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Messages by Redben

    

Re: Coding for AI to implement two (or more) moves randomly and interchangeably.

 June 02, 2021, 09:30:23 AM View in topic context
avatar  Posted by Redben  in Coding for AI to implement two (or more) moves randomly and interchangeably. (Started by Redben June 01, 2021, 10:54:11 PM
 Board: M.U.G.E.N Development Help

So, either 1200 or 200 with each one being 50% chance, right?

value = ifelse(random<500, 200, 1200)


Thanks a lot. So if I want to add 1100 with the same chance as the other two it would be like this:

value = ifelse(random<500, 200, 1200,1100)

 or should it be smth like this:

 value = ifelse(random<333, 200, 1200,1100) ?
    

Coding for AI to implement two (or more) moves randomly and interchangeably.

 June 01, 2021, 10:54:11 PM View in topic context
avatar  Posted by Redben  in Coding for AI to implement two (or more) moves randomly and interchangeably. (Started by Redben June 01, 2021, 10:54:11 PM
 Board: M.U.G.E.N Development Help

If I want the AI to apply for example move number 1200 and move number 200 interchangeably, what should I put in the "value" in the changestate of the two moves?

I'm pretty much looking for smth like this:

value = 1300+(Random%2=1)*50  <--- this is for move 1300 and 1350. I need smth similar but for moves that are further apart from each other and for them to be used randomly and interchandeably.
    

What is wrong with this coding?

 May 04, 2021, 11:31:06 PM View in topic context
avatar  Posted by Redben  in What is wrong with this coding? (Started by Redben May 04, 2021, 11:31:06 PM
 Board: M.U.G.E.N Development Help

The game dies parsing the following trigger:

trigger2=const(size.z.width)!=8901*GameTime+ID||!Anim

Can anyone think of a problem with this? Thank you.
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 12:19:12 PM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

I have done what NotAGoodName suggested and it worked for power, life, attack and defense; for these superpause/explode codings cover all of them at the same time. Apart from that you can change anything else and it won't be a problem.
Thank you very much everyone.
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 10:12:29 AM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

Deleting the sprite doesn't do anything. The game is still stopped and slightly darkened but this time without the writing.

I tried to look for that writing in the animation section and use the number to find it in the cns and hope to figure out the source of it but to no avail; that writing does not exist in the animations.
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 09:53:38 AM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

Thank you guys for answering; all I edited was basic stuf such as def/attack values, guardflags...etc.
I will try deleting the sprite itself and see if it solves the problem.

I myself have never seen such a protection before and never knew they existed as well. It would've been fine if the character didn't have ridiculous defense and attack values.
    

Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 06:57:34 AM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

This is a peculiar problem. Any slight modification of any cns file of ZERO Rugal by "ALLIES" lead into this screen showing up whenever he is used:



The announcer still says "round 1 fight," and I am still capable of modifying the round by clicking on F2 and emptying P2 lifebar or clicking on "enter" to fill both lifebars and powerbars.. all while that same position with that same screenshot stays still and the game doesn't move forward.

PS: the warning more or less says "this char has been modified by bad intentions."
    

Re: Can someone read this Chinese screenshot plz? It's related to a MUGEN char

 May 02, 2021, 01:30:13 AM View in topic context
avatar  Posted by Redben  in Can someone read this Chinese screenshot plz? It's related to a MUGEN char (Started by Redben May 02, 2021, 01:18:54 AM
 Board: M.U.G.E.N Development Help

Your image links to a file on your local machine.  We cannot view that image.
You need to upload it somewhere online and link the image from there.

Done.
    

Can someone read this Chinese screenshot plz? It's related to a MUGEN char

 May 02, 2021, 01:18:54 AM View in topic context
avatar  Posted by Redben  in Can someone read this Chinese screenshot plz? It's related to a MUGEN char (Started by Redben May 02, 2021, 01:18:54 AM
 Board: M.U.G.E.N Development Help

    

Please delete this topic

 April 20, 2021, 03:19:18 PM View in topic context
avatar  Posted by Redben  in Please delete this topic (Started by Redben April 20, 2021, 03:19:18 PM
 Board: M.U.G.E.N Development Help

This topic has been solved and isn't useful to stay in this page for visitors and only takes space; please delete it.
    

