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Converted X-Men Legends 1/2 Characters Galore

Started by BliZZ, January 26, 2007, 09:55AM

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Which ones? The bolt, radial knockback, and charge moves all have such high energy costs because I left the damage higher than average, too. Are those the ones you mean?

Mainly Plasma Pulse, Plasma Charge, and Plasma Fist.

Examples:

Silver Surfer's Surge (Radial + Stun):
max damage output: 126 139
max power required: 61

Ms Marvel's Explosive Touch (Single enemy + explosion):
max damage output: (95 105) + (319 353)
max power required: 47

Mr Fantastic's Fantastic Fist (extra melee dmg, critical hit chance)
max melee dmg scale: 1.5
max critical hit chance: 1.15
max power require: 72

Okay, I'll look at those tonight. I didn't spend as much time on him as the others, because, well, he isn't on that roster :laugh: I'll fix those 3 powers up tonight, though :)


Updated those 3 powers. The link is the same.

Quote from: BliZZ on October 06, 2007, 12:13PM
Updated X-Man. All that is missing is the glowy eye and a mannequin. He even has 2 loading screens :)

Previews of skins/huds here courtesy of iammingy

Download Here

   stats {
   ailevel = 1 ;
   autospend = support ;
   body = 5 ;
   characteranims = 214_xman ;
   charactername = X-Man ;
   level = 1 ;
   menulocation = XXX ;
   mind = 10 ;
   moveset1 = moveset_flying ;
   name = XMan ;
   playable = true ;
   powerstyle = ps_xman ;
   scriptlevel = 3 ;
   skin = 21401 ;
   skin_01_name = Age of Apocalypse ;
   skin_02 = 03 ;
   skin_02_name = X-Factor ;
   skin_03 = 02 ;
   skin_03_name = Stryfe ;
   skin_04 = 04 ;
   skin_04_name = Shaman ;
   sounddir = xman_m ;
   strength = 6 ;
   team = hero ;
   textureicon = 5 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = xman_bolt ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = flight ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

      StatEffect {
      anim = flying ;
      bolt = Bip01 L Hand ;
      effect = char/xman/ability_fly_hand ;
      fxlevel = 1 ;
      }

      StatEffect {
      anim = flying ;
      bolt = Bip01 R Hand ;
      effect = char/xman/ability_fly_hand ;
      fxlevel = 1 ;
      }

   }


October 07, 2007, 02:16PM #470 Last Edit: October 07, 2007, 05:40PM by iammingy
A few fixes for the X-Man mod:
http://www.box.net/shared/r5z3lgz0dz

Edit your herostat and put the files in the correct folder and overwrite the old ones. I don't understand why the original PSP effects can't align correctly in MUA. :ugh:


flashing eye-glow effect: No matter how I align the original effects from PSP, I could not fix it. So, I build a new one myself. :D


Plasma Sheid Effect: It's not hiding underground anymore. (Compare to the original trailer from PSP)


Flight effects: Trails fade slower. (Compare to the original trailer from PSP)


Skin fix for AoA costume: thinner eyebrows


Is his eye supposed to look like it is shooting out little bolts? It keeps sending little orange trails out.....


I think it might look better as just a glow, because the trail is REALLY distracting. At least, that is my opinion :)

October 07, 2007, 05:32PM #474 Last Edit: October 07, 2007, 05:48PM by iammingy
Ok, i'll delete it. :)

EDIT: I repacked it:
http://www.box.net/shared/r5z3lgz0dz

Btw, the eyeglow aligns perfectly in the game, but it does not align well in the menu screen. So, there is no flashing eye-glow effect for the menu screen. It needs to be aligned to a different location. If people change the menu_action/idle/goodbye anims, then it needs to be aligned, too. So, I didn't take the effort to do one for the menu-screen.

That works great! Thanks.


Re-Uploaded the mod with all of iammingy's fixes. Now all that is missing is the mannequin.

Quote from: BliZZ on October 06, 2007, 12:13PM
Previews of skins/huds here courtesy of iammingy

Download Here

   stats {
   ailevel = 1 ;
   autospend = support ;
   body = 5 ;
   characteranims = 214_xman ;
   charactername = X-Man ;
   level = 1 ;
   menulocation = XXX ;
   mind = 10 ;
   moveset1 = moveset_flying ;
   name = XMan ;
   playable = true ;
   powerstyle = ps_xman ;
   scriptlevel = 3 ;
   skin = 21401 ;
   skin_01_name = Age of Apocalypse ;
   skin_02 = 03 ;
   skin_02_name = X-Factor ;
   skin_03 = 02 ;
   skin_03_name = Stryfe ;
   skin_04 = 04 ;
   skin_04_name = Shaman ;
   sounddir = xman_m ;
   strength = 6 ;
   team = hero ;
   textureicon = 5 ;
      Race {
      name = Mutant ;
      }

      Race {
      name = XMen ;
      }

      talent {
      level = 1 ;
      name = xman_bolt ;
      }

      talent {
      level = 1 ;
      name = melee_moves ;
      }

      talent {
      level = 1 ;
      name = block ;
      }

      talent {
      level = 1 ;
      name = flight ;
      }

      talent {
      level = 1 ;
      name = fightstyle_default ;
      }

      StatEffect {
      bolt = Bip01 Head ;
      effect = char/xman/special_aura ;
      fxlevel = 1 ;
      menuonly = false ;
      zoneonly = true ;
      }

      StatEffect {
      anim = flying ;
      bolt = Bip01 L Hand ;
      effect = char/xman/ability_fly_hand ;
      fxlevel = 1 ;
      }

      StatEffect {
      anim = flying ;
      bolt = Bip01 R Hand ;
      effect = char/xman/ability_fly_hand ;
      fxlevel = 1 ;
      }

   }


October 08, 2007, 08:48AM #476 Last Edit: October 08, 2007, 08:57AM by BliZZ
Uploaded fixes for Gambit, Juggernaut, and Beast which adds PS2 skins, small bug fixes, new herostat entries, and loading screens. The links are the same.

Also, did the same for Pyro and uploaded him on the Marvel Mods server. NOTE: Pyro was not done by me, he was done by Cates, I simply re-uploaded him with PS2 skins and a loading screen.

for pyro, are all the same files (powers, effects) used for the npc entry you uploaded earlier? or does the npc require separate power file

The NPC has separate powers. Do you need the NPC?

not at the moment, but it would be nice to have for xml1 testing