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Messages by Websta

    

Re: Most used resolution

 January 16, 2020, 12:43:49 pm View in topic context
 Posted by Websta  in Most used resolution (Started by Hannah Montana January 13, 2020, 04:46:45 pm
 Board: M.U.G.E.N Discussion

im gonna say 1280x720

even though i got mine set to 1280x768
    

2 Aquapazza stages release

 December 02, 2019, 10:04:39 am View in topic context
 Posted by Websta  in 2 Aquapazza stages release (Started by Websta December 02, 2019, 10:04:39 am
 Board: Your Releases, 1.0+

    

Re: Sonic & NIGHTS Stage from Dengeki Bunko Fighting Climax

 November 11, 2019, 05:14:49 pm View in topic context
 Posted by Websta  in Sonic & NIGHTS Stage from Dengeki Bunko Fighting Climax (Started by Websta November 11, 2019, 02:40:40 pm
 Board: Your Releases, 1.0+

nah, i had to mess around alot because the stages are originally 3D
    

Sonic & NIGHTS Stage from Dengeki Bunko Fighting Climax

 November 11, 2019, 02:40:40 pm View in topic context
 Posted by Websta  in Sonic & NIGHTS Stage from Dengeki Bunko Fighting Climax (Started by Websta November 11, 2019, 02:40:40 pm
 Board: Your Releases, 1.0+

    

Re: Universal/Anime Trash Buffer System

 September 25, 2019, 11:55:47 am View in topic context
 Posted by Websta  in Universal/Anime Trash Buffer System (Started by Websta September 23, 2019, 12:55:28 pm
 Board: Code Library

any commands that you'd normally use in your cmds should work
    

Re: Universal/Anime Trash Buffer System

 September 23, 2019, 04:07:53 pm View in topic context
 Posted by Websta  in Universal/Anime Trash Buffer System (Started by Websta September 23, 2019, 12:55:28 pm
 Board: Code Library

you're right, turns out i missed that chunk when i was making the template

will add it back in
    

Re: Universal/Anime Trash Buffer System

 September 23, 2019, 01:24:48 pm View in topic context
 Posted by Websta  in Universal/Anime Trash Buffer System (Started by Websta September 23, 2019, 12:55:28 pm
 Board: Code Library

By putting the said block of codes below SPECIAL MOVES, this will eliminate the need of writing extra line of codes, which will help in a long run (or I might miss something pretty important here).

Yea, you probably right, not sure why i didnt do it :/
disregard that, commands dont work without if you swap 'em for some reason

Also, I think it will help if we have some examples for what kind of commands should we put in -1 and what could be the ideal command.time and command.buffer.time.
Otherwise, tis a pretty insightful thread! Thanks for sharing!

the commands that you use can be any you feel comfortable with. and the command.time/command.buffer.time i left that at default (15/1)
i'll add the commands used to the top tho

    

Universal/Anime Trash Buffer System

 September 23, 2019, 12:55:28 pm View in topic context
 Posted by Websta  in Universal/Anime Trash Buffer System (Started by Websta September 23, 2019, 12:55:28 pm
 Board: Code Library

This is the buffer system I've been using for years now, might as well explain how the thing works.

;=================================

Put this in the Statedef -3

Code:
[state -3]
type = Helper
trigger1 = numhelper(9000) = 0
name = "Buffer System"
id = 9000
pos = 0,0
postype = p1
stateno = 9000
helpertype = normal
keyctrl = 1
pausemovetime = 9999999
supermovetime = 9999999

The reason keyctrl is there is because this buffer does motions independently of the root.

Now for the buffer system

Code:
;---------------------------------------------------------------------------
;BUFFER SYSTEM
[Statedef 9000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1;  <- THIS IS A BLANK ANIMATION

[State 0]; <- MAKES SURE THE BUFFER SYSTEM IS ALWAYS FACING THE OPPONENT
type = turn
trigger1 = p2dist x < 0

[State 0]
type = bindtoroot
trigger1 = 1
pos = 0,0
[State -2]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "ID = %d Time = %d rootID = %d"
params = var(1), var(2), root,var(2)


