Board: M.U.G.E.N Discussion



Алексей is Offline
Contact Алексей:
Nah, I've been a little too discouraged from the whole thing and took a break.
Sounds great to me, can't wait to see the new Fx. But, what aren't you happy with exactly? Are you going to post a preview of this new moves?Well, the original artists decided to give Kakashi extremely awkward moves for just basic attacks. I decided that they had to be redone to look more natural, but I can't sprite worth crap. Because of this, my first attempt needs to be redone. I don't know what it is really. They look good animated in a .gif, but for some reason in game, they just don't work.
I demand answers before I can call him anything, lol.
Can someone tell me the differences between x64, x86 versions? I'm not familiar with different windows versions.
And is the Debug version only necessary if it crashes?
Um, yeah. What? Hmm, come to think of it there IS that other manga featuring Levi's story. I forget the name. Maybe is has something to do with that?it's a sequel, levi etc.. already died; this only has the survivors.WHAT!?
Алексей, every response you make in this subforum is pure gold.Lol, thanks.
I just like to help out where I can.Also, can someone tell me why, when doing single mode, this code displays "has no 0-th partner"I just saw this now, but the reason is quite simple. Let's compare the two:
They should be basically the same, except to check if there is a partner, or no partner. I wanted the first code, but it's giving me that 0th partner error.
triggerall = NumPartner <= 0 || NumPartner > 0 && ID < Partner, IDIn this example, you have everything on one line. First, numpartner<=0 will be evaluated. This will be true in single player modes. Next, the other side of the OR operand is evaluated. numpartner and partner are evaluated one after the other. However, if you have no partners, "partner" redirection will result in the error you're seeing. Why is this? It's because you aren't stopping the evaluation after it's found that you have no partners via numpartner.
triggerall = NumPartner > 0In this example, you have numpartner being checked first. Then, if the first line is true, the next line will be evaluated. This is safe and won't cause the error.
triggerall = ID < Partner, ID
triggerall = cond(numpartner, partner,ID<ID, 0)What does this do? I'm sure you've seen ifelse and have used it before. If not, it basically evaluates the first parameter and returns either the second or third expression's evaluation depending on the result of the first expression.
ifelse(1, 5, 10) ; will return 5The drawback with this is that both "5" and "10" are evaluated by mugen. "cond" does exactly the same thing except that it doesn't evaluate both "5" and "10" for the sake of this example. Instead, it will ONLY evaluate the expression that will be returned. Going back to my example before of cond, you see numparter. This will be false in single player mode. Then, the next parameter is your partner expression, and the one after is simply 0. The result will be 0, because numpartner was false. If simul mode, numpartner will be true and then the "partner" expression will evaluated instead.
ifelse(0, 5, 10) ; will return 10
Quick question... what is enemynear(0)? I underatand redirects but is there a significance for the zero? Or is that a placeholder for the ID of P2? I've avoided this redirection bc Im not sure exactly how you obtain the id number, or how/when this is more practical/different from just "enemy."enemynear(0) is the same thing as enemynear. "0" means that it will be redirecting to the nearest enemy to you. enemynear(1) would redirect to the second nearest enemy to you. Think of the number as more of an index than an ID. enemy redirects to the first enemy found. Similar to enemy(0) while enemy(1) redirects to the second enemy found. The major difference between enemy and enemynear is the "near" part. Sometimes you'd want to know who's closest to you, while other times you'd rather know who is the second enemy. On a final note, using enemynear and enemynear(0), do the same thing, but it's basically user preference at that point. Personally, I use both, but usually am using enemynear(0). It's a force of habit I suppose. XD Hope that clears this up for you.

trigger1 = (enemynear(0),stateno=[10,12]) || (enemynear(0),prevstateno=[10,12]) ; If they're crouching or were crouching in the last state.
im so done with this manga lmao, its getting progressively more stupid
the onlyw ay this can be redeemed is if beast titan reverse engineers the 3DG to make titan jetpacks and catapults