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Adds a new character: Regenerating Fury.
She is the leader of the furies, as deadly as she is pretty.
She has a unique look, custom daodan glow, and health regenerating ability.
Part of the Saisei (health regenerating) team.
Comes in 2 variants: Regular and Daodanized.
Her Daodanized form is able to throw fireballs using the crouch, forward punch move.
*To be able to regenerate she must be given Barabas's combat ID = 9 in the BINACJBOCharacter file (only as AI not player)
*For the daodanized form to utilize her Fireball correctly as AI, she must be given the custom Melee profile ID=128 in the BINACJBOCharacter file. Available through package 23901.
*Mod also contains a custom made flying portrait for her: TXMPREGFtalking
*Original concept of a regenerating fury (known as grey fury) was by Paradox-01, as well as the texture for the custom chenille, and parts of the body texture.
*Face textures were made by modifying Severed's fury textures.
Download package 23590 through the AE installer.
Version 3.0 change log:
*Redesigned her look, changed her color theme from green to "magenta".
*Replaced skull references with the new "Saisei" logo.
*Added a daodanized variant.
*Changed her name to regenerating fury instead of grey fury. ONCC changed from grey_fury to reg_fury.
*Changed her chenille color from green to magenta, and reduced its custom particles.
*Removed her green contrails and green hit impacts (replaced by furies' vanilla).
*Decreased total particle count to 2 instead of the previous 13.
*Included a custom flying portrait: TXMPREGFtalking
*Her ONCV is now included in the package, and added to the ONVL through a patch.
Last edited by Samer (06/25/20 08:06)
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i think it would be A LOTLOTLOTLOT better without the sKull =] but anyway i jusT LOVE IT !
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Whoa.
I like the skull, actually.
If we don't change the direction we're going, we'll likely end up where we're headed.
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thanks Leus I thought it made her look more badass and boss like than other furies
(is badass a swear word :S ? )
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just dont have anything ....you could have something else special ......
you wont have a t-shirt in the middle and have a skull......in a fight ....... and in the whole oni game there isnt something so random like this (having a skull) i would love to see one without a skull (to be honest)
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Really I think the skull is more original then any of the other characters, it looks cool and makes her look quite dangerous.
I say that you should keep the skull on her.
Awol
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the new characters I'm making will have a skull ^_^
and the objective is to make new unique characters
but if u prefer one without it's very easy ^_^ if u have the old grey fury package ... copy the file called TXMPGREY_Fury_red_chest and overwrite it the one that comes with my package in leel0_textures ... and reinstall ... u can also change the texture to TGA and put a kitty cat instead of the skull if u want
thanks myplea yeah m keeping it but anyone is free to tweak her the way they like
Last edited by Samer (10/20/09 13:10)
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She looks great, in a mean way :-)
EDIT: I'm pretty sure Paradox made more AI's in the grey outfit with regeneration. Maybe you can make them the "skull" team.
Last edited by EdT (10/20/09 14:10)
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really he did ?
if he likes the idea sure
Glad u liked it ^_^
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whoaaa, it looks sexy and scary all in one 0_o
the chenille is excellent
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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the chenille is by paradox he did a great job with it ^_^
I'll take credit for the sexiness part
Question : the green impacts and the exploding barrel package are working together right ^_^ ?
Last edited by Samer (10/20/09 14:10)
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I love the skull. I imagine it would glow in the dark.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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hehe, it would too
"He looks mean enough to tear my arm off and beat me to death with it. In fact, he looks mean enough to tear his OWN arm off and beat me to death with it."
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maybe she could have something else a lot more standards ?????the skull should onthe bell or on the hand =] because now she looks like wearing a t-shirt ...(like a teeage not going back home
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what bell ?
dream I told u how to put the one without the skull back ... if u think I'm going to make another one to please each individual taste then u're wrong .. be self dependent and follow what i told u, then u can put the one u want back, did u even read the previous post i made ? just copy the old TXMP_... chest and replace the one that comes with this package, u can get the old grey fury from Leus's topic.
and since the majority likes it I'm KEEPING IT
do u prefer the jumpsuit\pyjama\ whatever the other furies wear then use those textures.
P.S : most often I don't understand what u're saying ... I hope u can work on ur English a bit.
Last edited by Samer (10/20/09 17:10)
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Bell = belt I think.
If we don't change the direction we're going, we'll likely end up where we're headed.
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Question: what exactly is changed in your ONIE?
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Gumby I added this section
<Impact Name="Grn_Super_Kick">
<Material Name="Character">
<ImpactEffect>
<Component>Impact</Component>
<Modifier>Any</Modifier>
<Sound />
<Particles>
<Particle>
<Name>h2h_grnflash_e01</Name>
<Orientation>0</Orientation>
<Location>0</Location>
</Particle>
</Particles>
</ImpactEffect>
</Material>
</Impact>
without it there would be no green flash impacts .
Question : what does the exploding barrel package change in the ONIE ?
the ONIE in the grey fury package only adds this section i used the original ONIE ...
the ONIE in the updated exploding barrel adds this section to the the ONIE that comes with the exploding barrel.
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You don't need to add to the ONIE if you only are impacting characters.
Just use the <HitCharacter> tags and spawn the h2h_grnflash_e01 particle.
The ONIE should be used when you have something that needs to react differently depending on the surface.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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I followed paradox's tutorial
doesn't ur method change the hit impact of all moves that way ?
+ I didn't understand where that Tag is the TRAM or ONCC ?
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In the Particle. Just have a particle attached\emitted from her foot that activates when it hits a character.
EDIT: Hmm, but the hit flash will still show. I don't know what to say then.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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If somebody could upload the plain textures somewhere, that would be cool
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Awsome work Sam
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In all probability, rerouting the impact particle might work. I'm only concerned that it would be also triggered if teammates come in touch with the trail.
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In all probability, rerouting the impact particle might work. I'm only concerned that it would be also triggered if teammates come in touch with the trail.
Well you could always use a hackish method of using an attractor. But it would still show both the hit particle and the new particle.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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