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Odb718

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Messages by Odb718

    

Re: Character-Specific Pause Menu won't work

 March 07, 2024, 06:35:01 pm View in topic context
 Posted by Odb718  in Character-Specific Pause Menu won't work (Started by SonicSkills March 02, 2024, 08:00:05 pm
 Board: M.U.G.E.N Development Help

You can't use
type = U
?
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 07, 2024, 06:30:02 pm View in topic context

Try changing the Juggle = 1 to 0?
The givepower at -1000 might also be an issue? Like if P2 only has 400, mugen might not allow it to happen?

attr = S, NA     ; you might want to make it a special or a hyper?

Try changing the givepower to a smaller number and see if it works more often. Change some of these and keep testing to try and find what's stopping it from working. Use Ctrl+D and C to see the stuff too.
    

Re: Problems with Win Quotes against characters

 March 05, 2024, 03:53:00 am View in topic context
 Posted by Odb718  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

What he's trying to say is if you followed the link for
matchover
You'll see it'll post a number. You have mugen trying to see if matchover equals a word, aka a string.
These are 2 different types of info for mugen. Think of it like it wants a telephone number and you gave it a street address. It just wont figure anything out.

It doesn't take a ton of work to get it working at all. You just have to know what tools to use and why you use THOSE tools.

Im guessing you want something like

[State 180, Win Quote Set]
type = VictoryQuote
trigger1 =  (enemy,name = "Jin Kazama") && (matchover  = 1)
value = 25
    

Re: Explods doesnt appear when in a custom state (from a non-targetstate, state)

 February 07, 2024, 02:03:34 am View in topic context
 Posted by Odb718  in Explods doesnt appear when in a custom state (from a non-targetstate, state) (Started by Zoaker February 06, 2024, 11:23:06 pm
 Board: M.U.G.E.N Development Help

Change this selfstate to a changestate and see if it shows up. 
[State 200, End]
type = selfState
trigger1 = backedgebodydist < 5
value = 426

You can also change the physics of 426 to N and change it's selfstate to extend the time so you can tell that it's changing. 1/10 of a second is pretty fast.
    

Re: Flying Felon crashes when cody perform this move!

 January 27, 2024, 06:53:59 am View in topic context
 Posted by Odb718  in Flying Felon crashes when cody perform this move! (Started by Keymon2324 January 16, 2024, 08:09:40 am
 Board: M.U.G.E.N Development Help

Check out var(29).
anim=3700+ Var(29)*10000
You might want to put that as it's own ChangeAnim also.

If it's consistently crashing, comment out chunks of the code and see if it crashes. If it doesn't crash, comment it back in and comment out another chunk of the code.
I dont see anything too crazy. Just small stuff like
moveguarded&&time>=15 should probably be
moveguarded && (time>=15)

----


[State 6034, HyperBG]
type=helper
triggerall = !numhelper(6034)
trigger1 = AnimElem = 2
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=0.6
size.yscale=0.6

Change this to what I have too
    

Re: Street Fighter 6 WIP by Mr. I and Violin Ken

 January 27, 2024, 05:04:40 am View in topic context
 Posted by Odb718  in Street Fighter 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

Wow!
    

Re: Idle/Waiting Animation change

 January 27, 2024, 04:59:26 am View in topic context
 Posted by Odb718  in Idle/Waiting Animation change (Started by SithAngel January 24, 2024, 07:30:31 pm
 Board: M.U.G.E.N Development Help

If you want the timing to change you can set a variable at time = 0 that's random.
Then if you don't want that specific timing after the animation changes, you can trigger a changestate back to state 0.
You'd use
[State 0, 5] 
type = ChangeState
trigger1 = Anim = 1 && AnimTime = 0
value = 0
So that the time would reset.

[State 0, Health Stance Change]
type = ChangeAnim
triggerall = Anim != 2   ;add this so the animation doesn't pop on the changestate
trigger1 = life <= 350
value = 2
 
    

Re: Flying Felon crashes when cody perform this move!

 January 20, 2024, 12:50:55 am View in topic context
 Posted by Odb718  in Flying Felon crashes when cody perform this move! (Started by Keymon2324 January 16, 2024, 08:09:40 am
 Board: M.U.G.E.N Development Help

Did you find out the StateDef and read through it yet?
    

