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PotS

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Messages by PotS

    

Re: Submit an abomination

 January 23, 2006, 06:31:16 am View in topic context
 Posted by PotS  in Submit an abomination (Started by Lil M January 18, 2006, 07:24:33 am
 Board: Hall of Fame

old stuff :P
    

Re: [Sharing] Sprite Packs/sound packs ~ the websites

 January 17, 2006, 02:32:03 am View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

added all mortal kombat trilogy sounds and a pack of random rips for download
edit: melty blood sprite packs back online

http://www.mugenguild.net/~pots/  -> resources
    

Re: Different Portrait Standards.

 December 30, 2005, 03:37:40 am View in topic context
 Posted by PotS  in Different Portrait Standards. (Started by 外音リザ December 16, 2005, 04:41:54 pm
 Board: Tips, Tricks, Tutorials

    

Re: Different Portrait Standards.

 December 28, 2005, 07:54:34 am View in topic context
 Posted by PotS  in Different Portrait Standards. (Started by 外音リザ December 16, 2005, 04:41:54 pm
 Board: Tips, Tricks, Tutorials

No you can't.

If you want to do that (I'd assume you've started learning how to code ;)), you'd have to add a permanenet helper to put a portrait somewhere on the screen (down left for example), and this portrait would be animated depending on what he's doing.
Some chars already have a similar thing IINM.
to use animated small portraits:
- open fight.def, in the data folder
- look for [Face]
- replace p1.face.spr (and p2, p3 etc) with p1.face.anim

i once had an animated lei-lei portrait to start a standard, using anim 90009000, but removed it because people wouldn't follow
    

Valodim's Thread

 December 06, 2005, 08:11:27 am View in topic context
 Posted by PotS  in Valodim's Thread 2005 (Started by Valodim January 03, 2005, 11:40:10 pm
 Board: Feedback

just in case you didn't get this one as well

Quote
Sorry to bug you, but I'm having a bit of a problem
logging into the Mugen Fighter's Guild forums. I was
updating the E-mail address in my profile, and
accidently typed:

OrochiWeapon2000@yahoo.com.com

  - instead of just -

OrochiWeapon2000@yahoo.com

A stupid mistake on my part, but now I can't log into
the forum because I can't validate my e-mail address.
Is there anyway I might be able to fix my mistake?

                                     Thanks for your
time,
                                      x-OrochiWeapon2000
    

Re: [Sharing] Sprite Packs/sound packs ~ the websites

 October 28, 2005, 05:38:18 pm View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

    

Re: [Sharing] Sprite Packs/sound packs ~ the websites

 October 11, 2005, 10:36:39 pm View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

    

CvS2 "Get Hit" sounds

 October 09, 2005, 11:20:35 am View in topic context
 Posted by PotS  in CvS2 "Get Hit" sounds (Started by PotS October 09, 2005, 11:20:35 am
 Board: Code Library

i was bored so i checked some statistics on cvs2, particularly how often the chars play a get hit sound

this is what i got:

Hit by --- Chance of Get Hit sound

weak normal attack --- 30%
medium normal attack --- 30%
strong normal attack --- 50%

special move --- 100%
super move --- 100%


putting it in mugen it goes something like this:
Code:
[State -3, GetHitSnd]
type=playsnd
triggerall=alive&&time=1
triggerall=stateno=5000||stateno=5010||stateno=5020||stateno=5070||stateno=5080
trigger1=enemynear,hitdefattr=SCA,SA,HA
trigger2=gethitvar(animtype)>=2&&random<500
trigger3=gethitvar(animtype)<2&&random<300
value= Your Sound(s)
channel=0
ignorehitpause=1
persistent=0

won't work right against projectiles, because mugen can't trigger much about them. so projectiles will cause a get hit sound according to the animtype, not the hitdefattr
    

Re: [Sharing] Zweifuss's and Xenozip's old sites on new (temporary) host

 September 28, 2005, 04:47:12 pm View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

    

Re: [Sharing] Sprite Packs/sound packs ~ the websites

 September 27, 2005, 05:09:15 pm View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

    

Re: [Sharing] Sprite Packs/sound packs ~ the websites

 September 25, 2005, 10:10:41 am View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

can someone re-upload TDS' uncleaned rips?
apparently NWM is already down and i can't find the cd where i saved them

EDIT: luckily i saved them in this hard drive too :mugoi:
but it's still a good idea to re-upload them

*cleaning some soon*
    

Re: Sprite Packs/sound packs ~ the websites

 July 31, 2005, 12:46:52 am View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

    

Re: Sprite Packs/sound packs ~ the websites

 July 30, 2005, 11:14:23 pm View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

Who are you doing ? Because I'll keep going at it myself too ;D
cleaned vega (duh :tongue2:) but, for some reason, some of the fx colors were erased (twice i tried), bison (boxer) and was making the yuri palette

Quote
someone "officially" takes over NWM's hosting... Otherwise, just hosting it yourself should be faster, I suppose.
hosting it myself would mean putting it in nwm (mugenesis)
whoever wants to host it just say so, that was TDS' wish
    

