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Messages by krissuja

    

Re: Problem with the announcer voice

 June 23, 2013, 04:28:27 pm View in topic context
 Posted by krissuja  in Problem with the announcer voice (Started by Potemkin June 13, 2013, 01:46:01 pm
 Board: M.U.G.E.N Configuration Help

In Fight.def

Sounds to play for each round (optional, specify up to round 9)
round1.snd = ...
round2.snd = ...
round3.snd = ...
    

Re: Problem with super combo feturing helper

 April 05, 2013, 06:03:57 pm View in topic context
 Posted by krissuja  in Problem with super combo feturing helper (Started by Smoke N Monkey313 April 05, 2013, 11:07:03 am
 Board: M.U.G.E.N Development Help

    

Re: How to add Character Combos ?

 April 04, 2013, 08:10:38 pm View in topic context
 Posted by krissuja  in How to add Character Combos ? (Started by Smoke N Monkey313 April 03, 2013, 05:34:21 am
 Board: M.U.G.E.N Development Help

No problem;) But honestly you had your answer in every single replay, but because you don't read the docs, you simply not seen/not understood the answer.
Read docs! This will save you lot of time and trouble. Besides you want to learn something or just copy/paste codes, not knowing what you doing?
You have to know the basics.
    

Re: How to add Character Combos ?

 April 04, 2013, 07:36:42 am View in topic context
 Posted by krissuja  in How to add Character Combos ? (Started by Smoke N Monkey313 April 03, 2013, 05:34:21 am
 Board: M.U.G.E.N Development Help

Look on animation of this Double Slash, how many frames has it? let's say it has 10 frames ok? Now you have to look which frames have the red CLSN (attack) box.  From the state above I see that the first box is at the second frame "trigger1 = AnimElem = 2" and lets say that the second box is on fifth frame so you have to add second trigger "trigger2 = AnimElem = 5" just below the first one.

Your code will be look like this:

Double Slash light
[Statedef 1000]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1000

[State 1000 HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = ? <<<<< # of the second frame which red box
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 1234, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1   

But you have to remember! In code like this both hits will cause 100 damage, uses same Animtyp, same spark, hitsound etc.  because they use same Hitdef!

I hope this will help you to get an idea how "this hitdef crap" works;)

BTW Sorry for my English, I know that is terrible.


    

Re: How to add Character Combos ?

 April 03, 2013, 03:57:39 pm View in topic context
 Posted by krissuja  in How to add Character Combos ? (Started by Smoke N Monkey313 April 03, 2013, 05:34:21 am
 Board: M.U.G.E.N Development Help

And do you know what it is: Stated, hitdef, trigger? because if you don't know, then you should read the docs. They are for some reason.

I don't think the copy/paste will work, because of the difference in frames, but that is very easy to fix.

What I mean? You have an animation of your special move, then you must have a code for this animation so post that code here.
    

Re: How to add Character Combos ?

 April 03, 2013, 01:39:28 pm View in topic context
 Posted by krissuja  in How to add Character Combos ? (Started by Smoke N Monkey313 April 03, 2013, 05:34:21 am
 Board: M.U.G.E.N Development Help

post the code for this attack, entire [Statedef]

     Posted: April 03, 2013, 01:49:34 pm
BTW: In mugen, you have a folder named "docs", inside there are two important files named "sctrls" & "trigger", have you read them?

     Posted: April 03, 2013, 02:12:36 pm
and if you use KFM as a template, then you should notice that his "Crouching strong punch" is exactly what you're looking for.
    

Re: Config.cns (or .txt, that's not the problem)

 March 31, 2013, 07:02:31 pm View in topic context
 Posted by krissuja  in Coding problems, questions and answers. (Started by Alex Sinigaglia March 31, 2013, 06:40:10 pm
 Board: M.U.G.E.N Development Help

    

Problem with Intro

 March 30, 2013, 09:56:25 pm View in topic context
 Posted by krissuja  in Problem with Intro (Started by krissuja March 30, 2013, 09:56:25 pm
 Board: M.U.G.E.N Development Help

How to change "Round #, fight" message? I add sprites, animation in fight.sff and made changes in fight.def , but it does not work.
    

Re: After Image to P2?

 March 30, 2013, 12:19:46 pm View in topic context
 Posted by krissuja  in After Image to P2? (Started by krissuja March 29, 2013, 05:02:28 pm
 Board: M.U.G.E.N Development Help

only afterimage

     Posted: March 30, 2013, 12:27:18 pm
I got it! In mugen.cfg is something like this:
" ;Number of simultaneous afterimage effects allowed.
 ;Set to a lower number to save memory (minimum 1).
AfterImageMax = 1"I have changed to 2 and:))))

thanks anyway!
    

Re: After Image to P2?