Animation is ok in the fighter factory but looks weird in the game.

 April 09, 2021, 11:07:39 AM View in topic context
avatar  Posted by Redben  in Animation is ok in the fighter factory but looks weird in the game. (Started by Redben April 09, 2021, 11:07:39 AM
 Board: M.U.G.E.N Development Help

The effects and projectiles look fine in the fighter factory when I open this character; but for some reason within the game itself they always look akin to when I click on "shared palette" in the sprites' section and it messes them up; but that's how they look within the game even if I don't do it.
I have noticed that for all the projectiles and effects of the character the first image of each group of sprites is not 'a shared palette' wheras the rest of the images of the group are shared; and whenever I try changing that it just messes up the coloring again. Maybe that has something to do with the problem; but I don't know how to fixe it.
    

Re: Adding blue boxes to a char leads to error and game crashing.

 March 31, 2021, 09:07:19 AM View in topic context
avatar  Posted by Redben  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

Ok so... there is a lot of boxes here. Do you really need that many? I mean, this is ridiculous...


Also, in the second elem you have "Clsn2: 3", which should be 3 boxes, but you have 17 instead. Honestly, this whole animation is weird...

Problem solved. All I had to do was replace "Clsn2 : 3" with "Clsn2: 17" to make it fit that many boxes.

As for wether this many boxes is needed.. well, the character in that animation is very round, gotta cover these edges ;)
    

Re: Adding blue boxes to a char leads to error and game crashing.

 March 30, 2021, 03:05:09 PM View in topic context
avatar  Posted by Redben  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

No. There is an error in anim 221. View it in text and paste all of it here

Here's the coding of anim 221 in the air file:

[Begin Action 221]
Clsn2: 17
 Clsn2[0] = 126,-356,156,-290
 Clsn2[1] = 109,-292,144,-263
 Clsn2[2] = 103,-266,126,-238
  Clsn2[3] = -192, -372, 136, -251
  Clsn2[4] = -319, -253, 35, -48
  Clsn2[5] = -96, -416, 42, -338
  Clsn2[6] = -128, -396, 81, -338
  Clsn2[7] = -249, -340, -183, -224
  Clsn2[8] = -282, -300, -237, -209
  Clsn2[9] = -337, -208, -314, -44
  Clsn2[10] = -308, -55, -13, -1
  Clsn2[11] = -18, -159, 24, -29
  Clsn2[12] = -47, -128, 76, -91
  Clsn2[13] = -13, -86, 53, -69
  Clsn2[14] = -18, -190, 51, -103
  Clsn2[15] = 3, -175, 149, -144
  Clsn2[16] = -2, -148, 0, -144
0, 12, 0, 0, 40
Clsn2: 3
 Clsn2[0] = 132,-355,157,-298
 Clsn2[1] = 115,-307,146,-272
 Clsn2[2] = 103,-280,128,-246
  Clsn2[3] = -192, -372, 136, -251
  Clsn2[4] = -319, -253, 35, -48
  Clsn2[5] = -96, -416, 42, -338
  Clsn2[6] = -128, -396, 81, -338
  Clsn2[7] = -249, -340, -183, -224
  Clsn2[8] = -282, -300, -237, -209
  Clsn2[9] = -337, -208, -314, -44
  Clsn2[10] = -308, -55, -13, -1
  Clsn2[11] = -18, -159, 24, -29
  Clsn2[12] = -47, -128, 76, -91
  Clsn2[13] = -13, -86, 53, -69
  Clsn2[14] = -18, -190, 51, -103
  Clsn2[15] = 3, -175, 149, -144
  Clsn2[16] = -2, -148, 0, -144
0, 13, 0, 0, 40








And here's where anim 221 appears in the cns file:


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ƒJƒGƒ‹Œ`‘Ô
[Statedef 221]
type     = S
movetype = A
physics  = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 221
sprpriority = 3