Re: Flying Felon crashes when cody perform this move!

 January 18, 2024, 05:30:42 am View in topic context
 Posted by Odb718  in Flying Felon crashes when cody perform this move! (Started by Keymon2324 January 16, 2024, 08:09:40 am
 Board: M.U.G.E.N Development Help

If you're looking to remove the problem, you can comment out the ChangeState in the cmd file.
If you want to fix the bug it gets more complex.
But both ways need you to track down what StateDef the move is. To find the move, learn what inputs cause the crash. Lets pretend the commands are: D,DF,F, x
Like a normal fireball. In the cmd file find all the moves that are d,df,f, x and use Search (ctrl+f) in fighter factory 3 or notepad to find the name of the move.
[Command]
name = "hadouken_x"
command = ~D,DF, F, x
so you'd search for
"hadouken_x"
and it should bring you to something like
Spoiler, click to toggle visibilty
You can put
;
in front of all the lines of the changestate to stop it from working.
Let me know if you want to try and fix the error in StateDef 1000 or what ever it turns out to be. Probably in the 3000 area.
    

Re: Street Fighter 6 WIP by Mr. I and Violin Ken

 January 16, 2024, 08:18:38 am View in topic context
 Posted by Odb718  in Street Fighter 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

JP Looks fantastic.
I'd be interested in sprites for Kimberly and Lily.
Keep up the awesome work!
    

Re: Trying to fix an issue with Blitz Mine on Mikita's Murakumo

 January 11, 2024, 02:48:35 am View in topic context
 Posted by Odb718  in Trying to fix an issue with Blitz Mine on Mikita's Murakumo (Started by LohrFF0rt January 09, 2024, 12:43:24 am
 Board: M.U.G.E.N Development Help

For whatever reason the EX/Super version of Blitz mine doesn't have this problem, in addition to not even interacting with the reflector at all; it only happens with the regular Blitz Mine.
Look inside the two different Mine's HitDefs.
You can also clear up that debug flood. It's looking for state 1001?  It's hard to read.

But basically, it seems like Rugal's reflector is programmed to not interfere with Hyper Projectiles. You could take the super easy route and make the normal mine pretend to be a hyper move. You can just change the HitDef value and see if that works.
 
If Rugal's reflector is coded well, there's probably not much you could do if the Mine is an actual projectile outside of recoding it as a helper. I mean it already seems like it's a helper but the helper could be spawning a stationary projectile?

imho, I think it's actually a positive that Rugal can transform the mine into a projectile. But I'm unfamiliar with Murakumo.
    

Re: Issues with overlay FX getting a diffuse mess

 January 08, 2024, 08:54:33 pm View in topic context
 Posted by Odb718  in Issues with overlay FX getting a diffuse mess (Started by MIMK_MIKE January 05, 2024, 01:51:26 pm
 Board: M.U.G.E.N Development Help

The index of the palette wont matter; Just as long as it's not in the main sprite's default palettes.
    

Re: How do you Faultless Defense correctly?

 December 24, 2023, 08:26:49 pm View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

I've never really used
[State 0, DefenceMulSet]
type = DefenceMulSet
;trigger1 =
;value = 1
;ignorehitpause = 1
;persistent =

But I imagine it could work for blocking. Put this in your blocking states with the triggers watching your variables n such.
 
How will the visual of "Performing Faultless Defense" work, especially the visual for when you are attacked in the FD state?
The visuals will look how you want as long as you have the sprites for them. You can have your helper, or statedef -2, use explods.

What I would suggest is making your Standing Light Punch do like 400 damage on hit, and 150 damage on block. Then you have a super easy way to test if the damage dampener is working. Once everything works like normal, put the SLP's hitdef back to normal.

You can do the visuals before or after or during the underlying code. I'd personally do it after. (You'll get more satisfaction that it's complete)

What have you tried getting working so far?
    

Re: How do you Faultless Defense correctly?

