YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
Shado_Onikisu is Offline
Contact Shado_Onikisu:

Shado_Onikisu

User

Messages by Shado_Onikisu

    

Re: All MB Characters updated 3-18-14

 March 21, 2014, 02:28:19 pm View in topic context
 Posted by Shado_Onikisu  in All MB Characters updated 3-18-14 (Started by Magical Girl Amber March 18, 2014, 09:30:42 am
 Board: Your Releases, Mugen 1.0 +

Liking the updates. i might as well update the AI Patches too since i still have them.
    

Re: All AI Patches for Kohaku's Melty Blood Chars

 April 22, 2013, 05:18:54 pm View in topic context
 Posted by Shado_Onikisu  in All AI Patches for Kohaku's Melty Blood Chars (Started by Shado_Onikisu April 21, 2013, 01:05:45 am
 Board: Edits & Addons 1.0+

When you start up mugen just go to options and change the difficulty from there. how often the AI uses a move is scale based on what difficulty you have selected or at least that's how I set it to be.. The difficulty level on my mugen is set on Hard 8.

     Posted: June 09, 2013, 07:53:03 am
*EDIT 6/9/13 NANAYA, AKIHA, AND WHITE LEN AI PATCHES HAVE BEEN UPDATED*
    

Re: All AI Patches for Kohaku's Melty Blood Chars

 April 22, 2013, 03:27:02 pm View in topic context
 Posted by Shado_Onikisu  in All AI Patches for Kohaku's Melty Blood Chars (Started by Shado_Onikisu April 21, 2013, 01:05:45 am
 Board: Edits & Addons 1.0+

Well they should be using their supers and specials. Have you tried fighting them on the Hard 8 difficulty level? I tested them on that level.
    

All AI Patches for Kohaku's Melty Blood Chars

 April 21, 2013, 01:05:45 am View in topic context
 Posted by Shado_Onikisu  in All AI Patches for Kohaku's Melty Blood Chars (Started by Shado_Onikisu April 21, 2013, 01:05:45 am
 Board: Edits & Addons 1.0+

AI Patches for Kohaku's Melty Blood Chars.

Nanaya_K AI PLUS SHIROU EMIYA VOICE MOD: ; He has a Voice Mod i put on him for fun. Its on his second palette. To activate it, change the value in his config.txt

http://www.mediafire.com/download.php?lsp3104v85ulb2g



WLen_K AI:

http://www.mediafire.com/download.php?0pthb2mkw29ccsc



Kohaku_K AI:  ; Kohaku's AI will get an update later when i can make it better.

http://www.mediafire.com/download.php?dio9sre8qodbif5



VAkiha_K AI: ; Akiha's AI will get an update later when i can make it better also.

http://www.mediafire.com/download.php?hroni827dfvibeg



Ryougi_K AI:

http://www.mediafire.com/download.php?sfo6ievyo7570it


*EDIT 6/9/13 NANAYA, AKIHA, AND WHITE LEN AI PATCHES HAVE BEEN UPDATED*
    

Re: What first got you into Mugen?

 April 03, 2013, 04:32:43 pm View in topic context
 Posted by Shado_Onikisu  in What first got you into Mugen? (Started by Karasai March 17, 2013, 01:48:50 am
 Board: M.U.G.E.N Discussion

during my childhood, I've always wanted to see sonic the hedgehog be in a fighting game. So I searched for a video on YouTube and came across one which was Mugenhunter Sonic vs ShinRyoga's Mario, then I learned about Mugen. I couldn't download the game until a few years ago though.
    

Re: Stop 11,0 K.O. Sound From playing

 March 15, 2013, 10:10:57 pm View in topic context
 Posted by Shado_Onikisu  in Stop 11,0 K.O. Sound From playing  (Started by Shado_Onikisu March 12, 2013, 08:35:27 pm
 Board: M.U.G.E.N Development Help

well thats what N-Mario Showed Me.

i changed
triggerall = Alive <= 0
triggerall = Life <= 0

to

triggerall = !Alive

and tested it. It does works. so ill use that instead.

i've always use a variable instead of just putting triggerall = palno = ?
if they both do the same thing, why does it matter which method i use.

Now about the Nokosnd, i've used it and have seen no affects on the other chars ko sounds except my character. i even tested it in a Simul mode battle and had my character and another one die at the same time. the result was that my character's custom ko sound played like it was supposed to while the other character's Original Ko sound played normally with no problems. how does it affect all characters?


