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.rarIf 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.
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.
porcaro said, November 18, 2013, 10:21:14 pmGood, 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.
Ezequiel 25:17 said, November 19, 2013, 01:16:08 amhttp://mugenguild.com/forum/topics/shine-iori-yagami-released-154149.0.htmlThanks man....I'll upload the latest version with this A.I. patch.
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.
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).
Ezequiel 25:17 said, November 23, 2013, 11:32:45 pm@ShinSmoke: let me see the code in the Power Charge state;===========<POWER CHARGE>==================[StateDef 730]type = Sphysics = SmoveType = Ianim = Ifelse(Var(11),10730,730)velSet = 0,0ctrl = 0[State 730, PowerAdd]type = PowerAddtriggerAll = Power < const(data.power) && Power < PowerMaxtrigger1 = !AILevel && (command = "hold_b" && command = "hold_y")trigger2 = AILevelvalue = 5 + ifElse(time < 60, 0, (time - 60) / 12)[State 730, Voice]type = null;PlaySndtrigger1 = !Timevalue = 0,14channel = 0[State 730, Character Flash]type = PalFXtrigger1 = 1time = 1add = 75 + ceil(sin(Time / 6.0 * pi) * 75),25 + ceil(sin(Time / 6.0 * pi) * 25),0[State 730, Power Charge Helper]type = Helpertrigger1 = !NumHelper(8330)helperType = NormalstateNo = 8330ID = 8330name = "Power Charge"posType = P1pos = 0,0pauseMoveTime = 65535superMoveTime = 65535ownPal = 1[State 730, Particles]type = Helpertrigger1 = !NumHelper(8331)helperType = NormalstateNo = 8331ID = 8331name = "Particles"postype = P1pauseMoveTime = 65535superMoveTime = 65535ownPal = 1[State 0, Explod]type = Explodtrigger1 = animelem = 5 && !Var(11)anim = 735ID = 735pos = -26,-80postype = p1 ;p2,front,back,left,rightfacing = 1vfacing = 1bindtime = -1vel = 0,0accel = 0,0random = 0,0removetime = -1pausemovetime = 0scale = 0.6,0.5sprpriority = 2ontop = 0shadow = 0,0,0ownpal = 1removeongethit = 1[State 0, RemoveExplod]type = RemoveExplodtrigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2trigger2 = (command != "hold_b" || command != "hold_y")id = 735[State 730, End]type = ChangeStatetrigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2trigger2 = !AILevel && (command != "hold_b" || command != "hold_y")trigger3 = AILevel && (InGuardDist || P2BodyDist x <= 120)value = 731ctrl = 1;Power Charge End[StateDef 731]type = Sphysics = SmoveType = Ianim = Ifelse(Var(11),10731,731)velSet = 0,0ctrl = 1[State 731, StopSnd]type = StopSndtrigger1 = !Timechannel = 0[State 0, PlaySnd]type = PlaySndtrigger1 = !Time && !Var(11)value = S0,46[State 0, Explod]type = Explodtrigger1 = animelem = 1 && !Var(11)anim = 736ID = 735pos = -24,-80postype = p1 ;p2,front,back,left,rightfacing = 1vfacing = 1bindtime = 1vel = 0,0accel = 0,0random = 0,0removetime = -2pausemovetime = 0scale = 0.4,0.4sprpriority = 2ontop = 0shadow = 0,0,0ownpal = 1removeongethit = 1[State 730, Full Power Voice]type = null;PlaySndtrigger1 = !Time && Power >= const(data.power)value = 0,0channel = 0persistent = 0[State 730, End]type = ChangeStatetrigger1 = !AnimTimevalue = 0ctrl = 1
Ezequiel 25:17 said, November 24, 2013, 12:28:09 amRemove every Var(11)Damn still has the flame issue during his powercharge.
Ezequiel 25:17 said, November 24, 2013, 02:27:25 amShow me screen with debug onUmm it doesn't give a debug flood or warning error it's pretty much the same bug as seen in previous screenshots posted from other testers from this topic.
Hmm, I don't know what could be causing thisyou sure you have the latest version?If so, I'll look into it
Ezequiel 25:17 said, November 24, 2013, 02:49:02 amHmm, I don't know what could be causing thisyou sure you have the latest version?If so, I'll look into itYes I do have the latest version.....the folder had the date 11/14/13 5:14pm.