[State Damage]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 11000

;[State 20, 1]
;type = VelAdd
;trigger1 = 1
;x = 1

;[State Armor]
;type = Turn
;trigger1 = P2bodydist X < 0
;trigger1 = vel x = 0

[State 0, 1]
type = turn
trigger1 = P2Dist X < -20

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)-1.0

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)+1.0

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 222
value = 222

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 223
value = 223

[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 221
value = 221

;[State -2, ]
;type = EnvShake
;trigger1 = animelem = 4
;trigger2 = animelem = 8
;time = 10
;ampl = -3

[State 240, 1]
type = PlaySnd
trigger1 = (time%40) = 0
triggerall = vel x != 0
value = 8, 6

[State 230, 3];Œ³‚É–ß‚é
type = ChangeState
triggerall = power >= 2000
trigger1 = command = "z"
value = 222
ctrl = 1

[State 230, 3];‹à‰Ý
type = ChangeState
trigger1 = command = "y"
value = 230
ctrl = 0

[State 230, 3];”O“®
type = ChangeState
trigger1 = command = "x"
value = 250
ctrl = 0

[State 230, 3];•ßH
type = ChangeState
trigger1 = command = "a"
value = 240
ctrl = 0

[State 230, 3];Žñ
type = ChangeState
trigger1 = command = "b"
value = 225
ctrl = 0

[State 230, 3];i‰»
type = ChangeState
triggerall = power >= 1000
trigger1 = command = "c"
value = 260
ctrl = 0

[State 230, 3]
type = ChangeState
trigger1 = win
value = 180

[State 230, 3]
type = ChangeState
trigger1 = lose
value = 170

;---------------------------------------------------------------------------
;ƒJƒGƒ‹“f‚«o‚µ@
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 2402
sprpriority = 0

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
;value = 10, 1
value = 20, 7

[State 221]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 30
hitflag = MAFDP
guardflag = MA
pausetime = 10,10
sparkno = 3
sparkxy = -10,-71
hitsound   = S9,0
;guardsound = S9,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
envshake.time = 15
envshake.ampl = -10

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[State 700, ƒGƒtƒFƒNƒg];
;type = Explod
;trigger1 = NumExplod(230) = 0
;trigger1 = time = 0
;anim = 2100
;;facing = -1
;postype = p1
;pos = 110,-80
;sprpriority = 2
;ownpal = 1
;removetime = 50
;ID = 230
;scale = 0.5,0.5

[State 230,5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2400
projhitanim = 2400
projremanim = 2401
projhits = 1
Projemisstime = 30
projID = 2101
projscale = 0.5,0.5
Projshadow = 100,10,100
offset = 50,-130
sparkno = 3
hitsound = 5, 4
guard.sparkno = s1
guardsound = s2, 1
guardflag = HA
;velocity = (p2dist X)/20, (p2dist Y)/20
velocity = 10,4
projremovetime = 60
attr = S, SP       
damage = 100,10         
animtype = Hard   
pausetime = 0,60
hitflag = MAF         
priority = 7, dodge 
palfx.time = 10
palfx.color = 64
palfx.invertall = 0
palfx.add = -50,50,50
;palfx.mul = 0,0,0
palfx.sinadd = 150,50,-50,10
invertall = 1
fall = 1

;---------------------------------------------------------------------------
;Žñ@
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 0

[State Damage]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 11000

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 0+random%2

[State 20, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2Dist X < 160
trigger1 = Anim != 225
value = 225

[State 20, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2Dist X >= 160
trigger1 = Anim != 226
value = 226

[State 221]
type = HitDef
trigger1 = (Time%10) = 0
attr = S, SA
animtype  = Hard
damage    = 15
hitflag = MAFDP
guardflag = MA
pausetime = 10,10
sparkno = 3
sparkxy = -10,-71
hitsound   = S0,0
guardsound = S0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
envshake.time = 15
envshake.ampl = -10

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 221
ctrl = 1
    

Adding blue boxes to a char leads to error and game crashing.