    

Re: Stop 11,0 K.O. Sound From playing

 March 15, 2013, 08:12:33 pm View in topic context
 Posted by Shado_Onikisu  in Stop 11,0 K.O. Sound From playing  (Started by Shado_Onikisu March 12, 2013, 08:35:27 pm
 Board: M.U.G.E.N Development Help

Well 2OS, i tried your code, but the original ko sound still plays while my custom plays over it.

N-Mario i tried your code with a assertspecial that i added in and i got the 11,0 to stop playing.

This is the code

[StateDef -2]


[State -2, VarSet]
type = VarSet
trigger1 = Palno = 1
v = 50
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = Palno = 2
v = 50
value = 1


; KO Scream
[State -2, VarSet]
type = VarSet
triggerall = Var(50) = 1 <======== If he is in his Second Palette
trigger1 = Alive
trigger1 = Life > 0
ignorehitpause = 1
v = 55
value = -1
 
[State -2, VarAdd]
type = VarAdd
triggerall = Var(50) = 1 <======== If he is in his Second Palette
trigger1 = Alive <= 0
trigger1 = Life <= 0
trigger1 = Var(55) <= 0
ignorehitpause = 1
v = 55
value = 1
 
[State -2, PlaySnd]
Type = PlaySnd
triggerall = Var(50) = 1 <======== If he is in his Second Palette
triggerall = Alive <= 0
triggerall = Life <= 0
trigger1 = Var(55) = 0
value = 12, 0 <======== Custom K.O. Sound
;channel = 0

[State -2, AssertSpecial]
type = AssertSpecial
triggerall = Var(50) = 1 <======== If he is in his Second Palette
trigger1=gethitvar(damage)>=life
trigger1=alive
flag = Nokosnd
ignorehitpause = 1
    

Re: Stop 11,0 K.O. Sound From playing

 March 15, 2013, 01:50:12 am View in topic context
 Posted by Shado_Onikisu  in Stop 11,0 K.O. Sound From playing  (Started by Shado_Onikisu March 12, 2013, 08:35:27 pm
 Board: M.U.G.E.N Development Help

Well if changing 11,0 to a different number is the only way, then ill just have to go with that for now. i had got this to work before but than i changed something and couldn't get it to work anymore. Thanks guys
    

Re: Stop 11,0 K.O. Sound From playing

 March 12, 2013, 08:43:37 pm View in topic context
 Posted by Shado_Onikisu  in Stop 11,0 K.O. Sound From playing  (Started by Shado_Onikisu March 12, 2013, 08:35:27 pm
 Board: M.U.G.E.N Development Help

i don't want to remove the 11,0 sound all together. i just want it to stop playing when my char dies while in his 2nd palette.
    

Stop 11,0 K.O. Sound From playing

 March 12, 2013, 08:35:27 pm View in topic context
 Posted by Shado_Onikisu  in Stop 11,0 K.O. Sound From playing  (Started by Shado_Onikisu March 12, 2013, 08:35:27 pm
 Board: M.U.G.E.N Development Help

I've seen this question discussed before, but i'm having problems. The Custom Ko Sound plays with the original Ko Sound overlapping it. I only want the Custom K.O. Sound to play on my character's second palette. This is the code that i currently have right now below. Help?




[StateDef -2]


[State -2, VarSet]
type = VarSet
trigger1 = Palno = 1
v = 50
value = 0

[State -2, VarSet]
type = VarSet
trigger1 = Palno = 2
v = 50
value = 1

[State -2, KOSound1]
type = PlaySnd
trigger1 = Var(50) = 1
trigger1 = !Alive
trigger1 = time = 1
trigger1 = var(10) = 0
value = 12,0


[State -2, KOSound2]
type = varset
trigger1 = !Alive
trigger1 = time = 1
trigger1 = Var(50) = 1
var(10) = 1
    

Re: Emiya Shirou's voice from Fate/Unlimited Code

 February 19, 2013, 06:11:04 am View in topic context
 Posted by Shado_Onikisu  in Emiya Shirou's voice from Fate/Unlimited Code (Started by DeadlyBoredom June 30, 2010, 07:30:32 pm
 Board: Requests

I have shirou emiya's voice files. Every single one of them from the game itself
    

Re: Miles "Tails" Prower: Beta Release

 November 26, 2012, 05:14:11 pm View in topic context
 Posted by Shado_Onikisu  in Miles "Tails" Prower: Beta Release (Started by Veanko November 10, 2012, 03:49:36 pm
 Board: Your Releases, older Mugen

    

Re: Alternate Ex mode Help

 October 18, 2012, 12:31:54 am View in topic context
 Posted by Shado_Onikisu  in Alternate Ex mode Help (Started by Shado_Onikisu October 15, 2012, 11:53:30 pm
 Board: M.U.G.E.N Development Help

If you want certain moves to be used in both modes, then why are you restricting them to normal mode?

