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Messages by ShunpoHadouken

    

Re: Two questions about sprites and Fighter Factory.

 January 11, 2009, 09:02:13 am View in topic context
 Posted by ShunpoHadouken  in Two questions about sprites and Fighter Factory. (Started by TamerZack January 10, 2009, 09:33:34 pm
 Board: Off-Topic Help

GIMP is really fine.
It does happen to me when I forgot to Index my images.
Uh mm maybe you forgot to Index the PCX image. ( I guess).
    

Re: Usage of DisplayToClipboard

 January 10, 2009, 07:41:31 pm View in topic context
 Posted by ShunpoHadouken  in Usage of DisplayToClipboard (Started by ShunpoHadouken December 31, 2008, 05:49:26 am
 Board: M.U.G.E.N Development Help

Yey!
Thanks it works up to 5 params.
Thank you.
    

Re: Usage of DisplayToClipboard

 January 10, 2009, 12:42:31 pm View in topic context
 Posted by ShunpoHadouken  in Usage of DisplayToClipboard (Started by ShunpoHadouken December 31, 2008, 05:49:26 am
 Board: M.U.G.E.N Development Help

Sorry Im not able to figure it.
Another question of mine is...
How if you want many to display?
Cause when I use many of it, only one is displayed.
Thank you.
    

Re: .pac

 January 09, 2009, 05:36:46 pm View in topic context
 Posted by ShunpoHadouken  in .pac (Started by ShunpoHadouken January 05, 2009, 04:50:56 pm
 Board: Off-Topic Help

    

Re: Effective AI

 January 08, 2009, 03:58:31 pm View in topic context
 Posted by ShunpoHadouken  in Effective AI (Started by KamiyaKasshinRyu December 17, 2008, 01:51:34 pm
 Board: M.U.G.E.N Development Help

    

This Explod

 January 08, 2009, 03:02:45 pm View in topic context
 Posted by ShunpoHadouken  in This Explod (Started by ShunpoHadouken January 08, 2009, 03:02:45 pm
 Board: M.U.G.E.N Development Help

Help...
This explod is somewhat weird.
This appears commonly in MVC series where it appears above the head of either P1 or P2 that left in the ground when either P1 or P2 do a High Jump?
This explod tells where in the ground P1 or P2 is.
Thanks. Cheer yo.  ;)
 
    

Re: Max Power

 January 07, 2009, 09:06:39 am View in topic context
 Posted by ShunpoHadouken  in Max Power (Started by ShunpoHadouken January 06, 2009, 06:42:41 am
 Board: M.U.G.E.N Development Help

Yay! Thanks a lot.  ;D
    

Re: .pac

 January 06, 2009, 06:44:47 am View in topic context
 Posted by ShunpoHadouken  in .pac (Started by ShunpoHadouken January 05, 2009, 04:50:56 pm
 Board: Off-Topic Help

Thanks. Ill try that.
 .... I think the .pac that I have found contain sprites.
That's why I want to open it.
Thanks.
    

Max Power

 January 06, 2009, 06:42:41 am View in topic context
 Posted by ShunpoHadouken  in Max Power (Started by ShunpoHadouken January 06, 2009, 06:42:41 am
 Board: M.U.G.E.N Development Help

How to give or limit your player a max power of 9000(Level 9)?
That he will have a max power when he have 9000 power.
Thank you.~ :)
    

.pac

 January 05, 2009, 04:50:56 pm View in topic context
 Posted by ShunpoHadouken  in .pac (Started by ShunpoHadouken January 05, 2009, 04:50:56 pm
 Board: Off-Topic Help

Hiyo...
Does anyone know how to open .pac?
Thanks.
    

Usage of DisplayToClipboard

 December 31, 2008, 05:49:26 am View in topic context
 Posted by ShunpoHadouken  in Usage of DisplayToClipboard (Started by ShunpoHadouken December 31, 2008, 05:49:26 am
 Board: M.U.G.E.N Development Help

[mcode]DisplayToClipboard[/mcode]
Can I ask?
How do use "DisplayToClipboard" to display how much or how many is the value of 1 or 2 or 3 of your working Var? Like var(1)?
Thanks.
    

Re: Helper's destroyself

 December 30, 2008, 05:55:14 am View in topic context
 Posted by ShunpoHadouken  in Helper's destroyself (Started by ShunpoHadouken December 29, 2008, 01:05:31 pm
 Board: M.U.G.E.N Development Help

[mcode]------------------------------------------------------------

HitOverride

------------------------------------------------------------

 

Defines a hit override. If the player is hit by an attack of the specified type, he will go to the specified state number instead of his default gethit behavior. Up to 8 hit overrides can be active at one time.

 

Required parameters:

  attr = attr_string

    Standard hit attribute string specifying what types of hits to

    override. See HitDef's description for the "attr" parameter.

 

Optional parameters:

  slot = slot_no (int)

    Specifies a slot number (0 to 7) to place this hit override in.

    Defaults to 0 if omitted.

 

  stateno = value (int)

    Specifies which state to go into if hit by a HitDef with the

    specified attributes. Defaults to -1 (no change) if omitted.

