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DNZRX768

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Messages by DNZRX768

    

Re: Does this thing exist?/who is the author?/etc. thread.

 February 07, 2024, 02:59:56 pm View in topic context
 Posted by DNZRX768  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Any details on this stage and if it is released into the public already?

    

Re: A guy is making a functional Mugen clone in Unity

 September 21, 2023, 01:54:51 pm View in topic context
 Posted by DNZRX768  in A guy is making a functional Mugen clone in Unity (Started by Foobs December 29, 2022, 07:48:55 pm
 Board: M.U.G.E.N Discussion

Unity getting messed up by the backlash it was getting over trying to squeeze more money out of a rock out of greed.

The situation is a bit complicated to explain in words, but, to my understanding, the TLDR is that Unity is going to add an additional "fee", against the developers who uses the engine, proportional to the number of downloads/installs of the finished game (as much as 20 cents per install, which can be crippling).

Asmongold TV has a breakdown of this drama:

https://www.youtube.com/watch?v=EwcrSiQ1JDE
    

Re: arina (from waku waku 7) by NHK edited by dampir

 June 03, 2023, 02:57:27 pm View in topic context
 Posted by DNZRX768  in arina (from waku waku 7) by NHK edited by dampir (Started by dampir May 31, 2023, 04:15:20 am
 Board: Edits & Add-ons

Quick question,

I actually have a copy of Arina from the original author on file in my MUGEN. Other than sprites, what else has changed from the original character?
    

Re: What happened to T_N?

 May 29, 2023, 04:08:08 pm View in topic context
 Posted by DNZRX768  in What happened to T_N? (Started by Colonel Sanders May 29, 2023, 12:57:54 am
 Board: M.U.G.E.N Discussion

Probably the best answer. MUGEN has been around for over 20 years by now. Many of us who started while we are in our teens or twenties are not young anymore. We are getting closer to middle-aged and many of us have serious obligations like families to raise, careers to pursue, houses to take care of, and so on.

We will create and contribute when we can, but do not expect a steady output like before.
    

Re: Pikachu's helpers abruptly disappearing when stage is at max. zoom.

 May 21, 2023, 03:46:29 pm View in topic context

The solution worked. Thanks.
    

Re: New Pikachu's update IKEMEN 1.1 release (5/21/2023)

 May 21, 2023, 03:40:54 pm View in topic context
 Posted by DNZRX768  in New Pikachu's update IKEMEN 1.0 release (5/20/2023) (Started by DNZRX768 May 21, 2023, 01:40:00 am
 Board: IKEMEN Releases

Good Morning. Today, I have a small update to make on New Pikachu to rectify a problem I have discovered just yesterday. Therefore, New Pikachu getting updated to IKEMEN 1.1.

Changed from IKEMEN 1.0 to IKEMEN 1.1:

-Fixed an issue where Pikachus' Air Mail's helpers are disappearing prematurely when New Pikachu and the opponent are on the furthest possible opposite sides of a stage that has zooming enabled.

Many thanks to you all here in helping me out in solving the problem.

https://1drv.ms/u/s!ArqzVsYqx-eHjUIqopCLFEzwlo2n?e=x5LoqA
    

Pikachu's helpers abruptly disappearing when stage is at max. zoom.

 May 21, 2023, 01:58:01 am View in topic context

Per the readme from my latest version of New Pikachu that was released today:

There seems to be an issue that the helpers from Pikachus' Air Mail are disappearing prematurely when New Pikachu and the opponent are on the furthest possible opposite sides of a stage with zooming enabled. The helpers are supposed to disappear after moving off screen. Instead, they are disappearing while onscreen, making it all very unsightly.

See the video here:

https://files.catbox.moe/vh0t5i.mp4

This problem escaped my notice for so long due to myself not having MUGEN 1.1, nor any stages that has zoom enabled, for the longest time. This video is tested within the Ikemen_GO-v0.99.0-rc.1-windows program.