;---------------------------------------------------------------------------
; Echidna Sequence Punches DM
[State -1]
type = ChangeState
value = 3000
TriggerAll = var(59) = 0
triggerall = var(58) = 0 <----------------------------------------- This is when he is NOT in his Ex mode
triggerall = command = "EchidnaSequence"
triggerall = power  >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = statetype = C
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 410
trigger7 = movecontact = 1
trigger7 = stateno = 420


The way you have it set up now (bolded), he will only be able to use the move when he's in normal mode. Removing that line above in bold will do the trick.

Consequently, the way you have your variable set up where 2 equals mix mode, he won't be able to use his EX mode moves either. Change that = 1 to >= 1.

Well its sorta like a having a Ryu, Evil Ryu, And Master Ryu all in one and all you gotta do is just Hold enter and select him while in the select screen for mugen on a certain pallette. i was trying to have a normal mode, a Ex mode, then a Boss mode(Mix). When he is in Normal mode i want all his original moves to be available to him while his Ex mode moves are restricted. when he is in Ex mode all of his Ex moves are available to him while the Original moves are not. His boss mode will have everything available to him.


You Said "Change that = 1 to >= 1."

if i do will it work when i hold enter and select him in a certain pallette?

and what do i do for the MIX mode (which is his boss mode)? Change the = 2 to >= 2?




[StateDef -2]

[state -2]; Regular Knux
type = Varset
trigger1 = palno = [1,6]
var(58) >= 0 <----------------- So  is this what is supposed to be like?



[state -2]; Shin Knux
type = Varset
trigger1 = palno = [7,10]
var(58) >= 1 <----------------- So  is this what is supposed to be like?


[state -2];MIX
type = Varset
trigger1 = palno = [11,12]
var(58) >= 2 <----------------- So  is this what is supposed to be like?


; Echidna Sequence Punches DM
[State -1]
type = ChangeState
value = 3000
TriggerAll = var(59) = 0
triggerall = var(58) >= 0 <----------------------------------------- So is this what is supposed to be like?
triggerall = command = "EchidnaSequence"
triggerall = power  >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = statetype = C
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 410
trigger7 = movecontact = 1
trigger7 = stateno = 420
    

Re: Knuckles the Echidna(Mugenhunter) Edit

 October 17, 2012, 11:55:23 pm View in topic context
 Posted by Shado_Onikisu  in Knuckles the Echidna(Mugenhunter) Edit (Started by Veanko October 04, 2012, 07:10:30 pm
 Board: Edits & Add-ons

Whoops. i know that the var(59) was already in use. anything thats var(59) is suppose to be var(58) i must've overlooked some of them.

And yeah i only added AI for the common states ( Standing, Guarding Animations, Crouching etc) plus his dodge moves . Your AI is already Really good. i've just added some stuff to help his defenses. When i put him in watch mode he didn't Guard well, use his dodge move that much or try to recover while in the air.
    

Re: Knuckles the Echidna(Mugenhunter) Edit

 October 17, 2012, 05:03:53 am View in topic context
 Posted by Shado_Onikisu  in Knuckles the Echidna(Mugenhunter) Edit (Started by Veanko October 04, 2012, 07:10:30 pm
 Board: Edits & Add-ons

    

Alternate Ex mode Help

 October 15, 2012, 11:53:30 pm View in topic context
 Posted by Shado_Onikisu  in Alternate Ex mode Help (Started by Shado_Onikisu October 15, 2012, 11:53:30 pm
 Board: M.U.G.E.N Development Help

Hi, I am trying to configure some characters that have alternate/ex mode where when you select him and want to choose his ex-mode by pressing and holding start to select him in the select screen. The way i wanted to have is that some of his moves are available to him in his regular mode, but if he is in his Ex mode then he has more moves available to him while the original ones are restricted. Plz help.  i have an example of what i'm doing below:

[StateDef -2]