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



[State 0]; <- BUFFER TIME FOR MOVES, THIS VARIABLE SET SAYS HOW LONG A MOVE STAYS IN THE BUFFER
type = varset
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = command = "up"; <- THIS IS FOR BUFFERING JUMPS
trigger8 = command = "upfwd";  <-
trigger9 = command = "upback"; <-
;trigger10 = command = "x+y"
;trigger11 = command = "x+y+z+a"
var(2) = 15:   <- THIS TIMING CAN BE CHANGED TO MAKE THINGS MORE LENIENT OR MORE STRICT
[State 0]; <- THE TIMING HERE IS SHORTER BECAUSE THIS IS FOR RUNNING AND BACKDASHING
type = varset
trigger1 = command = "fwd"
trigger2 = command = "back"
trigger3 = command = "down"
var(2) = 5
[State 0]
type = varset
triggerall = root,animelemtime(1) = 0
trigger1 = root,stateno = [130,139]
var(2) = 2
[State 0]; <- THIS MAKES SURE THE THE BUFFER TIMER RUNS DOWN
type = varSet
trigger1 = var(2)>0
var(2) = var(2)-1

[State 0]; <- THIS KILLS THE BUFFER TIME WHEN THE MOVE STARTS
type = varset
trigger1 = root,animelemtime(1) = 0
trigger1 = root,stateno = [200,2999]; <- INCREASE THIS RANGE IF YOUR MOVES USE STATES 3000+
var(2) = 0
;----
[State 0]; <- THIS RESETS THE ID THATS BEING BUFFERED WHEN THE TIMER RUNS OUT
type = varset
trigger1 = var(2) = 0
var(1) = 0
[State 0] ; <- THIS RESETS THE TIMER WHEN NEUTRAL/STARTING TO JUMP/LANDING
type = parentvarset
trigger1 = var(2) = 0
trigger2 = root,stateno != 40
trigger3 = root,stateno != 0
trigger4 = root,stateno != 52
var(2) = 0


;---------------------------
;--------------------
;NORMAL MOVES
;--------------------

[State 0]
type = varset
triggerall = command != "QCF_x";  <- YOU DONT WANT THIS BUFFERED DOING THIS MOTION
trigger1 = command = "x"
var(1) = 1;  <- THIS IS THE ID OF THE MOVE BUFFERING
[State 0]
type = varset
triggerall = command != "QCF_y"
trigger1 = command = "y"
var(1) = 2
[State 0]
type = varset
triggerall = command != "QCFQCF_z"
trigger1 = command = "z"
var(1) = 3


;--------------------
;SPECIAL MOVES
;--------------------

[State 0];  <- JUST GIVING MOTIONS IDs
type = varset
trigger1 = command = "QCF_x"
var(1) = 30;  <- THIS IS THE ID OF THE MOVE BUFFERING
[State 0]
type = varset
trigger1 = command = "QCF_y"
var(1) = 31
[State 0]; <- THIS IS A SUPER MOTION
type = varset
trigger1 = command = "QCFQCF_z"
var(1) = 32

;--------------------
;SYSTEM
;--------------------

[State 0];  <- BUFFERING JUMPS
type = varset
triggerall = var(1) != [60,62]
triggerall = root,stateno != 40
trigger1 = command = "holdupfwd"
var(1) = 60
[State 0];  <- BUFFERING JUMPS
type = varset
triggerall = var(1) != [60,62]
triggerall = root,stateno != 40
trigger1 = command = "holdupback"
var(1) = 61
[State 0];  <- BUFFERING JUMPS
type = varset
triggerall = var(1) != [60,62]
triggerall = root,stateno != 40
triggerall = command != "holdupfwd"
triggerall = command != "holdupback"
trigger1 = command = "holdup"
var(1) = 62

[State 0];  <- BUFFERING RUN
type = varset
trigger1 = command = "FF"
var(1) = 50
[State 0];  <- BUFFERING BACKDASH
type = varset
trigger1 = command = "BB"
var(1) = 51

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

[State 0];  <- IF THERES NOTHING BEING BUFFERED, THE BUFFER TIMER DIES
type = parentvarset
trigger1 = var(1) = 0
var(2) = 0

;---------------------------
;FROM THIS SECTION ONWARDS ALL THIS TELLS THE ROOT WHAT CONDITIONS ARE REQUIRED FOR A MOVE HAPPEN
;---------------------------

;==========================
;NORMALS
;==========================


[State 0]
type = parentvarset
triggerall = var(1) = 1 && var(2) != 0: <- WHEN THIS ID IS ACTIVE, AND TIMER HAS NO RUN OUT YET
triggerall = root,statetype != A && root,command != "holddown"
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1;  <- CONDITIONS FOR WHEN ITS OKAY FOR THIS MOVE TO HAPPEN
trigger2 = root,stateno = [100,101]: <-
;----
var(2) = 1