 

  time = effective_time (int)

    Specifies how long this hit override should be active. Defaults to

    1 (one tick). Set this to -1 to have this override last until

    overwritten by another one.

 

  forceair = value (boolean)

    If set to 1, the player's gethit variables will be set as if he was

    in an aerial state when hit. Useful if you want to force the player

    to fall down from any hit. Defaults to 0 if omitted.[/mcode]

Can I ask...How do you use the [mcode]slot = slot_no (int)[/mcode]?
Thanks.
    

Helper's destroyself

 December 29, 2008, 01:05:31 pm View in topic context
 Posted by ShunpoHadouken  in Helper's destroyself (Started by ShunpoHadouken December 29, 2008, 01:05:31 pm
 Board: M.U.G.E.N Development Help

Heya...How can I make my helper destroy if hit by a projectile?
Thanks. ;)
    

Re: HelperHit Pause

 December 28, 2008, 09:13:26 am View in topic context
 Posted by ShunpoHadouken  in HelperHit Pause (Started by ShunpoHadouken December 09, 2008, 10:08:17 am
 Board: M.U.G.E.N Development Help

Oh at last I found the solution.  ;P
I use this:
[mcode][State ****, Pause]
type = Pause
trigger1 = movehit = 1
time = 99
movetime = 99[/mcode]

I think I got that problem when I dont use 1 on "trigger1 = movehit = 1".
 :)
    

Re: VaR depend on your life points

 December 26, 2008, 02:48:37 am View in topic context
 Posted by ShunpoHadouken  in VaR depend on your life points (Started by ShunpoHadouken December 25, 2008, 07:24:12 am
 Board: M.U.G.E.N Development Help

Oh yeah. Why dont I knew that first.
It works. Thanks a lot. I think that's what much easier rather than using var.
Thanks.
    

Re: VaR depend on your life points

 December 25, 2008, 08:19:44 am View in topic context
 Posted by ShunpoHadouken  in VaR depend on your life points (Started by ShunpoHadouken December 25, 2008, 07:24:12 am
 Board: M.U.G.E.N Development Help

oops... its like a varadd that become lesser if the life become lesser and become many when life is become many.
Like: var(59)= 14 when your life is 14.
Oops its so complicated. Sorry.
Thanks.
    

VaR depend on your life points

 December 25, 2008, 07:24:12 am View in topic context
 Posted by ShunpoHadouken  in VaR depend on your life points (Started by ShunpoHadouken December 25, 2008, 07:24:12 am
 Board: M.U.G.E.N Development Help

Is there a way to make the value of a Var depends on how many your life?
Or any way to state how many you life points is?
Thanks.
    

Re: Guarding State

 December 23, 2008, 10:42:26 am View in topic context
 Posted by ShunpoHadouken  in Guarding State (Started by ShunpoHadouken December 22, 2008, 02:54:42 am
 Board: M.U.G.E.N Development Help

Ok Ill try it.
Thanks a lot.  ;D
    

Re: Guarding State

 December 22, 2008, 07:45:41 am View in topic context
 Posted by ShunpoHadouken  in Guarding State (Started by ShunpoHadouken December 22, 2008, 02:54:42 am
 Board: M.U.G.E.N Development Help

Yes but I want to make another one that is 3 in 1.
I mean in that guarding state, it have the ability to guard in standing crouching and aerial attacks.
The problem is, I have no ideas about this states about guarding.

[mcode]; GUARD (start)
[Statedef 120]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged

[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2

[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2

[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; CROUCH GUARD (guarding)
[Statedef 131]
type    = C
physics = C

[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; AIR GUARD (guarding)
[Statedef 132]
type    = A
physics = N

[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

;---------------------------------------------------------------------------
; GUARD (end)
[Statedef 140]
type = U    ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1

[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

;---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; CGUARDHIT (shaking)
[Statedef 152]
type    = C
movetype= H
physics = N
velset = 0,0

[State 152, 1]
type = ChangeAnim
trigger1 = 1
value = 151

[State 152, 3]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 152, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 152, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 152, 4]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; CGUARDHIT2 (knocked back)
[Statedef 153]
type    = C
movetype= H
physics = C
anim = 151

[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 153, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 153, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 153, 4]
type = ChangeState
trigger1 = HitOver
value = 131
ctrl = 1

;---------------------------------------------------------------------------
; AGUARDHIT (shaking)
[Statedef 154]
type    = A
movetype= H
physics = N
velset = 0,0

[State 154, 1]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 155 ;AGUARDHIT2

[State 154, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 4

;---------------------------------------------------------------------------
; AGUARDHIT2 (knocked away)
[Statedef 155]
type    = A
movetype= H
physics = N
anim = 152

[State 155, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 4]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 155, 5]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 155, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52[/mcode]
    

Guarding State

 December 22, 2008, 02:54:42 am View in topic context
 Posted by ShunpoHadouken  in Guarding State (Started by ShunpoHadouken December 22, 2008, 02:54:42 am
 Board: M.U.G.E.N Development Help

Heya...
How do you make a guarding state?
You know, cause I have known about how to make some simple attack states.
And, since I dont know how to make a guarding state.