Here is the relevant coding:

Code:
;---------------------------------------------------------------------------
;=| Coding for New Pikachu's Air Mail Move by DNZRX |=======================
;---------------------------------------------------------------------------

;Start of the move itself
[Statedef 3030]
type=S
movetype=A
physics=S
poweradd=-1000 ;The Super Move costs 1000 energy
ctrl=0
velset=0
anim=1030
juggle = 15

[State 1040 , SuperPause]
type=SuperPause
trigger1=Time = 1
sound = 20, 0
pos=-8, -31
;Pause the game for a few moments to signal the start of the super move, complete with sounds and charging graphics effects.

[State 1040 , PlaySnd]
type=PlaySnd
trigger1=Time = 6
channel = 0
value = 0, 2
;"Pikachu!"

;--Create Pikachu mail helpers!--

[State 1040, Pikachu mail 1]
type = Helper
trigger1 = Time = 50 || Time = 56 || Time = 70 || Time = 86
ID = 1041
name = "mail pika 1"
StateNo = 9000
postype = back
pos = -45, 0
ownpal = 1
;4 Helpers with flight height of 0 pixels above ground

[State 1040, Pikachu mail 2]
type = Helper
trigger1 = Time = 50 || Time = 58 || Time = 73 || Time = 110
ID = 1042
name = "mail pika 2"
StateNo = 9001
postype = back
pos = -45, -10
ownpal = 1
;4 Helpers with flight height of 10 pixels above ground

[State 1040, Pikachu mail 3]
type = Helper
trigger1 = Time = 40 || Time = 50 || Time = 60 || Time = 70 || Time = 120
ID = 1043
name = "mail pika 3"
StateNo = 9002
postype = back
pos = -45, -20
ownpal = 1
;5 Helpers with flight height of 20 pixels above ground

[State 1040, Pikachu mail 4]
type = Helper
trigger1 = Time = 55 || Time = 65 || Time = 80 || Time = 95 || Time = 105
ID = 1044
name = "mail pika 4"
StateNo = 9003
postype = back
pos = -45, -30
ownpal = 1
;5 Helpers with flight height of 30 pixels above ground

[State 1040, Pikachu mail 5]
type = Helper
trigger1 = Time = 80 || Time = 100 || Time = 130
ID = 1045
name = "mail pika 5"
StateNo = 9004
postype = back
pos = -45, -40
ownpal = 1
;3 Helpers with flight height of 40 pixels above ground

[State 1040 , 10]
type=ChangeState
trigger1 = Time > 135
value=0
ctrl=1
;End the move.

;===Coding for the Pikachu mail helpers themselves!===

;pikachu helpers, 0 pixels above ground!
[Statedef 9000]
type = A
movetype = A
physics = n
anim = (1040+(random%10))
sprpriority = 3
velset = ((random%10)+4), 0
;The Helper will have a randomly-selected animation whose number is between 1040 and 1049. The x-axis velocity is set to anywhere between 4 and 13 units per tick.

;With regards to which animation number corresponds to which animation, refer to the following list:
;1040: Pikachu with Winged-Envelope Mail
;1041: Pikachu in a light-blue Mail Truck
;1042: Flying Pikachu with Wings
;1043: A Pikachu-Faced Cube, flying on Star Balloons
;1044: Pikachu in a purplish-blue-celestial-themed Hot Air Balloon
;1045: Pikachu in a midnight-blue-and-gold-striped jeep
;1046: Pikachu rolling and moving a Pokeball
;1047: Flying Pikachu with Ballons
;1048: Pikachu in a gradient-blue-and-thuderbolt jeep
;1049: A Golden-Shiny-and-Fancy Pikachu Car
;This list will need to be updated if the sprites gets modified

[State 9000, 2]
type = NotHitBy
trigger1 = 1
value = ,AT
;Helpers are not hit by any throws at all

[State 9000, 3]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP, AT
stateno = anim+10
time = -1
;If the helpers are hit and intercepted by anything else other than throws (attacks, projectiles, etc), the helpers will get sent flying off screen and be neutralized.
;The stateno part will send the helper to the appropiate state based on animation.