[State 0]
type = parentvarset
triggerall = var(1) = 2 && var(2) != 0
triggerall = root,statetype != A && root,command != "holddown"
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
var(2) = 2

[State 0]
type = parentvarset
triggerall = var(1) = 3 && var(2) != 0
triggerall = root,statetype != A && root,command != "holddown"
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
var(2) = 3



;==========================
;SPECIAL MOVES
;==========================

[State 0, QCF_x]; <- EVERYTHING IS THE PRETTY MUCH THE SAME, JUST ADD WHAT CONDITIONS YOU WANT FOR THE MOVE TO WORK
type = parentvarset
triggerall = var(1) = 30 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
trigger3 = root,stateno = 200 && root,movecontact && root,numtarget:  <- BASIC NORMAL>SPECIAL CANCEL ON CONTACT
trigger4 = root,stateno = 210 && root,movecontact && root,numtarget;  <-
trigger5 = root,stateno = 220 && root,movecontact && root,numtarget:  <-
;----
var(2) = 30

[State 0, QCF_y]
type = parentvarset
triggerall = var(1) = 31 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
trigger3 = root,stateno = 200 && root,movecontact && root,numtarget
trigger4 = root,stateno = 210 && root,movecontact && root,numtarget
trigger5 = root,stateno = 220 && root,movecontact && root,numtarget
;----
var(2) = 31

[State 0, QCFQCF_z]
type = parentvarset
triggerall = var(1) = 32 && var(2) != 0
triggerall = power >= 1000; <- POWER REQUIREMENT BECAUSE ITS A SUPER
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
trigger3 = root,stateno = 200 && root,movecontact && root,numtarget
trigger4 = root,stateno = 210 && root,movecontact && root,numtarget
trigger5 = root,stateno = 220 && root,movecontact && root,numtarget
var(2) = 32




;==========================
;SYSTEM
;==========================

[State 0];  <- JUMP CANCELING (YOU MIGHT WANT TO HAVE A LIMITER FOR THIS)
type = parentvarset
triggerall = var(1) = 60 && var(2) != 0
trigger1 = root,movecontact && root,numtarget
trigger1 = root,stateno = [200,499]
var(2) = 60
[State 0]
type = parentvarset
triggerall = var(1) = 61 && var(2) != 0
trigger1 = root,movecontact && root,numtarget
trigger1 = root,stateno = [200,499]
var(2) = 61
[State 0]
type = parentvarset
triggerall = var(1) = 62 && var(2) != 0
trigger1 = root,movecontact && root,numtarget
trigger1 = root,stateno = [200,499]
var(2) = 62


[State 0];  <- RUN BUFFER
type = parentvarset
triggerall = var(1) = 50 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
var(2) = 50
[State 0];  <- BACKDASH BUFFER
type = parentvarset
triggerall = var(1) = 51 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
var(2) = 51

The buffer system handles all the timing and commands, and when you conditions are met will tell the route what move ID to use.

Add this to the Statedef -2

Code:

;================================================================================
; ------- BUFFER SYSTEM--------
;================================================================================

[State -3]: <- IF YOU GET HIT, BUFFER SYSTEM SWITCHES OFF
type = varset
triggerall = var(2) != 60
triggerall = stateno != [120,159]
trigger1 = movetype = H
var(2) = 0
ignorehitpause = 0

;==========================
;NORMALS
;==========================

[State -3]; <- MAKES CHANGE TO THE STATE BASED ON THE BUFFER SYSTEM
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 1
value = 200
ctrl = 0
ignorehitpause = 0
[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 2
value = 210
ctrl = 0
ignorehitpause = 0
[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 3
value = 220
ctrl = 0
ignorehitpause = 0



;==========================
;SPECIAL MOVES
;==========================

[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 30
value = 1000
ctrl = 0
ignorehitpause = 0

[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 31
value = 1001
ctrl = 0
ignorehitpause = 0

[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 32
value = 1010
ctrl = 0
ignorehitpause = 0



;==========================
;SYSTEM
;==========================


[State -3]; <- JUMP CANCELING
type = changestate
triggerall = movetype != H
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 40
trigger1 = var(2) = 60
trigger2 = var(2) = 61
trigger3 = var(2) = 62
value = 40
ctrl = 0
ignorehitpause = 0

