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Messages by Zer0degreez

    

Disabling quick rise and air/ground tech?

 February 22, 2019, 01:26:39 am View in topic context
 Posted by Zer0degreez  in Disabling quick rise and air/ground tech? (Started by Zer0degreez February 22, 2019, 01:26:39 am
 Board: M.U.G.E.N Configuration Help

Is there anyway to do this? I tried putting a changestate on 5110 on the common1.cns and that went to state that is an exact replica of 5110 with a time trigger at the end. It works but only if p2 doesn't press anything, which means that somewhere in between you can still press buttons. Any one have a solution to this?
    

Re: Super Armor using Hitoverride

 August 15, 2018, 09:57:26 pm View in topic context
 Posted by Zer0degreez  in Super Armor using Hitoverride (Started by Zer0degreez August 15, 2018, 02:52:01 pm
 Board: M.U.G.E.N Development Help

so I borrowed a code from someone else after looking at Buu and I have activated the super armor so I thought I was done but I've come across another problem.  I applied the super armor to state 1530 and in 1530 it has a change anim that changes it to anim 1531 (this is the whiff or when p2 blocks) but when p2 tries to hit them after blocking, p1 is completely invincible to his attacks.  Is there anyway to fix this? Sorry for putting solved.

Here is the whole 1530 code

Code:

[Statedef 1530]
type    = S
movetype= A                     
physics = N 
anim = 1530                   
juggle = 0                   
ctrl = 0                                               
poweradd = -500                   
sprpriority = -1
facep2 = 1

   
[State -1, Attack_Taker]
type = Helper ;<-----acts as the bodyguard of YOU. The actual armor.....a helper.
triggerall = !NumHelper(9393) ;&& var(30)=1  ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this portion of this trigger nulled.
trigger1 = MoveType != H
stateno = 9393 ;<----stateno of helper definitions
id = 9393


[State -2, ]
type = assertspecial
trigger1 = 1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as is.
flag = noairguard
flag2 = nostandguard
flag3 = nocrouchguard

[State -1, Player_NotHit_During_Armor]
type = HitBy
trigger1 = NumHelper(9393) || NumHelper(9394) ;<---Player (YOU) are only hitby the below parameters when these helpers (the actual armor) is active.
;trigger2 = var(30)=1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as nulled.
value = SCA,AT

[State -1, SprPriority_During_Armor_When_Idle]
type = SprPriority
trigger1 = movetype=I ;<----YOUR sprite priority is the below parameter if your movetype is idle
;trigger2 = var(30)=1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as nulled.
value = -1

[State -1, damage_during_armor]
type = LifeAdd
trigger1 = NumHelper(9393)
trigger1 = Helper(9393),gethitvar(hitcount)=1 ;<----cannot be on the same line as the 1st trigger1 for some odd reason...
value = -Helper(9393),GetHitVar(Damage) ;<----gives damage that the helper bodyguard takes to YOU
kill = 1 ;<----controls whether you can be killed when above helper is active



           

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 3

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(14) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(32) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = anim = 1530
trigger1 = time > 1
trigger1 = command = "holda" || command = "holdb" || command = "holdc"
fvar(32) = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = !(gametime % 2)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignorehitpause = 1

[State 0, ExFX]
type = explod
trigger1 = !time
anim = 8210
sprpriority = 3
postype = p1
pos = 20, -85
scale = 0.5, 0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1050, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = time = 1
value = 2000, 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1530
trigger1 = var(50) = 0
trigger1 = command != "holda" && command != "holdb" && command != "holdc"
trigger1 = time > 0
trigger2 = var(50) = 1
trigger2 = p2BodyDist X =[-20,20]
trigger2 = time > 0
trigger3 = AnimTime = 0
value = 1531
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1530
trigger1 = anim = 1531
trigger1 = p2BodyDist X = [ceil(-20*const(size.xscale)),ceil(23*const(size.xscale))]
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = back
air.animtype  = back
damage = ceil((140+fvar(32))*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(21*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,18
guard.pausetime = 0,18
sparkno = -1 + 0 * (var(43) := 8013)
guard.sparkno = -1 + 0 * (var(42) := 8001)
sparkxy = -15 + 0 * (var(46) := 155), var(47) := -100
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = 0,-14.0*const(size.yscale)
guard.velocity = -8.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.hittime = 16
air.velocity = -1.0*const(size.xscale),-9.0*const(size.yscale) 
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .70*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1530
sprpriority = -1 