 December 18, 2023, 05:15:18 am View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Code:
[State 153, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
 
[State 153, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

So the variable(s) you'll set up can be used in these two chunks I believe.
x=1
can become something like
x=1+1*var(718)
This way when the var = 0 it'll be 1+0.
The
GetHitVar(slidetime)
Should/could be set up in a variable. Use display to clipboard to post that value and watch it. Now. Do testing now to see it's value and learn how it's posting it's value.
It's either going to count up or down. idk. but watch it.
If it's counting up, just add to it and make a variable increase 1 every tic. Once they equal eachother, the deed is done.
If it's counting down, you can make a var ONLY subtract the 4 tics or 13 tics, or how ever long extra you want FROM 1.
Then you have another VarAdd ONLY ADDING 1 IF the var is less than, but not equal, to 0.
If you subtract from 1 it wont be 0. once it adds up to 0 then the deed is done.
    

Re: How do you Faultless Defense correctly?

 December 10, 2023, 06:51:49 am View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Altering blockstun
altering chip damage
altering pushback on block
reducing an onscreen meter's fullness when Barrier Blocking is used
making a character take more hitstun and blockstun if that Barrier Meter is empty
refilling when empty
Block stun I'm not 100% sure of for random vs. A full game it's doable for sure.
Chip damage yes
pushback on block, probably in random. full game is doable.
reduce meter yes
more hitstun blockstun if empty, more than likely/yes. full game is doable.
refilling when empty yes

The altering Block stun off the top of my head, I dont think there's a way to know exactly how many tics of the game any random attack is going to stun you for. P2 can send that info to P1 I believe. I've never made a system like this, but I'm pretty sure there's a tried and true method for a full game.

Chip Damage may already be coded for you in Tricks and Tips or Code Library. I would think to make maybe 2 variables to record health. Then compare those values during the hit stun. Then give P1 10% of that value back or whatever value you want.

Pushback on block you can probably accomplish pretty easy. You have to multiply the
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
In the guard states. I think State 151 - 153? I believe those will be the states. But yeah you can control the velocities
stand.friction=.85
crouch.friction=.85   ;Friction coefficient when crouching
in     [Movement]  at the top of your char. You _may_ be able to adjust that value in the middle of the matches. Then you'd be able to use your variable to make life easy.

Getting the on screen HUD to update has been done plenty of times. But it'll help out if you plan your variable's value ahead of time.

Making the character take more time in hitstun seems like it'll go in the 151 - 153 states. You can just delay the changestate with the value of your variable.

Spoiler: Random State 151 (click to see content)
So in this State 151 you can see the ctrlset and the changestate both have different triggers. If you decide to make your variable work for both of those triggers ahead of time, you can make things easier. You can't just use hitover + var(x). So you'll need a way to have a variable, or something, keep track of when hitover happens and then count down. 
One method that pops up into my head is to create a clear, see-thru, blank, animation. It'll have a couple of frames. Frame one will have a -1 for the time. This makes mugen not switch to frame two. But you can make it switch to frame 2 if the animation is over. Frame 2 can be any time you want. BUT if you want the delay to be a different value, you can set multiple frames at time = 1. So say you have 16 frames. frame 1 is -1 and then you'd have 15 tics. You could changeanim to frame 14 if you wanted 3 tics of delay or frame 2 if you wanted 15 tics of delay. Then once hitover AND the animation is over, That's your changestate.

Also I think HitVelSet doesn't work any longer.

Your idea of having the variable change is good. But you can always pick different numbers. You can use negative numbers also. So you could have the value only get VarAdd if the variable is less than 0.
You could use it at 3 spots, above 0, 0, and below 0. You could use it at above 1, 1, and below 1. The "center" value and the least and highest values wont matter to mugen. So pick 3 set of numbers you can adjust the other code with easier. If you know you'll always only need 4 tics of extra hitstun, Make frame 2 four tics long and check whatever value. If the hitstun needs to be a range, you could set up the variable to make the math easier for you. Having the variable work on 3 spots be on opposite sides of 1 particular number will make life easier for you. Above, At, Below. On, Waiting, Off. Active, Waiting, Refilling. However you want to think of it.

Look up how to get the bar on the screen if you haven't already. I think the method I know moves at times so dont listen to me on how to do it. :P
Once you get the bar on the screen, get it working in all 3 "positions" the way you expect it. Even if it's only based on a timer.
If you need help with the StateDef -2 stuff for it, just ask.
    

