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A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 1/7/14) (Read 12104 times)

Started by ShinSmoke, November 18, 2013, 05:24:40 pm
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A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 1/7/14)
#1  November 18, 2013, 05:24:40 pm
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Hey what's up everybody here's a A.I. patch for Quickfist's Iori Yagami. You can download it below. :)

http://www.mediafire.com/download/4z3r9pjhgjdaj4e/Iori_Yagami.rar

If the A.I.'s very hard for you.....you can lower the difficulty setting from the options menu.

All credit goes to Quickfist for making this awesome Iori. Enjoy the A.I. patch comments & feedback are welcome. :)
Last Edit: January 07, 2014, 10:24:00 pm by ShinSmoke
Re: A.I. Patch For Quickfist's Iori Yagami
#2  November 18, 2013, 10:21:14 pm
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Good, close to pots style with the use of the zero counter in the ai (just a little bit more like your ai on Ryu, ken, gouki, etc...). However, I don't think you have the latest version of Iori... The power charge isn't aligned, and he has some bugs that Quickfist's latest on version didn't have.



Last Edit: November 19, 2013, 12:35:18 am by porcaro
Re: A.I. Patch For Quickfist's Iori Yagami
#3  November 19, 2013, 01:06:42 am
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Good, close to pots style with the use of the zero counter in the ai (just a little bit more like your ai on Ryu, ken, gouki, etc...). However, I don't think you have the latest version of Iori... The power charge isn't aligned, and he has some bugs that Quickfist's latest on version didn't have.

I was given this version almost an month ago......I can't find the latest version of him anywhere on here. :( I wasn't aware he was updated.
Last Edit: November 23, 2013, 01:07:39 am by ShinSmoke
Re: A.I. Patch For Quickfist's Iori Yagami
#4  November 19, 2013, 01:16:08 am
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Re: A.I. Patch For Quickfist's Iori Yagami
#5  November 19, 2013, 01:27:33 am
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Re: A.I. Patch For Quickfist's Iori Yagami
#6  November 19, 2013, 01:46:34 am
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The latest fixed version with this A.I. patch has been reuploaded.....redownload please. :)
Re: A.I. Patch For Quickfist's Iori Yagami
#7  November 22, 2013, 07:03:32 am
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A.I. patch updated redownload if ya want. :)

11/22/13 Update:
- Now uses Ex Kototsuki In
- Now uses the Dodge follow up attack more correctly
- Dream Cancels more properly
- Now super cancels Yami Barai
  Note: Doesn't need to hit opponent with it to do so.
- Adjusted the timing for the Lvl1 super moves into MAX super moves
  Notes: 1. Only the Lvl1 Shiki 1201: Ya Otome can be canceled into a MAX super move.
             2. Can't no longer cancel the Lvl1 Shiki 1201: Ya Otome into a MAX Shiki 108: Ya Sakazuki. It had a bug that causes the opponent to stay in hit stun until you hit them out of it.
- Fixed cmd file.
Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#8  November 22, 2013, 08:06:52 pm
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Pretty good Shin  ;). But, there is the same problem than before with power charge, the flame doesn't appear and stays after the power charge (this problem is not with quickfist release cause it functions very well with his version).






Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#9  November 23, 2013, 01:05:20 am
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It sucks that the powercharge issue still persists. :(
Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#10  November 23, 2013, 10:34:14 pm
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Don't be worry, I'm sure you'll find the solution !!!
Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#11  November 23, 2013, 11:32:45 pm
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@ShinSmoke: let me see the code in the Power Charge state

Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#12  November 24, 2013, 12:04:06 am
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@ShinSmoke: let me see the code in the Power Charge state

;===========<POWER CHARGE>==================
[StateDef 730]
type = S
physics = S
moveType = I
anim = Ifelse(Var(11),10730,730)
velSet = 0,0
ctrl = 0

[State 730, PowerAdd]
type = PowerAdd
triggerAll = Power < const(data.power) && Power < PowerMax
trigger1 = !AILevel && (command = "hold_b" && command = "hold_y")
trigger2 = AILevel
value = 5 + ifElse(time < 60, 0, (time - 60) / 12)

[State 730, Voice]
type = null;PlaySnd
trigger1 = !Time
value = 0,14
channel = 0

[State 730, Character 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 730, Power Charge Helper]
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 730, Particles]
type = Helper
trigger1 = !NumHelper(8331)
helperType = Normal
stateNo = 8331
ID = 8331
name = "Particles"
postype = P1
pauseMoveTime = 65535
superMoveTime = 65535
ownPal = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 5 && !Var(11)
anim = 735
ID = 735
pos = -26,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
pausemovetime = 0
scale = 0.6,0.5
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2
trigger2 = (command != "hold_b" || command != "hold_y")
id = 735

[State 730, End]
type = ChangeState
trigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2
trigger2 = !AILevel && (command != "hold_b" || command != "hold_y")
trigger3 = AILevel && (InGuardDist || P2BodyDist x <= 120)
value = 731
ctrl = 1

;Power Charge End
[StateDef 731]
type = S
physics = S
moveType = I
anim = Ifelse(Var(11),10731,731)
velSet = 0,0
ctrl = 1

[State 731, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !Time && !Var(11)
value = S0,46

[State 0, Explod]
type = Explod
trigger1 = animelem = 1 && !Var(11)
anim = 736
ID = 735
pos = -24,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 0.4,0.4
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 730, Full Power Voice]
type = null;PlaySnd
trigger1 = !Time && Power >= const(data.power)
value = 0,0
channel = 0
persistent = 0

[State 730, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#13  November 24, 2013, 12:28:09 am
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Remove every Var(11)

Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#14  November 24, 2013, 12:29:55 am
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Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#15  November 24, 2013, 12:56:43 am
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Did that work for the A.I, just wondering before going ham on this one.
Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#16  November 24, 2013, 01:18:20 am
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Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#17  November 24, 2013, 02:27:25 am
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Show me screen with debug on

Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#18  November 24, 2013, 02:43:18 am
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Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#19  November 24, 2013, 02:49:02 am
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Hmm, I don't know what could be causing this
you sure you have the latest version?
If so, I'll look into it

Re: A.I. Patch For Quickfist's Iori Yagami - (Reuploaded 11/22/13)
#20  November 24, 2013, 02:54:44 am
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