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[COMPLETE]閧:神罰 BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s)

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Balelynx
lunalucard55
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✴Ex-Sirius✴
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Phant0mD
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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 4 52697050446_f068e68a44_o
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monday madness!

Now that we are officially about to start our 3rd BATTLECRY Character, i would like to start by discussing a little about his backstory, style and detail.

Firstly His Name is Di Kong, the Cipher.
Also known as CIPHER Di Kong Lvl2.
The meaning of his name Dì Kōng ( in chinese 諦空, Pronounced Tei Kuu in Japanese) Means "Absolute Emptiness".
He is inspired by 2 characters.
Firstly, he is using the Ninja Masters character Houoh as a base, which was originally made a looooooooooooong time ago by
the Japanese Mugen creator named BROWN ( ブラウン ).
A much later AI edit of him and alternate version was made of him many years later by the creator Lucas9999.
This version will include various aspects of all of these creators as well as our own elements to maximize his quality and make him more
affluent to the BATTLECRY Fullgame experience.

Now as for his second influences I am including, he is heavily based off a dark Monk character called Di Kong from the Taiwanese Drama series
Thunderbolt Fantasy.

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I wont get into it in too much detail but if you are interested to learn about The series there are articles here.
Its an amazing and interesting series to watch, very different to what you may be used to lol!
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The character is a dark buddhist monk who has entered a state of complete emptiness.
He is a very mysterious character let us leave it there lol.

In Battlecry his story is mentioned in our previous video here:


Only a few people who paid attention to the story will know what is his original purpose lol.
I will say no more as all of this is planned from a long time ago haha.

anyway, there are a few things that need to be done to him to make him up to standard because he is not a POTs character.
He has his own style.
He needs several upgrades so I need to do all of the following:

- Update all of his attack sounds with improved, high quality sounds.
- Update his hitspark fx
- Update his Palette system
- Update his super BG system
- Update his main projectile attack ( I have something interesting planned for this lol)
_ all the other special mods we added to the other 2 characters

SO with all that said we must get serious in the temple LOL!


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Phant0mD

Phant0mD

[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 4 52697050446_f068e68a44_o
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Now as you know all too well, always the first step is to add the DLC HD Skin selector mod.
So here we go:

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This is the New default palette for our Mysterious Monk, Cipher Di Kong.
I call it, the Aquaberry Purple lotus skin lol


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The excitement continues my friend.
An interesting choice of character, and as always I cant wait to see what you can do with him to power him up to evenly match the other cipher warriors my friend


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yes indeed, the journey begins with his mysterious monk lol

For Number 2, I present the Neon Rasberry grape weed Palette lol

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CancerManXIII

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He Sounds pretty edgy bro, and I'm hyped!


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GRAYFOX

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Now who would be the special fighter for Christmas.lol I love the passion and hard works, you keep putting into everything. I think you, are enjoying your monk mojo mojo a bit much.lol Back to the mountains.


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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 4 52697050446_f068e68a44_o
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haha yes indeed. The monk is an integral part of the battlecry lore, and character no.3 of 4 for our project. Every day, the progess continues at all costs!

And now, an alternate version of our default palette
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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 4 52697050446_f068e68a44_o
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And now a teal/purple third default variant. and back to da mountains lol!
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GRAYFOX

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I’m looking forward to the next update. I can only imagine what this mystical monk, play style will look like in action. Let alone his minion. Good stuff, keep that camera rolling.lol


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Phant0mD

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[COMPLETE]閧:神罰  BATTLECRY: RETRIBUTION SP Project PART 8 - 4xCRYOGENESIS Special 4x DLC Character HD FX & Custom combat system Skin Mods Part.2 (For GRAYFOX/Lunalcard55/CancermanXIII/Oxocube/NK3s) - Page 4 52697050446_f068e68a44_o
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GRAYFOX wrote:I’m looking forward to the next update. I can only imagine what this mystical monk, play style will look like in action. Let alone his minion. Good stuff, keep that camera rolling.lol

Oh trust me, I have some interesting things planned for him lol
Most of his playstyle will be based on a combination of the original Japanese version of Ho-oh from Ninja masters that was converted back in the day by a Japanese creator, and of course the updates made by lucas9999 in custom gameplay style, and a few other new additions....
He is supposed to look/feel like a Mid-Boss tier character. Similar to how Gouken was is SF4

Now its time to get sinister with his evil palette lol
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lunalucard55

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interesting, I really like his mystical look, I really can't wait to see him in action.


