YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*****
PlasmoidThunder is Offline
Contact PlasmoidThunder:

PlasmoidThunder

Contributor

Messages by PlasmoidThunder

    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 01, 2024, 12:55:48 am View in topic context

Open mugen1/fight.def in Fighter Factory. Since the bar is animated, you'll have to edit several sprites.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 December 31, 2023, 06:51:18 pm View in topic context

You physically change the respective lifebar sprite.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 10:40:29 pm View in topic context

You have 60 vars to work with (0-59) and 40 fvars (0-39), so 69 is outside the range of both.

Keep in mind that vars 4-59 and fvars 4-39 will now not reset between rounds, just in case something crops up.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 10:21:50 am View in topic context

Didn't work, still losing Burst after round one no matter what.

Don't quote what I said and then ignore it. The VarRangeSets in 5900 reset every var at the start of each match, so they have nothing to do with vars resetting between rounds, hence modifying that didn't do anything. If you read what I said again, you'll see what you need to change.
    

Re: How do you Faultless Defense correctly?

 December 29, 2023, 12:13:06 am View in topic context
 Posted by PlasmoidThunder  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

Refer back to this post. You can't manipulate the attacker's pushback but you can modify your own by referencing gethitvar(xvel) as part of a VelSet.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 12:09:16 am View in topic context

The ones in 5900 are for resetting between matches. What determines which vars are reset between rounds are IntPersistIndex and FloatPersistIndex, in the [Data] section of the character's constants.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 27, 2023, 11:21:03 am View in topic context

Var(22) most likely resets between rounds and you're only setting it on round 1.
    

Re: How do you Faultless Defense correctly?

 December 27, 2023, 11:10:53 am View in topic context
 Posted by PlasmoidThunder  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

Right so DefenceMulSet is a multiplier for the damage taken, not for your Defence value. Dunno why Elecbyte decided to go with that, but hey.
What your code is doing then is multiplying the damage taken by 900, not setting your Defence to 900. The reason it only kicks in starting from the second hit is because that's simply how the sctrl works, which sorta makes it useless.
    

Re: Why is my HUD element moving with my character instead of staying still?

 December 26, 2023, 12:19:25 pm View in topic context

    

Re: How do you Faultless Defense correctly?

 December 24, 2023, 06:38:39 pm View in topic context
 Posted by PlasmoidThunder  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

Unless this is an enclosed environment, there isn't going to be a single character out there that will know to alter their HitDefs against your character's FD. As Odb said, you should focus on getting one aspect working at a time, especially since you're new to this.

The only way to avoid taking damage is to not be the one taking the hit, like letting a Helper HitOverride the hit and passing gethit information down to the root, but that's convoluted. From what I understand, FD is its own state independent from guarding (like UNI's Shield), so first set a new state up alongside the relevant ChangeState in -1, triggered by the command you want (back + two buttons) alongside any other conditions; once you've ensured that works, you can start building the state up.

The simplest way I can immediately think of is for the root to execute a HitOverride in that FD state you created, which then sends the character to a new state wherein you use gethitvars to mimic an actual hitstate, but with modified values to suit how you want FD to work. Once the hit is over (let's say time >= (gethitvar(hittime)/2) to give an example of halved hitstun), you return to the FD state.

Negating damage is the tricky part, as you'll have to use the noko AssertSpecial flag to prevent yourself from dying and use a LifeAdd with gethitvar(damage) to regen the lost health.

The main problem with all of this, however, is you'll be working with the hit properties, not the guard ones. Not a lot you can do about that one, since the engine is hardcoded to only use those when an attack is guarded.
    

Re: How do you Faultless Defense correctly?

 December 14, 2023, 04:21:36 pm View in topic context
 Posted by PlasmoidThunder  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

Neither stand.friction nor crouch.friction are valid VelSet parameters. Your triggers are checking if you're not in a guard state.

KFM uses the common guard states, so you'll have to copy them over from common1.cns and modify them.
    

Re: Help making screenpack use OpenGL

 November 29, 2023, 11:11:17 am View in topic context
 Posted by PlasmoidThunder  in Help making screenpack use OpenGL (Started by Soul_Of_S'Wit November 29, 2023, 02:41:34 am
 Board: M.U.G.E.N Configuration Help

They already tried that.

This is a known issue with the screenpack and I want to believe it's because of how the sprites were saved, so resaving them might fix it.
    

Re: Death Battle (And sprite fight animations)

 November 21, 2023, 04:15:31 pm View in topic context
 Posted by PlasmoidThunder  in Death Battle (And sprite fight animations) (Started by Long John Killer April 09, 2015, 03:59:16 am
 Board: Entertainment

A dork's wet dream.
    

Re: How do I make Cross-tag styled character intros?

 November 20, 2023, 04:29:57 pm View in topic context
 Posted by PlasmoidThunder  in How do I make Cross-tag styled character intros? (Started by Freaknikk November 20, 2023, 11:57:03 am
 Board: M.U.G.E.N Development Help

In an enclosed environment, sure. All characters in the match need to be aware of this for it to work.
    

Re: Ikemen GO

 November 10, 2023, 12:48:17 pm View in topic context
 Posted by PlasmoidThunder  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

It uses OpenGL by default.
    

Re: [Resentone Thread]: Cirno & Tails Released (21/10/2023)

 October 21, 2023, 07:32:20 pm View in topic context
 Posted by PlasmoidThunder  in [Resentone Thread]: Botan, Tao, Yuzuriha Released (24/03/2024) (Started by Resentone January 22, 2022, 05:49:50 am
 Board: Your Releases, 1.0+

5AA is an infinite into itself because 5AA is +16 on hit.
    

Re: IKEMEN Plus Ultra

 October 13, 2023, 01:59:42 pm View in topic context
 Posted by PlasmoidThunder  in IKEMEN Plus Ultra (Started by CD2 February 18, 2022, 11:42:35 pm
 Board: IKEMEN Releases

That feature doesn't exist. The alternative is to use music formats with embedded loop values.
    

Re: whats force for fighter factory 3

 October 12, 2023, 01:59:05 pm View in topic context
 Posted by PlasmoidThunder  in whats force for fighter factory 3 (Started by jamestheepic October 12, 2023, 08:10:06 am
 Board: M.U.G.E.N Development Help

Gonna need some context because I have no idea what you're talking about.
    

Re: Palette/Sff Issue

 October 09, 2023, 01:56:19 pm View in topic context
 Posted by PlasmoidThunder  in Palette/Sff Issue (Started by Charles_2011 September 26, 2023, 08:35:48 pm
 Board: M.U.G.E.N Configuration Help

If it's not consistent, then MUGEN is either running out of memory and can't load the .sff or you're using 1.1 which has a known issue with emptying the playercache.
    

Re: bot report 2016 - skynet's invasion has begun

 September 25, 2023, 12:43:20 pm View in topic context
 Posted by PlasmoidThunder  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback