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Author Topic: Eternity of Heroes: REVAMP Template  (Read 664 times)

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Offline Space (DCL)

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Eternity of Heroes: REVAMP Template
« on: May 22, 2022, 12:44:24 AM »
Download Link:

If an admin can add this to the IMT database, that would be greatly appreciated!

This is my personal template that I use for all my characters that will be in the Revamped Eternity of Heroes

This template has so much already built in: This is a list of variables used across the template.
Such as super jump, aerial rave, flying screen effect, y boost, etc.

All sprites in this template are using a shared palette organized. You can freely change the colors of the effects if you wish.

A specialized TAG code (using "explodsive" code) is also included in this template. I coded it in a way to (hopefully) just be copy/paste.

Some things were left out or not included for whatever reason, or was simply not needed.

Some feedback would be appreciated! Thanks and enjoy!

Code: [Select]
;--------------------- Variable List ----------------------

; Var(0) - OTG Variable, gets i-frames from Normal Attacks after being OTG'ed
; Var(1) - Timer Variable (multiple use for exact frames and timing)
; Var(2) - AnimElemNo (Animation Frame) Var
; Var(3) - Saves Stateno (super/hyper armor, do not change)
; Var(4) - Force Flying Screen Trigger
; Var(5) - Strength Var
;0 = Light, 1 = Med, 3+ = Hard
; Var(6) - Super/Hyper Armor Ctrl/Damage Timer
; Var(7) - Tech Recovery Roll variable
; Var(8) - KO Sound Effect (choose multiple KO sounds if added, check statedef -2)
; Var(9) - Mash Variable
; Var(10) - Spam Negate Variable
; Var(11) - Super Jump Activation
; Var(12) - Aerial Rave Trigger
;0 = Not Active
;1 = Finisher Active (air)
;2 = Aerial Rave Active
;3 = Negate y camera movement, but no longer off stage edges (Air)
;4 = Negate going off stage while on ground
;5 = Finisher Active (ground)
; Var(13) - Required Hits for Finisher Knockdown
; Var(14) - Dizzy Variable (unused)
; Var(15) - Wall hit Spark
; Var(16) - Air Jump Variable
; Var(17) - Wall Cling Variable
; Var(18) - Air Dash Variable
; Var(19) - Air Jump Hold Direction
; Var(20) - Fire/Thunder Sparks on P2 Type
; Var(21) - HitPauseTimer Remaining Var
; Var(22) - HitPauseTime Set (to set any hitpause in hitdefs rather than manually)
; Var(23) - Current Target Variable ;Uses actual ID of target, then be able to use PlayerID parameter
; Var(24) - Ground Bounce Variable for non template characters
; Var(25) - Wall Bounce Variable for non template characters
; Var(26) - OTG Variable for non template characters (unused)
; Var(27) - Random X Pos (for sparks etc)
; Var(28) - Random Y Pos (for sparks etc)
; Var(29) - Flight Variable (Flight characters)

;-----------------------------------------
;Character Vars (30 - 44)
;-----------------------------------------
; Var(30) -
; Var(31) -
; Var(32) -
; Var(33) -
; Var(34) -
; Var(35) -
; Var(36) -
; Var(37) -
; Var(38) -
; Var(39) -
; Var(40) -
; Var(41) -
; Var(42) -
; Var(43) -
; Var(44) -

;-------------------------------------------
;Other full game vars
;-------------------------------------------
; Var(45) - Hyper Variable
; Var(46) - Hyper Win Text Variable (optional)
; Var(47) -
; Var(48) -
; Var(49) -
; Var(50) - Player Indicators Enabler (config.txt)
; Var(51) - Arcade Score Enabler (config.txt)
; Var(52) - EX Mode (Console version of MVC1)
; Var(53) - Combo Announcer Text and Sound (config.txt)
; Var(54) - Button Type, 0 = Classsic 6 Button, 1 = 4 Button
; var(55) - Tag Enable for this Template (config.txt)
; var(56) -
; Var(57) -
; Var(58) -
; Var(59) -

;--------------------- Float Variable List ----------------------

; fVar(0) - Timer Bar Deplete Variable
; fVar(1) - Y Boost Var
; fVar(5) - Corner push
; fVar(10) - Damage Multiplier
; fVar(11) - Throw Damage Multiplier (unused)
; fVar(12) - Damage Multiplier based on hits
; fvar(13) - Include Throw Hits Var

;-------------------- Sound Channels -------------------
; 0 = Character Voice
; 1 = Character Special Effects
; 2 = Other Special Effects
; 3 = Unique Character Effects (Helper characters such as Megaman's Rush)
; 4 = Attack Whiff Sounds
; 5 = Attack Hit Sounds
; 6 = Attack Block Sounds/Advance Guard
; 7 = Hit Ground/Wall Sounds
; 8 = Landing/Jumping Sounds
; 9 = Fire/Electric/Ice Effect
; 10 = Hyper Sound Effects
; 11 = Combo Announcer
« Last Edit: May 22, 2022, 09:35:26 AM by Space (DCL) »


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