Re: How do you Faultless Defense correctly?

 December 03, 2023, 07:07:54 pm View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

It's built up; Step by step. Right now you have a good base to expand on.
Each extra attribute you want to add has to go where it's needed.
One tiny thing I thought up about the extra push back was Width.Follow that link to learn about how it works if you're unfamiliar. But basically, you could just increase your Width to push the character back just a tiny bit extra if the Variable is active.

Basically you need to write out a check list of all the attributes this system is going to need. You already have some of it made, so you'll be able to check those off. Then you can ask specific questions about each point.
The "How's it made" question isn't 1 answer. There's almost always 3 ways to do something in Mugen/Ikemen. And once you have a system that has 4 or 5 parts that means there's 12 to 15 different answers.

As to what you and SteelHammers have been talking about, it's usually a good idea to go to a 2nd state instead of looping right back into the same state. Looping right back into the same function(s) crashes a lot of programs in general. One thing to note, if you're playing Anim 1100 in state 1101 and make it enter state 1102. If you don't change the anim, anim 1100 will continue to play without skipping a beat. So the players will never notice anything changing. The 2nd state is also useful for setting stuff up. Like you know all the triggers for the changestate fired off to get there, so setting a var can be done at time = 0. That way there's NO WAY that var can be set in State 1101.

But back to the multiple answers thing. Since I'm imagining you're going to have the barrier be an explod on screen, you could make it a helper. Then the helper can use player push instead of P1 using Width. AND that means instead of using a variable to track certain things you could use the NumHelper to track it.

Right now, I'm not exactly sure what steps you've done and what step(s) you're trying to work on. Building an "invisible" step might come before a visible step is possible. Like you'd have to make step 6 first so that 3, 4, and 5 have the foundation to make 7 work with them.

Make a bullet point style list of all the steps for this, and under each bullet describe how you did it (if you have). We can give you the ideas and direction you need to keep going
    

Re: problem in infinite sakura lvl 3 haruranman!

 November 20, 2023, 07:11:32 am View in topic context
 Posted by Odb718  in problem in infinite sakura lvl 3 haruranman! (Started by Keymon2324 November 05, 2023, 12:00:09 pm
 Board: M.U.G.E.N Development Help

Post your state 2064. The video at the top stutters but I get the point of it.
    

Re: How do you Faultless Defense correctly?

 November 11, 2023, 07:34:12 am View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

It seems like you have a changestate looping back into the state it's in?? Im not exactly sure how this is supposed to work.
Looking back over some of the code,
trigger1 = (ctrl)&&(power>0)   ;<<< This 0 needs to be a 5. 
I think you use this in a couple spots. The move takes away 5 power, so P1 needs to have 5 or more.

Your changestate 130 seems like it'll never fire off. If P1 gains ctrl it'll switch to state 0 first. Which might be the stuttering you're getting.

"How do I fix the bug where the player is able to immediately exit Barrier state to punish anything he blocked without taking chip damage?"
Im not sure what part of this is a bug? Isn't this what you're aiming for?

You're also checking for
(command="holdYZ")
But I see
[Command]
name = "yz"
    

Re: problem in infinite sakura lvl 3 haruranman!

 November 11, 2023, 01:52:55 am View in topic context
 Posted by Odb718  in problem in infinite sakura lvl 3 haruranman! (Started by Keymon2324 November 05, 2023, 12:00:09 pm
 Board: M.U.G.E.N Development Help

p2stateno=4058
p2stateno=4059
p2stateno=4070
are the states you need to edit.
Did you use debug? You might be getting a flood of text in the top left that will help figure out what's going wrong.
    

Re: palette issueq

 November 11, 2023, 01:49:43 am View in topic context
 Posted by Odb718  in palette issueq (Started by eishiba November 10, 2023, 02:57:01 am
 Board: M.U.G.E.N Development Help

I'm not sure what part of what part of the process you mean. But if you follow the link you should be fine.
More than likely his sprites already have a palette made in photoshop or somewhere else. He might have extracted them from another character.

Were you trying to make the 2nd palette or the 1st one?