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(56) = 0

[State 350, 3]
type = posadd
triggerall = anim = 1530
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
trigger5 = animelemtime(6) = 0
trigger6 = animelemtime(7) = 0
trigger7 = animelemtime(8) = 0
trigger8 = animelemtime(9) = 0
trigger9 = animelemtime(10) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = posadd
triggerall = anim = 1531
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = anim = 1530
trigger1 = time = 0
x = 4.4*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = anim = 1531
trigger1 = animelemtime(10) = 0
x = 0

[State 350, 3]
type = velmul
trigger1 = anim = 1531
trigger1 = animelemtime(8) >= 0
x = .90

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = anim = 1531
trigger1 = AnimElem = 1
value = 0, 3
channel = 0

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
triggerall = anim = 1530
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
value = 5100, 0

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
triggerall = anim = 1531
trigger1 = AnimElem = 4
value = 5100, 0

[State 1000, 3]
type = EnvShake
triggerall = anim = 1530
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(12) = 0
time = 3
freq = 120
ampl = 3

[State 1000, 3]
type = EnvShake
triggerall = anim = 1531
trigger1 = animelemtime(4) = 0
time = 3
freq = 120
ampl = 3

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = anim = 1531
trigger1 = AnimElem = 3
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = anim = 1530
trigger1 = time%2 = 0
trigger1 = animelemtime(1) > 0
trigger2 = anim = 1530
trigger2 = time%2 = 0
trigger2 = animelemtime(3) < 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
triggerall = anim = 1531
trigger1 = time%2 = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(10) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = anim = 1531
trigger1 = AnimelemTime(14) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = anim = 1531
trigger1 = AnimelemTime(7) = 0
movetype = I

[State 350, 12]
type = ChangeState
trigger1 = anim = 1531
trigger1 = AnimTime = 0
value = 0
ctrl = 1

and here is the super armor code itself.

Code:
[State 9393, ]
type = BindToRoot ;<---binds this helper to the player. YES Cyanide, you can bind helpers to players if the x and y parameters are omitted. As far as this code goes anyway. Don't believe? Null this, turn on debug mode/clsn mode, and see...
trigger1 = 1
ignorehitpause = 1

[State 9393, ChangeAnim] ;<---copycat's YOU, the player's, animation. Root = YOU, Parent = Helper that spawns another helper.
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim
[State 9393, ]
type = HitBy ;<----This helper can only be hit by the below parameters
trigger1 = 1
value = SCA,AA,AP

[State 9393, ]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow ;<----shadows don't appear when something is invisble but i put this trigger here anyway.

[State 9393, ]
type = HitOverride ;<----Changes Helper state 9393 to 9394 if hit by the below parameters. When this occurs, this state (9393) will not exist anymore.
trigger1 = 1
attr = SCA,AA,AP
stateno = 9394
time = -1
slot = 0

[State 9393, ]
type =DestroySelf
trigger1 = root,movetype = I ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this sctrl nulled.

;Excel Armor End ;<----Effects go here
[Statedef 9394]
type = U
movetype = H ;<---getting hit status
physics = N
ctrl = 0

[State 9394, ]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 9394, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim

[State 9394, ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9394, ]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 9394, ]
type = ChangeState ;Solidifies single hit attacks from doing multiple hits
trigger1 = 1 
value = 9393

[State 9394, ]
type = DestroySelf
trigger1 = root,movetype = I ;<---gets rid of this helper state after enemy attack lands with some space in between to prevent a single hit from happening more than once. Should be fine as is. Thanx to Cyanide for this portion.
;trigger2 = (root,var(30)!=1) ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger nulled.










    

Super Armor using Hitoverride

 August 15, 2018, 02:52:01 pm View in topic context
 Posted by Zer0degreez  in Super Armor using Hitoverride (Started by Zer0degreez August 15, 2018, 02:52:01 pm
 Board: M.U.G.E.N Development Help

I'm sorry that you guy have to see this question asked numerous times but I'm better when people just show me once and I'll get it. How exactly would I code super Armor using hitoverride and not cause the move to repeat itself? I'm trying to make one of the characters moves have super armor and I've tried myself but I don't know how exactly to go about it.
    