[State 9000, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 10, 2
sparkno = 3
sparkxy = -5, -34
hitsound = 5, 3
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 15
getpower = 0

[State 9000, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = Facing = 1
trigger1 = ScreenPos X >= 410
trigger2 = Facing = -1
trigger2 = ScreenPos X <= -90
;The Helper will go away and disappear after going offscreen for a bit.

;pikachu helpers, 10 pixels above ground!
[Statedef 9001]
type = A
movetype = A
physics = n
anim = (1040+(random%10))
sprpriority = 3
velset = ((random%10)+4), 0

;Most of the coding here is similar to State 9000's coding. Refer to State 9000's coding for notes, information, and comments.

[State 9001, 2]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 9001, 3]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP, AT
stateno = anim+10
time = -1

[State 9001, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 10, 2
sparkno = 3
sparkxy = -5, -34
hitsound = 5, 3
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 15
getpower = 0

[State 9001, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = Facing = 1
trigger1 = ScreenPos X >= 410
trigger2 = Facing = -1
trigger2 = ScreenPos X <= -90
;The Helper will go away and disappear after going offscreen for a bit.

;pikachu helpers, 20 pixels above ground!
[Statedef 9002]
type = A
movetype = A
physics = n
anim = 1040
sprpriority = 3
velset = 7, 0
;Unlike States 9000 and 9001, the Helper will have a specific animation: 1040: Pikachu with Winged-Envelope Mail.
;The x-axis velocity is set to 7 units per tick without variation.

[State 9002, VelSet]
type = VelSet
trigger1 = (Time%15) = 0
y = 3*sin(Time)
;The y-axis velocity is set to that sine equation's solution. This will make the helper move up and down like a sine wave.

[State 9002, 2]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 9002, 3]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP, AT
stateno = anim+10
time = -1
;The state that this helper will go to will always be 1050.

[State 9002, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 10, 2
sparkno = 3
sparkxy = -5, -34
hitsound = 5, 3
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 15
getpower = 0

[State 9002, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = Facing = 1
trigger1 = ScreenPos X >= 410
trigger2 = Facing = -1
trigger2 = ScreenPos X <= -90
;The Helper will go away and disappear after going offscreen for a bit.

;pikachu helpers, 30 pixels above ground!
[Statedef 9003]
type = A
movetype = A
physics = n
anim = 1040
sprpriority = 3
velset = 10, 0
;the Helper will have a specific animation: 1040: Pikachu with Winged-Envelope Mail.
;The x-axis velocity is set to 10 units per tick without variation.

[State 9003, 2]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 9003, 3]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP, AT
stateno = anim+10
time = -1
;The state that this helper will go to will always be 1050.

[State 9003, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 9, 9
sparkno = 3
sparkxy = -5, -34
hitsound = 5, 3
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 15
getpower = 0

[State 9003, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = Facing = 1
trigger1 = ScreenPos X >= 410
trigger2 = Facing = -1
trigger2 = ScreenPos X <= -90
;The Helper will go away and disappear after going offscreen for a bit.

;pikachu helpers, 40 pixels above ground!
[Statedef 9004]
type = A
movetype = A
physics = n
anim = 1040
sprpriority = 3
velset = 12, 0
;the Helper will have a specific animation: 1040: Pikachu with Winged-Envelope Mail.
;The x-axis velocity is set to 12 units per tick without variation.

[State 9004, 2]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 9004, 3]
type = HitOverride
trigger1 = Time >= 0
attr = SCA, NA, SA, HA, NP, SP, HP, AT
stateno = anim+10
time = -1
;The state that this helper will go to will always be 1050.