 March 26, 2021, 10:19:12 PM View in topic context
avatar  Posted by Redben  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

Whenever I add blue boxes to No Face by "googoo64" I get "Library error message: Error in clsn2 in [Begin Action 221] elem 1" and the game crashes. Does this have to do with him not having getting hit animations? If so then I guess I should add hyper armor to him right? But I remember once I tried to add a "second" blue box to a hyper armored Dracula and I got the same problem.
    

Re: How to make a char capable of guard when they are in fly mode (not jump)?

 March 24, 2021, 12:25:50 PM View in topic context
avatar  Posted by Redben  in How to make a char capable of guard when they are in fly mode (not jump)? (Started by Redben March 24, 2021, 12:12:00 PM
 Board: M.U.G.E.N Development Help

    

How to make a char capable of guard when they are in fly mode (not jump)?

 March 24, 2021, 12:12:00 PM View in topic context
avatar  Posted by Redben  in How to make a char capable of guard when they are in fly mode (not jump)? (Started by Redben March 24, 2021, 12:12:00 PM
 Board: M.U.G.E.N Development Help

So, there are some chars who can fly: Thor, Big Mom etc. But -- unlike Parace L'sia -- they cannot guard against attacks when they are in flight mode. So I'm wondering about how to give them guard mode when they are flying just as they have it when they are standing, crouching and jumping: thanks in advance.
    

Is it possible to make a char immune to guard break/crush? If so, how?

 March 14, 2021, 06:26:11 PM View in topic context
avatar  Posted by Redben  in Is it possible to make a char immune to guard break/crush? If so, how? (Started by Redben March 14, 2021, 06:26:11 PM
 Board: M.U.G.E.N Development Help

How to make a char not susceptible to guard break/crush?
    

Re: How to prevent an AI from applying a move?

 March 14, 2021, 06:24:23 PM View in topic context
avatar  Posted by Redben  in How to prevent an AI from applying a move? (Started by Redben March 05, 2021, 04:37:56 PM
 Board: M.U.G.E.N Development Help

If you're using MUGEN 1.0 or above, you can go in the CMD, find the move, and add this:

triggerall = !AIlevel

You will still be able to perform the move, but the AI won't.

Thanks for the answer, but are you sure that's the exact coding? Because I've tried it on the character in both mugen1.1 beta and mugen 1.0 and the game crashed before the match.

you need to declare the character version before you can use 1.0 or 1.1 code
in you char def file
mugenversion = 1.0 or 1.1
if you saw a date it's winmugen. you can't use 1.0 or 1.1 code


So basically if the mugen version is older one needs to change it to 1.0 or 1.1 in the DEF file before adding the code.

I'm a bit late, but I would also add that sometimes adding the coding in the cmd won't be enough, so adding it to the Hitdef (s) of the move in the cns file as well can finish the job (just below the type).
And sometimes many codings of the same move can be spread over different parts of the cns, which means you will have to make sure to check all of them and look for the number of the move and add the coding.

But if there is a seperate AI cns file, one has to add the coding below the move there. Usually in this case that all one needs; so instead of adding it in the cmd or other cns files just go straight to the AI file.
    

Re: How to prevent an AI from applying a move?

 March 05, 2021, 08:39:15 PM View in topic context
avatar  Posted by Redben  in How to prevent an AI from applying a move? (Started by Redben March 05, 2021, 04:37:56 PM
 Board: M.U.G.E.N Development Help

If you're using MUGEN 1.0 or above, you can go in the CMD, find the move, and add this:

triggerall = !AIlevel

You will still be able to perform the move, but the AI won't.

Thanks for the answer, but are you sure that's the exact coding? Because I've tried it on the character in both mugen1.1 beta and mugen 1.0 and the game crashed before the match.
    

How to prevent an AI from applying a move?

 March 05, 2021, 04:37:56 PM View in topic context
avatar  Posted by Redben  in How to prevent an AI from applying a move? (Started by Redben March 05, 2021, 04:37:56 PM
 Board: M.U.G.E.N Development Help

Hello, one can outright delete the coding of a move, or give it meter requirement that exceeds the limit of power the character has.. but these solutions sometimes can produce problems with the gameplay of the AI during the match.. not always, but sometimes. So I wonder if there was another option, thanks.