Knights of the Round Revenge

Complete Knights of the Round Revenge project 2021-09-16

No permission to download
Project is completed.
Good evening my friends and family from Chrono Crash, today I'm going to give you a breakdown of the regarding Warrior Monk Xiahou and Muramasa's special moves. Here's the following as listed:

Xiahou:

Rupturing Mountain Clap: performs a violent clap with both hands that sends enemies flying.

Mystical Commandment-
Summer:
Sends a barrage of six flaming spheres flying in three directions to set enemies ablaze. (Fire Elemental)

Mystical Commandment- Winter: Stomps the ground to send forth three miniature waterspouts to knock enemies back. (Water Elemental)

Faltering Mountain Swing:  performs a swinging forearm chop to send enemies flying for heavy damage.

Release Attack 1: Mystical Commandment- Spring: Punches the ground to cause a barrage of stalagmites to spring up and impale enemies. (Earth Elemental.)

Release Attack 2: Expelling Heaven and Earth: performs a chant sign with both hands and causes a huge chinese cauldron to fall and flattened enemies from above.

Dark Armor Muramasa/Muramasa the Blood Armor:

Surging Boundary Slash: Charges dark energy into the sword and performs a overhead slash to electrocute enemies. (Darkness Elemental.)

Wailing Purgatory Scorch: Surrounds himself in a barrage of flames to burn enemies that come into contact with it. (Fire Elemental.)

Netherworld Combination Shot: Fires a sphere of flame to burn one enemy, can be fired twice. (Fire Elemental.)

Release Attack: Empty Renunciation of the Netherworld: Stretches both arms out to call forth a powerful thunderstorm of dark electricity to electrocute all enemies on sight. (Thunder/Darkness Elemental.)

That's all the breakdown of both Muramasa and Xiahou's movesets that i can give you guys at the time being. I'll be back with more updates of the Muramasa's Revenge storyline as soon as possible. See you guys later and stay modding my friends!  ;)
 
This music might make for a boss music in Muramasa's Revenge or a stage in a burning building.

https://youtu.be/Wwacra_xyiw
 
Sound most impressive Kazahara, this music you
posted would fit well in the final stage of Muramasa's storyline called Assault at Castle Fort with Gong Meimei and Sir Gawain as the final bosses.

BTW Bloodbane, i am having trouble with the character select functions allows you to select  characters available for gameplay including the character select for Muramasa's Revengeance, because when i try to play the Calamity Within Camelot storyline, all i can choose is either Muramasa or Xiahou and not the default characters.

I know you gave Showmaker some pointers about the character select function on the barbarian game thread, but can you help me out here please?
 
I was using allowselect for the character select first, then I had to change it because the scriptlog said that it didn't understand the variable for it's commands. And then I used skipselect for the character selection #1 text file and added it to the Calamity Within Camelot set in the levels text file, but it ended up crashing the game when I tried to replay the whole thing and like in the skipselect issues thread, it replaced the current character selection for the main heroes with both Murmasa and Xiahou's character selection.

So yeah, i'm basically stuck on square one here Bloodbane.
 
I forgot if I've ever given example about this but anyways, if you want to limit playables for each mode, it's best to use script instead of skipselect or allowselect.
I'll give you the template and you'll have to modify the names and level sets later
 
I just remembered that this script somehow can't disable first playable fully in select screen :(. Otherwise it would be perfect

Anyways here's the script, save as update.c in data/scripts folder:

Code:
void main()
{// Update script 
    if(openborvariant("in_selectscreen")==1){ // for locking certain player
      int models_cached = openborvariant("models_cached");
      void set = openborvariant("current_set");
      int i = 0;

      for( i = 0; i < models_cached; ++i ) {
        char model = getmodelproperty(i,2);

        if( model == "Muramasa"&& set == 0) {
          changemodelproperty(i,4,0);
        } else if( model == "Arthur"&& set == 1) {
          changemodelproperty(i,4,0);
        }
      }
    }
}

This script disables Muramasa in first level set and disables Arthur in second level set
For this script to work you need to have script.txt in data folder with this line:

Code:
alwaysupdate	1

If you want that script to disable more playables, you need to add more lines
I need to remind you that the names must be exactly the same
I don't know if you know how to modify script or not but I'll lend you a hand. You need to list the playables and mention level set he/she is allowed
 
No problem at all Bloodbane my friend, i'll make sure to keep you posted.

Now that you mention it, there's also more characters that I need your help to disable and creating a script.txt file, but here are the following characters:

1.Lancelot
2.Perceval
3.Paladin (Bedivere)
4.Meimei
5.Tristan
6.Melodie
7.Mordred
8.Xiahou
 
Hello again brothers and sisters of Chrono Crash, due to my busy schedule and my attempt of searching for more jobs. I had to upload the previews of the stages of the Muramasa's Revengeance storyline so late. Now, some of the stages features dual bosses which I eventually added for both Xiahou and Ayame when you fight them at stage 6 on the Calamity Within Camelot storyline. And stage 3 of Muramasa's storyline shows him traveling with Accalon and Vortigern to hunt and tame the Black Wyvern (the boss from stage 2 in the Calamity Within Camelot storyline) on Arlon's orders. With all further or due, here's the gameplay videos and let me know what you think. Enjoy!  :)



 
Nice, I wish the Black Wyvern would be deadlier than this though

As for dual bosses, you don't need to merge their lifebar together like this. You can have each boss show his lifebar on his own. It would look nicer especially after one of them is defeated :)

You know, I believe Stage 3 would be better if the stage is filled with monsters instead
 
Bloodbane said:
Nice, I wish the Black Wyvern would be deadlier than this though

As for dual bosses, you don't need to merge their lifebar together like this. You can have each boss show his lifebar on his own. It would look nicer especially after one of them is defeated :)

You know, I believe Stage 3 would be better if the stage is filled with monsters instead

What you say is true Bloodbane, i should add more attacks to the black wyvern boss and make him more aggressive than he was in the second stage of Calamity Within Camelot storyline.

And about the dual boss fight against Garland and Mordred, i should be careful in fusing their lifebars like that because like you said Bloodbane, the boss characters in this mod should have their own lifebars when you fight them. I'll make sure to change that error next time.

And you're right about stage 3 in Muramasa's storyline, the anti hero and his allies should be fighting monsters instead of just the human bandits they encounter throughout the level. Even though I'm not really sure that the any monsters and creatures exist with the Arthurian Mythos, but I'll do my best to give a shot Bloodbane.  :)
 
hmm about monsters on Muramasa's third stage...

there might monsters like the mutant monster and the yetis from Top Hunter Roddy & Cathy, the bats from Dungeon Magic, the birdmen from Sengoku 3 and maybe Yasha from Sailor Moon.
 
kazahara said:
hmm about monsters on Muramasa's third stage...

there might monsters like the mutant monster and the yetis from Top Hunter Roddy & Cathy, the bats from Dungeon Magic, the birdmen from Sengoku 3 and maybe Yasha from Sailor Moon.

Works for me Kazahara, I'll see if can put those monsters you suggested to good use.
 
I noticed the cave part of Muramasa's third stage was missing music.

What do you think of this?

https://youtu.be/l0mfdi5FqqE
 
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