[State 9004, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 10, 2
sparkno = 3
sparkxy = -5, -34
hitsound = 5, 3
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 15
getpower = 0

[State 9004, 9]
type = DestroySelf
triggerall = ishelper;
trigger1 = Facing = 1
trigger1 = ScreenPos X >= 410
trigger2 = Facing = -1
trigger2 = ScreenPos X <= -90
;The Helper will go away and disappear after going offscreen for a bit.

Can anyone figure out the problem?

    

New Pikachu's update IKEMEN 1.0 release (5/20/2023)

 May 21, 2023, 01:40:00 am View in topic context
 Posted by DNZRX768  in New Pikachu's update IKEMEN 1.0 release (5/20/2023) (Started by DNZRX768 May 21, 2023, 01:40:00 am
 Board: IKEMEN Releases

Good Evening. Today, I have a release to make: New Pikachu's IKEMEN 1.0 update will be released now.



The update is nothing extraordinary. It is mostly getting the coding cleaned up and improved as additional prep-work for more ambitious changes later on in the future. However, that movelist that can be accessed in-game is quite something...

A list of what has been updated, coming from the Readme:

-Added a move list that is accessible in-game
-Coding cleaned up and commented all of the .cns and .cmd files for better reading and learning.
-Re-coded and improved a speed boost feature that was supposed to happen during Pikachu's Lighting Shield, but was implemented incorrectly before now.
-Misc. fixes to coding.

Technically, New Pikachu is still playable in MUGEN 1.0, but no guarantees if that is still true later on...

DOWNLOAD HERE:

File version: IKEMEN 1.1

https://1drv.ms/u/s!ArqzVsYqx-eHjUIqopCLFEzwlo2n?e=x5LoqA
    

Re: How to make Pikachu actually go faster?

 May 20, 2023, 03:18:55 pm View in topic context
 Posted by DNZRX768  in How to make Pikachu actually go faster? (Started by DNZRX768 May 16, 2023, 02:17:46 pm
 Board: M.U.G.E.N Development Help

Just an FYI:

I've managed to get this whole problem solved and will include the fixes in the next update to be released very soon

 I do sincerely think that there was something funky with regards to how the old veladd coding interreacted with the friction coding that MUGEN/IKEMEN uses, seeing on how the problem does not effect any of the states whose type/physics are not set to standing nor crouching.

So, I've bypassed the problem entirely by taking Odb718's suggestion, extrapolate it as necessary, wrote out the needed coding, and ran through it all with testing. The problem is solved and it turns out Odb718's coding suggestions at the end of his previous post proved to be the key to solving this puzzle. So, I do thank him for all of his help, and the help from all of you all.
    

Re: How to make Pikachu actually go faster?

 May 19, 2023, 02:17:04 pm View in topic context
 Posted by DNZRX768  in How to make Pikachu actually go faster? (Started by DNZRX768 May 16, 2023, 02:17:46 pm
 Board: M.U.G.E.N Development Help

Code:
[Velocity]
walk.fwd  = 6.3
walk.back = -6.2
run.fwd  = 9.6, 0
run.back = -7.5,-3.8
jump.neu = 0,-10.5
jump.back = -5
jump.fwd = 5
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55,-8.1
airjump.fwd = 2.5,-8.1
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5      ;Extra y-velocity for holding down during air recovery **MUGEN 1.0**

[Movement]
airjump.num = 1
airjump.height = 35
yaccel = .55
stand.friction = .5
crouch.friction = .5

stand.friction.threshold = 2          ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0**
crouch.friction.threshold = .05       ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0**
air.gethit.groundlevel = 25           ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 15      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0,0            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05         ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0**

Saw the variables, although I am not sure if changing the numbers here fulfill the intent of the code in the original post.

The intent of the code is to Have Pikachu go faster while the lighting shields are activated (var(1) > 0), not all of the time. Messing with the numbers here probably does not fulfill the intent of the code.
    

Re: How to make Pikachu actually go faster?