Re: SF3 air recover

 July 30, 2005, 11:02:11 pm View in topic context
 Posted by PotS  in SF3 air recover (Started by PotS July 29, 2005, 11:27:11 pm
 Board: Code Library

i meant it as a defensive advantage, not an offensive disadvantage, so that's why it only affects the char itself

about putting the char in a custom state so often... something i wouldn't want

how about
Code:
[Statedef 5021]
type = A
movetype = H
velset = 0, 0

[State 5021, this is it]
type = HitFallSet
trigger1 = !time
value = ifelse(alive, 0, -1)

[State 5021, back to self]
type = SelfState
trigger1 = !time
value = 5020
?

so that the char still goes through his own 5020
    

SF3 air recover

 July 29, 2005, 11:27:11 pm View in topic context
 Posted by PotS  in SF3 air recover (Started by PotS July 29, 2005, 11:27:11 pm
 Board: Code Library

In the sf3 games, if you hit your opponent with an attack that knocks down, but then while he's falling hit him with one that does not knock down, he will recover from his fall.

e.g.: shoryu ken makes him fall -> light punch makes him recover

Thought about adding it for ryu, and here's what i came up with (after trying other much more complicated but less efficient stuff):

Code:
[State -3, autoairrecover]
type=hitfallset
trigger1=stateno=5050
value=!(gethitvar(type)!=3&&gethitvar(yveladd)<=0&&prevstateno!=5080&&pos y<=-20)

gethitvar(type)!=3 ->char wasn't tripped

gethitvar(yveladd)<=0 ->char wasn't hit downwards

prevstateno!=5080 -> char wasn't OTG

pos y<=-20 -> so that the char won't recover too close to the ground

The ! before all of that makes it so that if all these conditions are true, hitfall is set to 0

What it basically does is reset the hitfall attribute once it has served its purpose (after state 5035), so that next time the char gets hit he'll only fall if the attack knocks down.

EDIT: replaced with the new and improved version that i've been using since some time ago and been forgetting to post
    

Re: Sprite Packs/sound packs ~ the websites

 July 29, 2005, 11:00:05 pm View in topic context
 Posted by PotS  in Sprite Packs/sound packs ~ the websites (Started by JustNoPoint March 30, 2005, 08:34:52 pm
 Board: Resource Releases

My Unfinished sprite packs are here. Includes CVS2, SFA3 in DC res, and Len from Melty Blood Re Act.
http://www.justnopoint.com/Unfinished/
already cleaning some  :)

Quote
@POTS: If you still have my original CVS2 Ryu sprites I uploaded for you could you please upload them somewhere on the net for people? I forgot the file on my server was the sound only and deleted my copy. If you don't have it anymore it isn't a big deal.
yeah, i do  :), they're not clean though
i'll run pcxclean on the ryu sprites and leave the fx as they are for now (they share colors with the bg :\) and send them to someone

who should i hand them to?
    

Re: Attempting a Standard

 March 04, 2005, 10:39:23 am View in topic context
 Posted by PotS  in Attempting a Standard  (Started by Mercykiller March 15, 2004, 11:17:40 pm
 Board: Tips, Tricks, Tutorials

i sugest a standard anim to detect chars that are immune to throws
that way other chars won't attempt to throw them

also, some moves cause the opponent to go to a custom state, if he's immune to throws those moves will miss
having that anim as a condition for the "p2getp1state" should fix it
i remembered this because my gouki's misogi misses those guys :P

being the creators of abyss and the best apocalypse part of this community it should be no problem
    

Re: Demo mode detection

 March 02, 2005, 12:13:15 am View in topic context
 Posted by PotS  in Demo mode detection (Started by Black_Dahlia_Isis February 22, 2005, 03:10:46 pm
 Board: Code Library

    

Re: Demo mode detection

 February 25, 2005, 11:32:32 pm View in topic context
 Posted by PotS  in Demo mode detection (Started by Black_Dahlia_Isis February 22, 2005, 03:10:46 pm
 Board: Code Library

you're right
i wasn't aware that mugen fills the powerbar slowly during roundstate=1
so only with F4
    

Re: Demo mode detection

 February 23, 2005, 11:40:07 pm View in topic context
 Posted by PotS  in Demo mode detection (Started by Black_Dahlia_Isis February 22, 2005, 03:10:46 pm
 Board: Code Library

Can you give more details ?

In which mode ? with how many players ? CPUs ? in which round state/number ?
simul mode (with partner), any round
there are chars that start with a full power bar (especially sfa3 and dbz chars), so trigger1 = Power > 2990 will activate the a.i.

tested it already

add this to any char other than chun-li:
[State -2, power]
type=poweradd
trigger1=1
value=9999

then play in simul mode, choosing chun-li and that other char as your team
bam, a.i. activated  >:)

EDIT: or add that piece of code in chun-li and play in any mode :P

Quote
5900 (which is not "pre-intro" but "initialize") appears only at round 2 and 3 not at the first one AFAIK.
all the same
5900 occurs every round, usually to reset the variables

Quote
Anyway, I add the feature to Pocket_Chun-li so you'll be able to test it on your own and if bug there is, please kick me violently ! ;D
:smash:

and what k.f.m. said is also true