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Flame mist with the power of lightning ...
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GRAYFOX

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You have me very interested, in seeing how he fits a mid tier boss material. I hope the monk of Christmas has, nice gifts for us this year.lol


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Phant0mD

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Alright lads! Monday and we're back!
An evil variant Palette. I call it Evil Raspberry lol
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And as we continue his palette journey, I present the SHIN EVIL palette.


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The more progress we see, the more mysterious he becomes. Keep up the excitement for our third epic character my friends


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What else is there to say? Its The Joker lol
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aaaaaand we're back with another one!
As we get towards the end, I present the Mysterious gold gate guardian palette.
This one is inspired by some tibetan buddhist deity statues
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And now we have reached our final and lucky last palette.
The evil shaolin monk palette.

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Now with that out of the way we can finally test these out to see the palette selector works properly.
i am yet to actually test it but im sure it cycles fine.
Thats what testing is for right? lol.
back to the mountains!


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palettes are dope bro. I guess the real swings and roundabouts start from here.
I remember Lucas9999 made that yatagarasu chick ninja aswell that was off the chain. He made some interesting edits but the moves were really cryptic and you had to figure out all the tricks yourself.
Is he gonna have updated supers from that ver? Also will he have the cvspots style HDSM aswell?


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And now the Monk Himself in action with all palettes selectable









Now with that our of the way, the next step of course as you know, is adding the hitspark animations.

So let's keep this train rolling. No time for idle chit chat!

Back to the Temple to practice some punches!

CancerManXIII wrote:palettes are dope bro. I guess the real swings and roundabouts start from here.
I remember Lucas9999 made that yatagarasu chick ninja aswell that was off the chain. He made some interesting edits but the moves were really cryptic and you had to figure out all the tricks yourself.
Is he gonna have updated supers from that ver? Also will he have the cvspots style HDSM aswell?

oh most definitely! yeah he made some cool edits man, some very original stuff that was outside the norm of what everyone else does. Thats why i chose this char in particular since it has a lot of history, Houoh was originally made in 2009 by the Now retired Japanese creator, Brown (ブラウン).

Lucas9999 used him as a base for his version, so this will be the third generation version.

And yeah man, I will be updating and improving everything to ensure he is up to modern standards for battlecry, and a worthy mid boss character.

And yeah for sure now that you have mentioned the HDSM updates, I have no choice but to look into implementing it lol!


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The mountains are sure to bring out, all the mystic arts. I think another monk is around the corner, awaiting to challenge our current monk on duty.lol Looking good, back to the mountains


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Hitsparks are imported and working!
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Now the next step (and this is going to take some extras effort)
Is to code a power charge system into him.
Unlike our other 2 warriors, which are heavily based on the fundamental POTS cvs coding template,
the 2 characters that I am using as a base for Di Kong were not created in POTs style
therefore there is no power charge system for him at all!
But we are sure going to fix that lol.
So off to the mountains


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Those are some very nice palettes. Excited to see what crazy shit you'll cook up for this guy. Oh shit and as soon as I type this message here come the hitsparks. Let's go!


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Hits sparks look awesome. Now time for the power charge. Back to the mountains.


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After much pain, I have realised that I need to implicate charge differently with him.
And also implement it differently in his AI to make the AI charge more aggressively as he is a mid boss.

Outside that I have done most the coding and its soon testing time!
I had to create the animation stance for him, and also the animation stance for when he changes his animation back to normal neutral stance.

Code:
[State 746, Anim]
type = changeanim
triggerall = anim != 747
trigger1 = !AIlevel && (command != "holdc" || command != "holdz")
trigger2 = power >= const(data.power) || power >= powermax || roundstate != 2
trigger3 = AIlevel && (inguarddist || p2movetype = A || p2dist x < 160)
value = 747

;==========< POWER CHARGE >==========
[Statedef 746]
type = S
physics = S
movetype = I
anim = 746
ctrl = 0
velset = 0, 0

[State 746, Power]
type = poweradd
triggerall = anim = 746 && power < powermax
trigger1 = !AIlevel && (command = "holdc" && command = "holdz")
trigger2 = AIlevel
value = 2 + ifelse(time < 60, 0, (time -60) / 10)

[State 746, Snd]
type = playsnd
trigger1 = anim = 746 && time = 8
value = 9000,24
channel = 0


[State 746, shake]
type=envshake
trigger1=anim=746&&!(time%4)
time=4
fre=80
ampl=8


[State 746, Flash]
type = palfx
trigger1 = 1
time = 1
add = 75 + ceil(sin(time / 6.0 * pi) * 75), 25 + ceil(sin(time / 6.0 * pi) * 25), 0