NOThit by code not working

 August 15, 2018, 10:42:06 am View in topic context
 Posted by Zer0degreez  in NOThit by code not working (Started by Zer0degreez August 15, 2018, 10:42:06 am
 Board: M.U.G.E.N Development Help

I downloaded a custom Hugo by shinrei the other day and I noticed his roll was not invincible to normal attacks. I copy and pasted a code that makes them invincible to everything and it still wasn't working. Any reason as to why this would happen?
    

Re: T.Hawk (Pots Style) by Varo Hades - Updated 8/5/18

 August 11, 2018, 07:58:39 am View in topic context
 Posted by Zer0degreez  in T.Hawk (Pots Style) by Varo Hades - Updated 8/12/18 (Started by BahamianKing242 August 03, 2018, 09:57:10 pm
 Board: Edits & Addons 1.0+

This is one of the best T.Hawks out right now, good job! But I have one question. I want to make Condor Spire 2 able to cancel into supers/hypers. Everytime I go into the super cancel check in the -3 states and put trigger23 = StateNo = 1400 && MoveContact = [1,20] it doesn't seem to work. Would you know anyway of making this work?
    

Re: Adding a larger window for teching throws

 August 01, 2018, 10:24:31 am View in topic context
 Posted by Zer0degreez  in Adding a larger window for teching throws  (Started by Zer0degreez August 01, 2018, 09:52:35 am
 Board: M.U.G.E.N Development Help

Thank you so much! I just wanted to make teching more possible in VS matches because I mainly play mugen with friends and throws were unreactable lol.
    

Adding a larger window for teching throws

 August 01, 2018, 09:52:35 am View in topic context
 Posted by Zer0degreez  in Adding a larger window for teching throws  (Started by Zer0degreez August 01, 2018, 09:52:35 am
 Board: M.U.G.E.N Development Help

I want to know how to edit a character and make a larger window to tech grabs. I'm referring to pots style characters like Infinite, Divinewolf, Jmorphman. Where do I go to accomplish this task?  I know where the code is, it's usually in the 820 or 810 where the throw and throw breaks, I just need to find where to make the window bigger. Thanks for all your help.
    

Supers that can't special cancel after putting the code in

 May 18, 2016, 12:09:21 pm View in topic context
 Posted by Zer0degreez  in Supers that can't special cancel after putting the code in (Started by Zer0degreez May 18, 2016, 12:09:21 pm
 Board: M.U.G.E.N Development Help

Some characters ignore my code when I put the Statedef = 1000 && movecontact. Some super accept this code and it lets me cancel and some supers just don't work. Anybody have any idea why this might happen?
    

Re: Capcom Vs. Snk Universe!

 May 14, 2016, 04:26:53 pm View in topic context
 Posted by Zer0degreez  in Capcom X Snk  (Started by 2Dee4ever September 09, 2014, 06:08:18 am
 Board: IKEMEN Releases

Does anyone have some groups I can join to get some games in? Been wanting to play for a while.
    

Re: Capcom Vs. Snk Universe!

 May 12, 2016, 02:09:28 am View in topic context
 Posted by Zer0degreez  in Capcom X Snk  (Started by 2Dee4ever September 09, 2014, 06:08:18 am
 Board: IKEMEN Releases


How would I go about doing that?


There are a couple of ways, but the easiest imo is to simply swap it with another persons run/dash statedef. I would have to look at the files again (i'm not with my files atm).

I just literally finished doing that lol. Thanks though for the advice though. I wanted to know if anyone wants to play some games? I want to test the online out with other people.
    

Matchmaking Thread.

 May 11, 2016, 04:15:03 pm View in topic context
 Posted by Zer0degreez  in Matchmaking Thread. (Started by Zer0degreez May 11, 2016, 04:15:03 pm
 Board: Ikemen General Discussion and Help

I was thinking that maybe if we had a thread like this, it would be easier to to play online. Basically, you can put the program you are using, your ID and a private chat room (If the program has one), which mugen you are using and your IP address. That way we don't have to make multiple topics requesting matches. Here is an Example

Tuungle; TwinXAphex
Server Name: Mugen Online
Mugen: Capcom VS Snk Universe
I.P: *Not the best idea, fam*

Good idea or naww?
    