[state -2]; Regular Knux
type = Varset
trigger1 = palno = [1,6]
var(58) = 0



[state -2]; Shin Knux
type = Varset
trigger1 = palno = [7,10]
var(58) = 1


[state -2];MIX
type = Varset
trigger1 = palno = [11,12]
var(58) = 2




;---------------------------------------------------------------------------
; Echidna Sequence Punches DM
[State -1]
type = ChangeState
value = 3000
TriggerAll = var(59) = 0
triggerall = var(58) = 0 <----------------------------------------- This is when he is NOT in his Ex mode
triggerall = command = "EchidnaSequence"
triggerall = power  >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = movecontact = 1
trigger2 = stateno = 200
trigger3 = movecontact = 1
trigger3 = stateno = 210
trigger4 = statetype = C
trigger4 = ctrl = 1
trigger5 = movecontact = 1
trigger5 = stateno = 400
trigger6 = movecontact = 1
trigger6 = stateno = 410
trigger7 = movecontact = 1
trigger7 = stateno = 420
;----------------------------------------
; Shoryu Rush
[State -1, Shoryu]
type = changestate
value = 3500
triggerall = var(59) = 0
triggerall = var(58) = 1 <----------------------------------------- This is when he is in his Ex mode
triggerall = command = "omega"
triggerall = power >= 1000
trigger1 = statetype != A
trigger1 = ctrl

    

Re: Knuckles the Echidna(Mugenhunter) Edit

 October 13, 2012, 10:41:25 pm View in topic context
 Posted by Shado_Onikisu  in Knuckles the Echidna(Mugenhunter) Edit (Started by Veanko October 04, 2012, 07:10:30 pm
 Board: Edits & Add-ons

if you think you can do a better job then me at coding AI, maybe you could do that? i will probably check out your knuckles edit at some point, so yeah.

Well Your AI is already good. ill just fix your AI up than make my own AI. when i'm done ill put up a link. 
    

Re: Knuckles the Echidna(Mugenhunter) Edit

 October 09, 2012, 12:59:48 am View in topic context
 Posted by Shado_Onikisu  in Knuckles the Echidna(Mugenhunter) Edit (Started by Veanko October 04, 2012, 07:10:30 pm
 Board: Edits & Add-ons

I've made some palettes to go with Knuckles:



first is the default one, next is Tikal, Metal Team (Sonic Heroes), Sega Genesis colours, Robo Knuckles (Advance), and Super Knuckles...

Hope you like them. :)

those palettes are pretty good IMO, though just FYI, the Sega Genesis and Super knuckles palettes have already been made. Sega Genesis is pal 9 and Super knuckles is pal 12.

could you put up a download link so i can try them out in game?

Yo what's up Veanko? I REALLY Luv Your Edit of Knuckles. I felt like quiting my edit of knuckles (WIP) when I tested yours out. Keep up the good work.

Oh yeah, u probably don't remember me, but I'm the one who try to update your AI Patch of Sonic awhile back. ^^

Thanks, and yeah, i do remember you. :D

Would you like sum help? since your Knuckles is better than mine i thought maybe i should help out. I've also made a small BETA version of Mugenhunter Sonic and putted him up for Download on my youtube channel to see what do people think of him so far.
    

Re: Knuckles the Echidna(Mugenhunter) Edit

 October 08, 2012, 05:50:41 am View in topic context
 Posted by Shado_Onikisu  in Knuckles the Echidna(Mugenhunter) Edit (Started by Veanko October 04, 2012, 07:10:30 pm
 Board: Edits & Add-ons

Yo what's up Veanko? I REALLY Luv Your Edit of Knuckles. I felt like quiting my edit of knuckles (WIP) when I tested yours out. Keep up the good work.

Oh yeah, u probably don't remember me, but I'm the one who try to update your AI Patch of Sonic awhile back. ^^
    

Re: Custom AI Trigger Help: Enemynear

 July 14, 2012, 08:32:17 pm View in topic context
 Posted by Shado_Onikisu  in Custom AI Trigger Help: Enemynear (Started by Shado_Onikisu July 13, 2012, 10:58:30 pm
 Board: M.U.G.E.N Development Help

ok i went back and did some testing, but didn't get no good results

should this code do fine?

; Explosion Punch AI
[State -1,Explosion SDM/DM]
type = ChangeState
Value = ifelse(power>=2000,3030,3020)
triggerall = var(59)
triggerall = !Win
triggerall = power >= 1000
Triggerall = !inguarddist
triggerall = StateType != A
triggerall = P2Bodydist Y <= -50
triggerall = P2Bodydist X <= 30
triggerall = StateType = S
triggerall = P2StateType = A
Triggerall = Random <= var(59)*30
triggerall = enemynear,vel X >= 3 ||  enemynear,vel Y >= 3
trigger1 = ctrl

The move that im coding Right now is Mugenhunter Knuckles Explosion Punch Super.