[State 746, FX]
type = helper
trigger1 = !numhelper(8330)
helpertype = normal
stateno = 8330
ID = 8330
name = "Power Charge"
postype = p1
pos = 0,0
pausemovetime = 65535
supermovetime = 65535
ownpal = 1

[State 746, FX]
type = helper
trigger1 = !numhelper(8331)
helpertype = normal
stateno = 8331
ID = 8331
name = "Particles"
postype = p1
pausemovetime = 65535
supermovetime = 65535
ownpal = 1


[State 746, fx]
type=helper
trigger1=anim=746&&!numhelper(7250)
helpertype=normal
stateno=7250 ;<-- Aura Animation
Pos = 10,0 ;<--where it is positioned on the char
ID = 7250 ;<--An ID that you can give Explods
ownpal = 1 ;<--set to 1 if it has a different pal from your char
scale = 1,1 ;<-- how big or
persistent=1


[State 746, Anim]
type = changeanim
triggerall = anim != 747
trigger1 = !AIlevel && (command != "holdc" || command != "holdz")
trigger2 = power >= const(data.power) || power >= powermax || roundstate != 2
trigger3 = AIlevel && (inguarddist || p2movetype = A || p2dist x < 160)
value = 747

[State 746, Ctrl]
type = ctrlset
trigger1 = anim = 747
value = 1

[State 746, Snd]
type = stopsnd
trigger1 = anim = 747
channel = 0
persistent = 0

[State 746, Snd]
type = playsnd
trigger1 = anim = 747 && power >= powermax
value = 9000,10
channel = 0
persistent = 0

[State 746, End]
type = changestate
trigger1 = anim = 747 && !animtime
value = 0
ctrl = 1

;==================<POWER CHARGE FX>==================
;Aura and Dust
[Statedef 8330]
type = A
physics = N
movetype = I
anim = 9741
ctrl = 0
velset = 0, 0

[State 8330, Bind]
type = bindtoroot
trigger1 = (root, stateno = 746)
pos = 0,0

[State 8330, Snd]
type = playsnd
trigger1 = !time
value = 730,0
channel = 0

[State 8330, Aura]
type = explod
trigger1 = !numexplod(8330)
ID = 8330
anim = 8330
sprpriority = 3
postype = p1
bindtime = -1
removetime = -1
scale = 0.3,0.3
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 8330, Dust]
type = explod
trigger1 = !(time % 6)
anim = 8105
sprpriority = -3
postype = p1
pos = 0, -ceil(pos y)
scale = 0.5, 0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 8330, StopSnd]
type = stopsnd
trigger1 = root, stateno != 746
channel = 0

[State 8330, End]
type = removeexplod
trigger1 = root, stateno != 746

[State 8330, End]
type = destroyself
trigger1 = root, stateno != 746

;POWER CHARGE Particles
[Statedef 8331]
type = A
physics = N
movetype = I
anim = 9741
ctrl = 0
velset = 0, 0

[State 8331, Bind]
type=bindtoroot
trigger1= !(time%8)
pos=ceil(-153+(random/3.125)),ceil(82-(random/3.125))

[State 8331, Particle]
type=explod
trigger1= (time%8)=1
anim=8331
sprpriority=ifelse(random<750,5,-1)
postype=p1
vel= ((rootdist x+1)/32.0), ((rootdist y-75)/32.0)
scale= ifelse(random<500,.5,-.5), ifelse(random<500,.5,-.5)
pausemovetime=-1
supermovetime=-1
ownpal=1

[State 8331, End]
type = removeexplod
trigger1 = root, stateno != 746

[State 8331, End]
type = destroyself
trigger1 = root, stateno != 746

;========================<ZERO COUNTER CHARGE>=============================
[Statedef 7250]
physics=N
velset=0,0
anim=9741

[State 7250, bgpalfx]
type=bgpalfx
trigger1=!time
time=20
add=-255,-128,-64
sinadd=255,128,64,80
persistent=0

[State 7250, palfx]
type=palfx
trigger1=!time
time=20
sinadd=-255,-255,-255,80

[State 7250, thunder]
type=explod
trigger1=!time
anim=7250
ID=7250
sprpriority=-2
postype=p1
pos=0,-ceil(pos y)
removetime=-2
supermovetime=30
ownpal=1

[State 7250, end]
type=destroyself
trigger1=time>=20
;========================<ZERO COUNTER CHARGE>=============================
;=======================================================================

Now to add this coding in and then test!
Back to the mountains and fingers crossed i havent messed it up!


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