 March 29, 2013, 07:07:23 pm View in topic context
 Posted by krissuja  in After Image to P2? (Started by krissuja March 29, 2013, 05:02:28 pm
 Board: M.U.G.E.N Development Help

Thanks!  But movehit = 1 won't work, but I realized that movehit trigger is connected with hittime, so I changed hittime to 1 and bingo!

     Posted: March 29, 2013, 08:28:02 pm
custom state:

[Statedef 30000]
type    = A
movetype= H
physics = N
ctrl = 0
velset = -5,50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S900015,4
channel = -1

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 58
length = 10
palcolor = 256
palpostbright = 10,10,10
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel y > 0
value = 5050
ctrl = 0


won't work:(((( neeeed heelp!
    

After Image to P2?

 March 29, 2013, 05:02:28 pm View in topic context
 Posted by krissuja  in After Image to P2? (Started by krissuja March 29, 2013, 05:02:28 pm
 Board: M.U.G.E.N Development Help

It's possible? Everything affect P1 only

BTW:
I want to play a sound when move hits P2, so the trigger is movehit, but the sound is multiplied, how to fix that? ignorehitpause won't work.

And BTW2: ignorehitpause is boolean type? 0 or 1?
    

Re: Need help with custom state

 March 28, 2013, 05:57:33 pm View in topic context
 Posted by krissuja  in Need help with custom state (Started by krissuja March 28, 2013, 01:56:56 am
 Board: M.U.G.E.N Development Help

You talk about this >trigger1 = P2StateNo != [3000,3200]? state 3000 to 3200 is a fatality state, so P2 should die if I don't perform fatality in 48 ticks. I removed them and P2 still won't die! And I don't know why, there is a LifeSet to 0 ,after 48 ticks in state 5300 (dizzy state) I checked other CNS,  and all of them has the same structure...

     Posted: March 28, 2013, 06:09:19 pm
Now its working! LifeSet should be BEFORE selfstate... I make simple mistakes....;p
    

Re: Need help with custom state

 March 28, 2013, 02:32:06 am View in topic context
 Posted by krissuja  in Need help with custom state (Started by krissuja March 28, 2013, 01:56:56 am
 Board: M.U.G.E.N Development Help

and why

[State 49999, 3]
type = SelfState
trigger1 = Time = 48
trigger1 = P2StateNo != [3000,3200]
value = 5301 <<<<<<<<<<HERE any other animation won't work? should be 5050
ctrl = 0
    

Re: Need help with custom state

 March 28, 2013, 02:19:12 am View in topic context
 Posted by krissuja  in Need help with custom state (Started by krissuja March 28, 2013, 01:56:56 am
 Board: M.U.G.E.N Development Help

OOOOOOO!!!!! thanks:) Now it's working

     Posted: March 28, 2013, 02:28:02 am
and why P2 won't die?
    

Need help with custom state

 March 28, 2013, 01:56:56 am View in topic context
 Posted by krissuja  in Need help with custom state (Started by krissuja March 28, 2013, 01:56:56 am
 Board: M.U.G.E.N Development Help

Can anyone tell my what is wrong wit this code?

In CNS

;Call the helper
[StateDef 10000]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 1

[State 10000, 1]
type = Helper
trigger1 = 1
trigger1 = NumHelper(9010) = 0
ID = 9010
stateno = 9010
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM!"
keyctrl = 0
ownpal = 1

[State 10000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------

;Helper state
[StateDef 9010]
type = S
movetype = A
physics = S
anim = 9010
velset = 0,0
ctrl = 1

[State 9010, 1]
type = HitDef
trigger1 = animelem = 1
trigger1 = P2StateType != A
attr = S, SA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = A
priority = 7
pausetime = 0,3
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
numhits = 0
p2stateno = 49999
;--------------------------------------------------------------------------

;"FINISH HIM!" - MSG
[Statedef 9011]
type    = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
anim = 9011
ctrl = 0

[State 9011,]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 9011, 3]
type = SprPriority
trigger1 = 1
value = 5

[state 9011, 4]
type = Helper
trigger1 = NumHelper(9010) = 1
trigger1 = NumHelper(9011) = 0
trigger1 = P2StateNo = 49999
id = 9011
stateno = 9011
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM! - MSG"
keyctrl = 0
;--------------------------------------------------------------------------

;Dizzy
[Statedef 49999]
type    = S
movetype= H
physics = S
juggle  = 1
ctrl = 0
velset = 0,0

[State 49999, 1]
type = LifeSet
trigger1 = 1
value = 1

[State 49999, 2]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1

[State 49999, 3]
type = SelfState
trigger1 = Time = 48
trigger1 = P2StateNo != [3000,3200]
value = 5301
ctrl = 0

[State 49999, 4]
type = LifeSet
trigger1 = P2StateNo = 5300
trigger1 = Time = 48
trigger1 = P2StateNo != [3000,3200]
value = 0

;Enemy is dizzy.
[State 49999, 5]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300
;-------------------------------------------------------------------------

[Statedef -2]