 May 18, 2023, 01:56:13 pm View in topic context
 Posted by DNZRX768  in How to make Pikachu actually go faster? (Started by DNZRX768 May 16, 2023, 02:17:46 pm
 Board: M.U.G.E.N Development Help

Code:
;---------------------------------------------------------------------------
;=| Basic Information |=======================================================
;---------------------------------------------------------------------------
;OverRide of Statedef 100
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

;[State 100, 1]
;type = ChangeAnim
;trigger1 = Time = 0
;value = 100

[State 100, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
PalContrast = 220, 220, 120
PalAdd = 100, 100, -64
PalMul = .75, .75, .45

[State 100, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2

[State 100, 3]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
;Override of Statedef 105
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

;[State 105, 1]
;type = CtrlSet
;trigger1 = Time = 0
;value = 0

[State 105, 2]
type = AfterImage
trigger1 = Time = 1
time = 2
PalContrast = 220, 220, 120
PalAdd = 100, 100, -64
PalMul = .75, .75, .45

[State 105, 2]
type = AfterImageTime
trigger1 = Time = [2,10000]
time = 2

[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0

This is what is in New Pikachu's main .cns file

Code:
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type    = S
physics = S
sprpriority = 0

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

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

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S
ctrl = 0
anim = 47

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

This is what is in the common1.cns

Not exactly sure what you are looking for.

    

Re: How to make Pikachu actually go faster?

 May 17, 2023, 01:32:32 pm View in topic context
 Posted by DNZRX768  in How to make Pikachu actually go faster? (Started by DNZRX768 May 16, 2023, 02:17:46 pm
 Board: M.U.G.E.N Development Help

Depends on how the char is coded.

Here is the rest of the -2 state code for context:

Code:
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;Changed Win = 0 to Lose
;Note: Realized that was so friggen' stoopidz x)

[Statedef -2]

;Used as a counter
[State -2, 1]
type = varadd
trigger1 = var(1) > 0
v = 1
value = 1

;Activated the shield explode effect every 8 ticks
[State -2, 2]
type = varadd
trigger1 = var(1) = 8
v = 2
value = 1

;read above
[State -2, 4]
type = varset
trigger1 = var(1) > 8
v = 2
value = 0

;Counter 'til shield expires
[State -2, 4]
type = varadd
trigger1 = var(1) > 8
v = 3
value = 1

;resets var(1)
[State -2, 3]
type = varset
trigger1 = var(1) > 8
v = 1
value = 1

;---------------
[State -2, 5]
type = null;explod
trigger1 = var(2) = 1
anim = 6900
pos = 0,-70
postype = p1
sprpriority = -1
bindtime = 13
ignorehitpause = 1
ownpal = 1
;---------------

[State -2, 4]
type = palfx
trigger1 = var(1) = 1
add = 100,100,100
blink = 1
time = 3

[State -2, 4]
type = veladd
triggerall = var(1) > 0
triggerall = vel X > 0
trigger1 = stateno = 20 ; walk
trigger2 = stateno = 50 ; jump
trigger2 = time = 1
trigger3 = stateno = 100 ; run
x = 1

[State -2, 4]
type = veladd
triggerall = var(1) > 0
triggerall = vel X < 0
trigger1 = stateno = 20 ;walk
trigger2 = stateno = 50 ; jump
trigger2 = time = 1
trigger3 = stateno = 105 ; run
trigger3 = time = 1
x = -1

[State -2, 4]
type = PowerSet
trigger1 = var(1) > 0
trigger1 = Power > 0
value = 0

[State -2, 4]
type = varset
trigger1 = var(3) > 80
trigger1 = Win = 0
v = 1
value = 0

[State -2, 4]
type = varset
trigger1 = var(3) > 80
trigger1 = Win = 0
v = 2
value = 0

[State -2, 4]
type = veladd
trigger1 = var(3) > 80
trigger1 = stateno != 5050
trigger1 = