNS,可能要每?都搜搜看
然後再下面任意空行追加下面的程式?
[State 191]
type = ChangeState
trigger1 = Time = 0 &--??的?字可以?定??
?程式?是到指定??,?制跳出
??是以影格??位,60?一秒
如要?定五秒後跳出??定?
trigger1 = Time = 300
通常??的?定?件都是?定???完後就跳出,如果???法?完就?卡住text58437 ?表於
Akkin四角色微更新
[attach]4323[/attach]
??ブリス技追加新??
[url=http://akkin.hanagasumi.net/simpleVC_36.html]http://akkin.hanagasumi.net/simpleVC_36.html[/url]???音 ?表於
[i=s] 本帖最後由 ???音 於
01:16 ?? [/i]
[img]/eagrose/pic/item/cceb0df4d2e7.jpg[/img]
Igniz-EV 1.2(powerful)&1.3(balance reset)
[url=/eagrose/blog/item/ea05f81c48fb6a9.html]/eagrose/blog/item/ea05f81c48fb6a9.html[/url]
version 1.2 DL:
(警告:性能强大但确实有失平衡)
[url=/?motjjjtmldy]/?motjjjtmldy[/url]
[url=/files/fc102cc7-8732-11de-97ea-a/]/files/fc102cc7-8732-11de-97ea-a/[/url]
version 1.3 DL:
(完全的平衡性重设,如果不喜欢请只下载1.2版)
[url=/?mwhevn312kj]/?mwhevn312kj[/url]
[url=/files/1f04f797-8a70-11de-9e86-a/]/files/1f04f797-8a70-11de-9e86-a/[/url]
Igniz-EV1.2的12P??模式可?得上是狂角色,
角色包使用方式:
解??後,chars??名??Igniz-EV1.2的?料?(?面放不放?西都?所?),
把EXE?放在mugen-hi?料?,再把select.def的角色?位填入Igniz-EV1.2,
之後??Igniz-EV1.2.exe??mugen,即可使用Igniz-EV1.2。
[flash]/v/EpN7TDf9goM[/flash]
MUGEN人物包?BOSS-良好AI
[url=/eagrose/blog/item/62ea10b5d5c78ccb37d3ca60.html]/eagrose/blog/item/62ea10b5d5c78ccb37d3ca60.html[/url]
Pagina nueva 1(HOLY KEN、HOLY RYU等若干角色)
[url=.ar/frame1.htm].ar/frame1.htm[/url]
神?千?&神???姊妹(AI)
[url=http://mugen-seek.co.jp/]http://mugen-seek.co.jp/[/url]
[url=http://cid-c584bc./browse.aspx/.Public]http://cid-c584bc./browse.aspx/.Public[/url]
96&98UM暴??尼?跟社?
[url=http://fxm508./mugen.htm]http://fxm508./mugen.htm[/url]
Masquer的?雨?丸(shizumaru)+(?)天草四郎??(amakusa)Nico Wiki介?
[url=http://www30.atwiki.jp/niconicomugen/pages/1041.html]http://www30.atwiki.jp/niconicomugen/pages/1041.html[/url]
[url=http://www30.atwiki.jp/niconicomugen/pages/101.html]http://www30.atwiki.jp/niconicomugen/pages/101.html[/url]
Masquer的?雨?丸(shizumaru)+(?)天草四郎??(amakusa)??
[url=http://xgargoyle.mgbr.net/chars/chars.html]http://xgargoyle.mgbr.net/chars/chars.html[/url]
shizumaru's AI
[url=http://cid-0cf62aa4a43df365./browse.aspx/%e5%85%ac%e9%96%8b]http://cid-0cf62aa4a43df365./browse.aspx/%e5%85%ac%e9%96%8b[/url]
(aku)amakusa's AI
[url=http://cid-17db7abc7a76f2ca./browse.aspx/.Public]http://cid-17db7abc7a76f2ca./browse.aspx/.Public[/url]
[url=http://seed2movies./?no=325]http://seed2movies./?no=325[/url]
[Hires] Blazblue Continuum Shift - Tsubaki Stage.
[img]http://2./_ggvaKza6xGY/S7EaZhGEUBI/AAAAAAAAAGo/uTO9mee41NA/s320/tsubaki+stage.png[/img]
[url=http://forum.mugen-infantry.net/index.php?topic=]http://forum.mugen-infantry.net/index.php?topic=[/url]
Blazblue Continuun Shift - Lown Town.
[img]http://4./_ggvaKza6xGY/S7EZ6eK_hOI/AAAAAAAAAGg/fcNWu9gZlik/s320/lown+town.png[/img]
[url=http://forum.mugen-infantry.net/index.php?topic=]http://forum.mugen-infantry.net/index.php?topic=[/url]
[url=/video/8DC231CB29128BBDC7D3586/download-the-darkmasters-char.aspx]/video/8DC231CB29128BBDC7D3586/download-the-darkmasters-char.aspx[/url]
Psycho(Lord) Shredder
Cyber Shredder
Dark Pirate
??大?的李典德+亮子出?
[u][color=#0099cc][url=http://mugen-motomachi./]http://mugen-motomachi./[/url][/color][/u]text58437 ?表於
[i=s] 本帖最後由 text58437 於
13:03 ?? [/i]
蒂法??一版?表
目前完成度31%,先放出??BUG
[attach]4331[/attach]
??Minotaur
??黑丸Lite
**此??已移除,?下?新版**
黑丸Lite Ver3.2
3.0版??部份特定人物??技出不?,BUG原因不明{:4_101:}
??先以其他方法解?
下?蒂法?同?更新黑丸
**此??已移除,?下?新版**
※ V3.2版●捕食投げ(エロ)由原先的←?↓?→Z改成→?↓?←Z ※???音 ?表於
[img]/albums/ff225/guille_n_roll/Evilryu29-03-106.png[/img]
Evil Ryu SF'2 Updated (29-03-10) - Foros DeCeMuLaDoReS
[url]/foros/mugen/11055-evil-ryu-sf2-updated-29-03-10-a.html[/url]
[img]/albums/ff225/guille_n_roll/Evilken29-03-105.png[/img]
Evil Ken SF'2 Updated (29-03-10) - Foros DeCeMuLaDoReS
[url]/foros/mugen/16259-evil-ken-sf2-updated-29-03-10-a.html[/url]
[img]/albums/ff225/guille_n_roll/Shingouki29-03-106.png[/img]
Shin Gouki SF'2 Updated (29-03-10) - Foros DeCeMuLaDoReS
[url]/foros/mugen/13024-shin-gouki-sf2-updated-29-03-10-a.html[/url]
DG M.U.G.E.N. Creations
[url]http://dgmugen.cjb.net/[/url]???音 ?表於
[i=s] 本帖最後由 ???音 於
13:57 ?? [/i]
mugenキャラのDOWNLOAD Pyramid Museum
[url=http://coolsand./blog-entry-127.html#more]http://coolsand./blog-entry-127.html#more[/url]
一堆角色附加五花八?的替身~
Mugen Free For All&&Sol Knight X's Stage's
[url=/index.php/stagesets/sol-knight-x-stages/]/index.php/stagesets/sol-knight-x-stages/[/url]text58437 ?表於
Akkin的Mao_WP更新ver1.2版
[attach]4346[/attach]
新技能追加
[url=http://akkin.hanagasumi.net/simpleVC_10.html]http://akkin.hanagasumi.net/simpleVC_10.html[/url]text58437 ?表於
C&P新角色Fiona2??
[attach]4352[/attach]
C&P最近?量很大,每?月新角色?出
[url=http://mugenryona.sakura.ne.jp/uploader/]http://mugenryona.sakura.ne.jp/uploader/[/url]text58437 ?表於
[i=s] 本帖最後由 text58437 於
13:05 ?? [/i]
蒂法正式版??
**此??已移除,?下?新版**
?整作?意外的花??@~@
追加?奇系??技,不?只是稍微?激,未?到?奇程度text58437 ?表於
[i=s] 本帖最後由 text58437 於
13:05 ?? [/i]
蒂法Ver1.1版
**此??已移除,?下?新版**
??技演出微修正text58437 ?表於
[i=s] 本帖最後由 text58437 於
13:08 ?? [/i]
Murakamimob v1.7
**?片已移除**
[url=/file/H7-Nn7tV/MurakamiMobv17.html]/file/H7-Nn7tV/MurakamiMobv17.html[/url]
?大概是MUGEN?有最多H技的角色
?憾的是完全??的角色一?都?有
蒂法V1.2更新?
**此??已移除,?下?新版**
??Murakamimob v1.7
??有??,不???度不是很好O.Q
原本?人??替Murakamimob作一???角色
努力了?天,太多???法解?,最?只停在半成品
身?很多?不到位,甚至?有像?上身?被手?穿的?奇?面
姑且玩之吧BOBOBOBOBOBO ?表於
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=24906&ptid=#[/url] [i]text58437[/i] [/b]
[url]http://en.kendincos.net/video-jrrlfnh-princess-daisy-vs-murakamimob-v-1-5.html[/url]
原???&角色&不是只有一?啊!
也似乎有??黛西公主
不?第一??右?的角色叫什?名字阿?
看起?挺可?的~dawnwar ?表於
[quote]回?&&text58437
不?第一??右?的角色叫 ...
