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Messages by kooloo

    

Re: resetting air. juggle

 March 20, 2011, 01:12:25 pm View in topic context
avatar  Posted by kooloo  in resetting air. juggle (Started by kooloo March 20, 2011, 05:34:51 am
 Board: M.U.G.E.N Development Help

well.. seems that there's gonna be a hell lotta work to do..
    

resetting air. juggle

 March 20, 2011, 05:34:51 am View in topic context
avatar  Posted by kooloo  in resetting air. juggle (Started by kooloo March 20, 2011, 05:34:51 am
 Board: M.U.G.E.N Development Help

I would like the air.juggle to be resetted to zero after certain moves hit the enemy in the sky to allow more air combos...  Does anyone have any clues on getting the job done?
    

how to detect partner in simul mode?

 January 15, 2011, 01:19:25 pm View in topic context
avatar  Posted by kooloo  in how to detect partner in simul mode? (Started by kooloo January 15, 2011, 01:19:25 pm
 Board: M.U.G.E.N Development Help

Dear pros,

What code do I need to write to detect my partner..?

for instances, if I wish to do an intro in simul mode when char 1 = kyo and char 2 = iori, what should I write to tell Kyo his partner is Iori?
    

Re: How to strengthen AI of default mugen?

 June 14, 2010, 05:30:09 pm View in topic context
avatar  Posted by kooloo  in How to strengthen AI of default mugen? (Started by kooloo June 13, 2010, 05:01:50 pm
 Board: M.U.G.E.N Development Help

Thanks for the reply.. I would like to know if I can add something like an auto Anti-air by AI when opponent is jumping towards him or throwing projectile to the default AI rather  than writing the full AI
    

How to strengthen AI of default mugen?

 June 13, 2010, 05:01:50 pm View in topic context
avatar  Posted by kooloo  in How to strengthen AI of default mugen? (Started by kooloo June 13, 2010, 05:01:50 pm
 Board: M.U.G.E.N Development Help

hi pros..! Is there anyway I can strengthen default AI of Mugen rather than customizing each and every character? Or maybe add several commands to AI while still keeping the default / basic AI ?
    

Re: auto target p4 when p2 is dead?

 November 07, 2009, 06:17:07 am View in topic context
avatar  Posted by kooloo  in auto target p4 when p2 is dead? (Started by kooloo November 06, 2009, 08:09:09 pm
 Board: M.U.G.E.N Development Help

Thanks man !!

I tried this:

[State 1301, pos]
type = Posadd
trigger1 = time = 0
trigger1 = p2life !=0
x = p2dist x
y = 0

[State 1301, pos]
type = Posadd
trigger1 = time = 0
trigger1 = p2life =0
x = p4dist x
y = 0


But it didn't work. the character still targets the deadbody rather than the alive enemy..

Any suggestions ?
    

Re: kof avoid movement..

 November 06, 2009, 08:12:37 pm View in topic context
avatar  Posted by kooloo  in kof avoid movement.. (Started by kooloo November 06, 2009, 12:12:27 pm
 Board: M.U.G.E.N Development Help

Thanks for the reply !!!

Anyway, I hope to find out whether the char turns invincible in animelem = 1 or later, when will the effect ends? after the animation or when velset = 0 ?

Also, does the character starts VELSET in the first animelem or later ?

Hope to get these details.. Thanks anyway !!
    

auto target p4 when p2 is dead?

 November 06, 2009, 08:09:09 pm View in topic context
avatar  Posted by kooloo  in auto target p4 when p2 is dead? (Started by kooloo November 06, 2009, 08:09:09 pm
 Board: M.U.G.E.N Development Help

one of the character uses the code below:

[State 1301, pos]
type = PosSet
trigger1 = time = 0
x = enemy,pos X
y = 0

However in simul mode, this code triggers a problem coz the character will only fly to P2 instead of P4 even when P2 is long dead..

I tried

[State 1301, pos]
type = PosSet
trigger1 = time = 0
trigger1 = P2 != life
x = P4,pos X

but it didn't work.

Any suggestions ?
y = 0
    

kof avoid movement..

 November 06, 2009, 12:12:27 pm View in topic context
avatar  Posted by kooloo  in kof avoid movement.. (Started by kooloo November 06, 2009, 12:12:27 pm
 Board: M.U.G.E.N Development Help

I wish to unify the rolling / avoid movement of all characters in my game, and hope to make the movement as similar as possible to that of the real KOF (KOF98 or KOF 02). Can anyone tell me the characteristics of the avoid movement in KOF series ? For instances, from when to when is the character unhittabe, velset, control and others.

Thanks a million in advance !
    

Re: funny stuff happens again

 November 04, 2009, 06:27:39 am View in topic context
avatar  Posted by kooloo  in funny stuff happens again (Started by kooloo November 02, 2009, 03:09:12 am
 Board: M.U.G.E.N Development Help

Thanks guys.. I somewhat solve the problem another way... By adding trigger1 = p2movetype = H
    

Re: funny stuff happens again

 November 03, 2009, 04:52:27 am View in topic context
avatar  Posted by kooloo  in funny stuff happens again (Started by kooloo November 02, 2009, 03:09:12 am
 Board: M.U.G.E.N Development Help

Sorry for all the troubles caused and thank you to both Byakko and Luis Alejandro..

What really troubles me is that if I simply write P1stateno = 4600, the character will change into statedef 4600 without a pause while writing

[State 3]
type = ChangeState
trigger1 = movehit
value = 4600
ignorehitpause = 1

will create a short pause before the character turn into statedef 4600. This bothers me when uniformity is what I seek..

    

Re: funny stuff happens again

 November 02, 2009, 06:06:09 pm View in topic context
avatar  Posted by kooloo  in funny stuff happens again (Started by kooloo November 02, 2009, 03:09:12 am
 Board: M.U.G.E.N Development Help

Thanks for the replies !!

I found something related to the problem just now..

The characters that won't work on the code have the same mugen version: mugenversion = 04,14,2001 !!

What should I do to make the code work on characters on that version ?

By the way, I tried ignorehitpause and trigger1 = movehit.. they didn't work.. but thanks for the idea.
    

Re: funny stuff happens again

 November 02, 2009, 08:11:04 am View in topic context
avatar  Posted by kooloo  in funny stuff happens again (Started by kooloo November 02, 2009, 03:09:12 am
 Board: M.U.G.E.N Development Help

according to my plan, the character should go into another state only when he hits the opponent, rather than "movecontact" the opponent..

 Thanks anyway.
    

funny stuff happens again

 November 02, 2009, 03:09:12 am View in topic context
avatar  Posted by kooloo  in funny stuff happens again (Started by kooloo November 02, 2009, 03:09:12 am
 Board: M.U.G.E.N Development Help

It is kinda funny that the "changestate" code below works for most of the characters but not for some..

anyway to improve it / make it work for those who oiginally can't..?

[Statedef 4503]
type  = S
movetype = A
physics = N
velset = 0,0
anim = 4503
poweradd = -1000
ctrl = 0
juggle = 0
sprpriority = 2

[State 440,]
type = PosAdd
trigger1 = AnimElem = 1
x = 0

[State 2200, 3]
type = PlaySnd
trigger1 = animelem = 3
value = s0,4
volume = 255
persistent = 0
channel = 4
ignorehitpause = 1

[State 2200, 3]
type = PlaySnd
trigger1 = animelem = 4
value = f0,4
volume = 255
persistent = 0
channel = 4
ignorehitpause = 1

;----------------------

[State 2200, 3]
type = PlaySnd
trigger1 = animelem = 1
value = f3,2
volume = 256
persistent = 0
channel = 23
ignorehitpause = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 0
anim = f5000
sprpriority = 5
postype = p1
pos = 10,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2420,5]
type = SuperPause
trigger1 = animelem = 1
time = 40
p2defmul = 1
movetime = 40
darken = 0

[State 3500, 13]
type = AssertSpecial
trigger1 = Time = [0,40]
flag = Nofg
flag1 = noshadow
flag2 = nobg
ignorehitpause = 1

[State 3200, Hitdef]
type = Hitdef
trigger1 = AnimElem = 5
attr = S, HA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Hard
fall.animtype = Hard
priority = 3,Hit
pausetime = 20,20
damage = 30,5
guard.pausetime = 12, 12
sparkno = 2
guard.sparkno = 5
sparkxy = -10, -76
hitsound = 1,4
guardsound = 2,2
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 22
air.hittime = 22
guard.hittime  = 14
;guard.ctrltime = 9
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -3.5,-6
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
p2stateno = 8888
persistent = 0
air.fall = 0
fall.recover = 0
air.recover = 0
yaccel = .5
kill = 0

;----------------this is the one---------------------------
[State 3]
type = ChangeState
trigger1 = movehit > 0
value = 4600
;----------------this is the one---------------------------

[State 3200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

The character won't go into statedef 4600 after the enemy is hit by his move..

is there anyway to force the character into statedef 4600 except "p1stateno = 4600" ?
    