[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 0
v = 58
value = 1

[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 1
trigger1 = p2life != 0
v = 58
value = 0

[State -2, 3]
type = AttackMulSet
triggerall = !Var(58)
triggerall = p2Life <= 1
trigger1 = Win = 0
trigger1 = RoundNo != 1
trigger1 = P2StateNo = 49999
value = 9999
;--------------------------------------------------------------------------
 In CMD

[State -1]
type = Changestate
trigger1 = Ctrl ;It must have the control.
trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
trigger1 = NumHelper(9010) = 0 ;It cannot have another Helper as this in the screen.
trigger1 = P2StateNo != 49999 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
trigger1 = statetype != A ;P1 cannot be in air.
trigger1 = p2statetype != A ;P2 also not.
value = 10000

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

The Finish Him massage wont appear on the screen, as well as sound, but P2 seems to be send to a custom state. After hit he is in "dizzy" state, but after 48 ticks he wont die! And I can't move! What is wrong here?


    

Re: Problem with command

 March 25, 2013, 03:59:59 pm View in topic context
 Posted by krissuja  in Problem with command (Started by krissuja March 24, 2013, 12:24:12 am
 Board: M.U.G.E.N Development Help

My mistake! I have "ctrl = 0" instead of "trigger1 = ctrl" and that's why i have to add those 2 triggers, ctrl = 0 does nothing... My mistake, sorry;p
    

Re: How to remove variables?

 March 25, 2013, 02:38:09 pm View in topic context
 Posted by krissuja  in How to remove variables? (Started by krissuja March 25, 2013, 02:23:20 am
 Board: M.U.G.E.N Development Help

This is what I've done so far - a CB has Variables Set;

[Statedef 262, Combo Breaker]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 80
ctrl = 0
anim = 198
sprpriority = 2
hitcountpersist = 1

[State 262, VarSet]
type = VarSet
trigger1 = time = 0
var (5) = 1

[State 262, reversalDef]
type = ReversalDef
trigger1 = hitcount > 3
reversal.attr = S,NA

[....]

those variables turn on an After image in specific moves, so they become a shadow moves;

[....]

[State 260, AfterImage]
type = AfterImage
triggerall = var(5) = 1 <--------------
trigger1 = stateno = 0
trigger2 = time = 0
time = 30
length = 7
palcolor = 0
palpostbright = 10,10,10
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 3

[....]

and this works great.

Now what i try to do is make those variables set back to 0 (turn off After image) after been used for the third time, so you have to perform CB again to turn them on again, like in original KI.  N-Mario had an idea how to do it, but I did not try it yet.


     Posted: March 25, 2013, 06:02:42 pm
Done!!!!

The code is;

Inside Combo Breaker;

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var (5) = 1000

Within each movement, that has to be in the shadow version;

[State 0, AfterImage]
type = AfterImage
triggerall = (var(5) = [1000,1002])
trigger1 = stateno = 0
trigger2 = time = 0
time = 30
length = 7
palcolor = 0
palpostbright = 10,10,10
paladd = 0,0,0
palmul = 1,1,1
timegap = 2
framegap = 3

[State 0, VarAdd]
type = VarAdd
trigger1 = time = 1
var (5) = 1

And i think everyone already know how this work?:) 

For those who don't know: After Combo Breaker the variable #5 is set to 1000, and that will turn on AfterImage. Now every time when a move with AfterImage state is used the VarAdd state in this move will add +1 to variable #5 (BTW; from 0, and even without Combo Breaker! that is why var(5) = 1000! because
"all variables' values default to 0, so if you never defined a variable before you used a varadd, it'll just be adding the value specified to 0" - Variable Tutorial by Rajaa") so it become = 1001, used again become = 1002, again = 1003, then = 1004 etc. The range is from 1000 to 1002 "triggerall = (var(5) = [1000,1002])"
so AfterImage will trigger three times:)
    

Re: How to remove variables?

 March 25, 2013, 03:12:39 am View in topic context
 Posted by krissuja  in How to remove variables? (Started by krissuja March 25, 2013, 02:23:20 am
 Board: M.U.G.E.N Development Help

I try that
    

Re: Problem with command

 March 25, 2013, 03:06:06 am View in topic context
 Posted by krissuja  in Problem with command (Started by krissuja March 24, 2013, 12:24:12 am
 Board: M.U.G.E.N Development Help

I know that, but this command [/c, F, D, B] allowed me to make a move during intro, and cancel any move, so to stop that I've had to add those two triggers.
BTW ctrl = 0 did not work

and that command from You do the same without  movetype = I and roundstate = 2
    

Re: How to remove variables?

 March 25, 2013, 02:39:59 am View in topic context
 Posted by krissuja  in How to remove variables? (Started by krissuja March 25, 2013, 02:23:20 am
 Board: M.U.G.E.N Development Help

I want him to be active all the time, until it's been used three time, then turn off