[State -3]; <- RUN BUFFER
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 50
value = 100
ctrl = 0
ignorehitpause = 0
[State -3]; <- BACKDASH BUFFER
type = changestate
triggerall = movetype != H
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = var(2) = 51
value = 105
ctrl = 0
ignorehitpause = 0

;================================================================================

This section causes to root to change to the correct state based on the ID that was buffered

;=================================================================================

The commands used here look like this:

Code:
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCFQCF_z"
command = ~D, DF, F, D, DF, z

the .cmd times
Code:
command.time = 15
command.buffer.time = 1




;===============================================

i know some stuff might not be super clear (never made a tutorial thing before)
If you need any explanations feel free to drop a comment
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 20, 2019, 04:28:04 pm View in topic context
 Posted by Websta  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

This is pretty cool, looking forward to see this get further developed
    

Re: Fate/Grand Order

 September 16, 2019, 07:08:42 pm View in topic context
 Posted by Websta  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

Yea i went with Media since Wu is pretty much just DPS
    

Re: Fate/Grand Order

 September 16, 2019, 03:31:38 pm View in topic context
 Posted by Websta  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

still torn between Wu and Media
    

Re: Fate/Grand Order

 September 10, 2019, 06:31:46 pm View in topic context
 Posted by Websta  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

My heart is telling me to spend that 4star ticket on Wu, but my brain is telling me to spend it on Media Lily
    

Re: Fate/Grand Order

 September 07, 2019, 10:32:19 am View in topic context
 Posted by Websta  in Fate/Grand Order (Started by c001357 August 10, 2015, 05:42:19 pm
 Board: Gaming

I feel so guilty for having a whole bunch of the challenge quests uncompleted.
    

Re: Mugen 1.1 Sound help.

 August 28, 2019, 05:50:12 pm View in topic context
 Posted by Websta  in Mugen 1.1 Sound help. (Started by Ex☆Cham August 27, 2019, 05:34:11 am
 Board: M.U.G.E.N Discussion

You can turn off stereo effects in the mugen.cfg
    

Re: Shana by Websta (plus Taiga update)

 August 28, 2019, 10:25:30 am View in topic context
 Posted by Websta  in Shana by Websta (plus Taiga update) (Started by Websta August 15, 2019, 11:06:29 pm
 Board: Your Releases, 1.0+

I appreciate the videos gui
    

Indexed sprite rips Persona 4 Ultimax

 August 25, 2019, 12:07:19 pm View in topic context
 Posted by Websta  in Indexed sprite rips Persona 4 Ultimax (Started by Websta August 25, 2019, 12:07:19 pm
 Board: Development Resources

are there indexed rips of Persona 4 Ultimax available some where?
    

Re: So, is mugen 1.1 general use now?, or do most people preffer 1.0 still?

 August 20, 2019, 08:26:26 pm View in topic context
 Posted by Websta  in So, is mugen 1.1 general use now?, or do most people preffer 1.0 still? (Started by vyn June 06, 2019, 12:14:40 am
 Board: M.U.G.E.N Discussion

    

Shana by Websta (plus Taiga update)

 August 15, 2019, 11:06:29 pm View in topic context
 Posted by Websta  in Shana by Websta (plus Taiga update) (Started by Websta August 15, 2019, 11:06:29 pm
 Board: Your Releases, 1.0+



Make the following changes to mugen.cfg
This is mainly to ensure the color select text appears, but you should increase these from the defaults anyway
================================
LayeredSpriteMax = 2048

ExplodMax = 2048

HelperMax = 56
================================

DO NOT USE THIS CHARACTER IN SIMUL MODE
MUGEN MAY CRASH/FREEZE

also Taiga has been updated


http://www.trinitymugen.net
Downloads→Characters→Websta
    

Re: Shana Palette Contribution

 August 06, 2019, 10:46:39 am View in topic context
 Posted by Websta  in Shana Palette Contribution (Started by Websta July 31, 2019, 02:11:00 pm
 Board: Projects

create as many as you want, and you can go with any colours you feel like


    

Re: Shana Palette Contribution

 August 04, 2019, 05:24:25 pm View in topic context
 Posted by Websta  in Shana Palette Contribution (Started by Websta July 31, 2019, 02:11:00 pm
 Board: Projects

theres no real deadline, maybe like 2 weeks? i dunno

the colour value isnt exact but its around 255,85,10