[size=2][color=#999999]BOBOBOBOBOBO ?表於
01:11[/color] [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=24911&ptid=2215][img]http://www.endlessfight.org/forum/images/common/back.gif[/img][/url][/size][/quote]
ヴァンガ?ドプリンセス?的助攻角色,
免?格????有街?的品?。???音 ?表於
[url=http://cid-74ca426e8bb21aaf./browse.aspx/.Public][b][size=2][color=#66ff00]tokage SkyDrive 公?[/color][/size][/b][/url]:yujiro(??勇次郎)、possibility of Chizuru(神?の可能性)。
???是最新版yujiro(??勇次郎),
12P霸??是攻?力再度?化,?色也跟普通版有所??,
普通版 → ??黑服 = 豪鬼?色
12P版 → 白?紫服 = 神·豪鬼?色~XD
possibility of Chizuru(神?の可能性)我就不多?了~
?自行?眼??多到爆的Neta吧,
此外12P算半神角色,??不太正常~(??????`)???音 ?表於
[url]http://www.wretch.cc/blog/triggerx[/url]
??要塞:翼翔 / WingSyo / 翔-ISM的?名小站
blog右?文章分? ---& [ 下? ](1) ---& ?家?作的MUGEN CHAR(9)
?因、??公爵、庵柏格、流氓真吾、max、RED...等?典角色再?!Beavis ?表於
流氓真吾太好笑了!!尤其是?利台?XDDDDDD???音 ?表於
[url=http://cid-2127f9./][color=#000000]Rasveyt[/color][/url][size=1]?[/size] [url=http://cid-2127f9./home.aspx][color=#000000]SkyDrive[/color][/url][size=1]?[/size] 公?
雅典娜改造的光?女「Heraclius」,攻?和防?力都很高,除了本??多了AI和AI2。
「OswaldAvery」拿KOF XI的?克牌老?作改造,?像跟?音完全不同人www ([color=red]7P以上是神角色![/color])
「wiener」性能跟「Heraclius」?似,不??一些地方看得出是未完成品。text58437 ?表於
[i=s] 本帖最後由 text58437 於
11:45 ?? [/i]
昨天封??漏了一??案@@&
此更新?已移除,?直接更新最新版text58437 ?表於
[i=s] 本帖最後由 text58437 於
21:08 ?? [/i]
Jeffry081新角色?表Creado
**?片已?除**
出自妖精格?,三合一的角色
HP受到一定???切?成另一?角色
[url=/file/xA8b4xe6/Creatures.html]/file/xA8b4xe6/Creatures.html[/url]
?人的移植速度
妖精格??在??中,就已?MUGEN化了{:4_101:}silvercoda7781 ?表於
仍苦手於工商服?通?密?...??大??提示Q_Q?
T大那?漏掉的CNS?案可以?一下?感激^^???音 ?表於
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=25107&ptid=#[/url] [i]silvercoda7781[/i] [/b]
1)密???考EF使用?明→EF分享??第4?,我?名全加密相簿都?用。
2)Tifa_L Ver.1.3的cns?,text58437兄早在161?就已?上。BOBOBOBOBOBO ?表於
[i=s] 本帖最後由 BOBOBOBOBOBO 於
23:35 ?? [/i]
T大能否提供以下人物之??
怕找到同名的可是?不???丁:
Konoha No Panties
再度感?T大那?用心在?作人物~{:4_122:}text58437 ?表於
[i=s] 本帖最後由 text58437 於
10:29 ?? [/i]
[b]回? [url=http://www.endlessfight.org/forum/redirect.php?goto=findpost&pid=25188&ptid=#[/url] [i]BOBOBOBOBOBO[/i] [/b]
把所有COOKIE砍掉後?於可以回帖了 =O=
BOBO大的??回覆在上??
Vale3新角色?布
sailormars panstEXX(美少女?士 火星仙子??版)
[attach]4447[/attach]
[url]/zh-cn/files/ab5a107a-3926-11df-888a-d/[/url]
?岸?作的角色
??Minotaur、??kuromaru_Lite(已??到?岸去了??{:4_101:} )
???奇技(血腥注意)text58437 ?表於
Jeffry081新角色Rana?表
移植自ス?パ?ストリップファイタ?IV的角色
[attach]4472[/attach]
/file/_GDCk0s-/Rana.htmltext58437 ?表於
[i=s] 本帖最後由 text58437 於
17:15 ?? [/i]
Akkinマオ更新Xver1.7i
[attach]4499[/attach]
[url=http://akkin.hanagasumi.net/simpleVC_37.html]http://akkin.hanagasumi.net/simpleVC_37.html[/url]
黑丸?量版??更新?
[url=/file/kBwd7ZM6/MaoWPX_Patch_.html]/file/kBwd7ZM6/MaoWPX_Patch_.html[/url]
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