Re: how to add in a sprite into a character without pallete problem ?

 October 19, 2009, 07:34:32 am View in topic context
avatar  Posted by kooloo  in how to add in a sprite into a character without pallete problem ? (Started by kooloo October 18, 2009, 04:12:17 pm
 Board: M.U.G.E.N Development Help

thanks.. but the new sprite does not share the pallete of the character.. What now ?

How to make the new sprite share the same pallete with the character ?
    

how to add in a sprite into a character without pallete problem ?

 October 18, 2009, 04:12:17 pm View in topic context
avatar  Posted by kooloo  in how to add in a sprite into a character without pallete problem ? (Started by kooloo October 18, 2009, 04:12:17 pm
 Board: M.U.G.E.N Development Help

I tried to add a new sprite from a character named Kim (KOF) into another Kim created by another author.. However both characters don't share the same pallete, causing the color of the character goes wierd (remained the pallete of original sprite) when a move involving that sprite is launched.

How do I make the newly added sprite to share the same pallete of the existing character ?

I have NeoPaint only..
    

looking for earlier versions of "Ankoku Asura" tag system

 October 10, 2009, 07:36:56 pm View in topic context
avatar  Posted by kooloo  in looking for earlier versions of "Ankoku Asura" tag system (Started by kooloo October 10, 2009, 07:36:56 pm
 Board: Requests

looking for earlier versions of "Ankoku Asura" tag system

Hope to get the earlier versions which were open-source.

Please send them to onloser2@yahoo.com. Thank you !
    

Re: what is the statedef of characters's fall down onto the ground ?

 September 02, 2007, 10:00:54 am View in topic context
avatar  Posted by kooloo  in what is the statedef of characters's fall down onto the ground ? (Started by kooloo August 30, 2007, 10:38:36 am
 Board: M.U.G.E.N Development Help

[State 1650, 4]
type = HitDef
trigger1 = !Time && (var(13) = 0 || var(37) = 1)
attr = S, SA
animtype = Hard
guardflag = M
damage = 30,10
sparkno = s6002
guard.sparkno = s6007
sparkxy = -10,ifelse(P2statetype = A,-94,ifelse(P2statetype = C,-30,-92))
getpower = 61,61
pausetime = var(45),var(46)
guard.pausetime = var(45),var(47)
hitsound = s250,2
guardsound = s1000,3
ground.type=Low
ground.slidetime = 18
ground.hittime  = var(35)
ground.velocity = fvar(13),fvar(14)
air.velocity = fvar(13),fvar(14)
airguard.velocity = -3.6,-2
guard.slidetime = 18
guard.hittime  = var(31)
guard.velocity = ifelse(var(41)=0,fvar(3)*fvar(15),ifelse(var(41)=1,fvar(4)*fvar(15),fvar(4)*fvar(15)))
yaccel = fvar(12)
fall = 1
air.type = Low
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
    

Re: what is the statedef of characters's fall down onto the ground ?

 August 31, 2007, 07:51:16 am View in topic context
avatar  Posted by kooloo  in what is the statedef of characters's fall down onto the ground ? (Started by kooloo August 30, 2007, 10:38:36 am
 Board: M.U.G.E.N Development Help

the problem does not lie with the opponent's skills' hitdef..

coz i've tried kyo's D,DF,F,b, Terry's Power Charge and a few more characters that have skills that can blow opponent into air... none worked for this character..
    

Re: what is the statedef of characters's fall down onto the ground ?

 August 30, 2007, 03:47:30 pm View in topic context
avatar  Posted by kooloo  in what is the statedef of characters's fall down onto the ground ? (Started by kooloo August 30, 2007, 10:38:36 am
 Board: M.U.G.E.N Development Help


now this is the statedef of a character when he is knocked up..

;-------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 4050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050+(ifelse(anim = 5031,6,0))+ifelse((GetHitVar(yvel)>-11 && GetHitVar(yvel)<0) && GetHitVar(groundtype)= 2,4,0)

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
;trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0
ignorehitpause = 1

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

;[State 5050, 4] ;Recover near ground
;type = SelfState
;triggerall = Vel Y > 0
;triggerall = Pos Y >= -20
;triggerall = alive
;triggerall = CanRecover
;trigger1 = Command = "recovery"
;value = 5200 ;HITFALL_RECOVER

;----------------------------------------------

how can i make this character blown up higher ?

coz this character tends to fly much lower comparing to other character after blown up by kyo's D,DF,F, b