Re: Capcom Vs. Snk Universe!

 May 11, 2016, 02:28:07 pm View in topic context
 Posted by Zer0degreez  in Capcom X Snk  (Started by 2Dee4ever September 09, 2014, 06:08:18 am
 Board: IKEMEN Releases

Hey Shin Rei, I wanted to know how you fixed Batsu and other Infinite characters to not Short jump when I input the dash command?

It's an IKEMEN thing that affects the Statedef 100 on his chars (for some weird reason).. He simply adjusted it and made it the code more universal for run/dashes so they can't short hop. I did the same thing for my project.

How would I go about doing that?

    

Re: Capcom Vs. Snk Universe!

 May 11, 2016, 12:26:15 pm View in topic context
 Posted by Zer0degreez  in Capcom X Snk  (Started by 2Dee4ever September 09, 2014, 06:08:18 am
 Board: IKEMEN Releases

Hey Shin Rei, I wanted to know how you fixed Batsu and other Infinite characters to not Short jump when I input the dash command?
    

Some characters can't run in Ikemen.

 May 11, 2016, 11:16:58 am View in topic context
 Posted by Zer0degreez  in Some characters can't run in Ikemen. (Started by Zer0degreez May 11, 2016, 11:16:58 am
 Board: Ikemen General Discussion and Help

Mostly Infinite characters. Whenever I run they just do the short jump. Is there anyway to fix this?
    

Re: EX Moves AfterImage/Color

 May 06, 2016, 08:30:05 pm View in topic context
 Posted by Zer0degreez  in EX Moves AfterImage/Color  (Started by Zer0degreez May 06, 2016, 03:06:42 am
 Board: M.U.G.E.N Development Help

I actually found out what I wanted to do. Sorry for wasting your time.
    

EX Moves AfterImage/Color

 May 06, 2016, 03:06:42 am View in topic context
 Posted by Zer0degreez  in EX Moves AfterImage/Color  (Started by Zer0degreez May 06, 2016, 03:06:42 am
 Board: M.U.G.E.N Development Help

I wanted to know how people like Pots, DM, and Infinite code the yellowish effect for their EX moves. I looked into their .cns for the EX specials but I don't see any Afterimage coding or anything on them. Just wondering how one can go about coding it from scratch. Thanks guys  ;D
    

Trying to make a command that does...nothing.

 January 16, 2016, 05:52:24 pm View in topic context
 Posted by Zer0degreez  in Trying to make a command that does...nothing. (Started by Zer0degreez January 16, 2016, 05:52:24 pm
 Board: M.U.G.E.N Configuration Help

I know this sounds weird, but let me explain.

For people who have the Add004 lifebars, you should know that in order to call in assist, you also have to make it a button or command that already exists. For example, I have my tag buttons set to y+a so when I assist, I also press the medium punch, which throws off some of my assist calls during neutral.

What I basically want to do is make a command for y+a that does nothing and will keep me in neutral and will also let me call assist in the air and while running/dashing without pressing the medium punch.

What I've done so far is set y+a into a state/value that doesn't exist (which I'm sure will cause problems) and put the statetype = S so when I'm neutral or walking, he won't do anything but the assist would still come out.

I really hope this makes sense and if you're still confused I would gladly explain it more in depth. Thanks guys   ;D

    

Re: MUGEN Video thread

 August 06, 2015, 06:46:56 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

I did a couple of tag versus matches with my friend the other day. Hope you guys enjoy the matches!











    

Re: MUGEN Video thread

 July 23, 2015, 12:29:26 am View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: add004basic

 July 16, 2015, 04:52:49 pm View in topic context
 Posted by Zer0degreez  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

http://www.mediafire.com/download/bzud05pbcvbyeek/Normal.rar
this must be the first question.xD what Batsu you have? I have Batsu by race.xD

I have Batsu by Race too. I just tried with you CNS folder and I got the same problem....Idk wtf is going on

Mmmmmmm it's strange if you patch Batsu with add004 my Cns should've worked. or the code. I showed you a pic with that attack working :) I was ken my tag was Batsu.

Yea, I think maybe something is wrong with mines or something. I paste the code at the last line, change the value to 1200 then I use the add004.exe to change him and nothing happens. It's so frustrating.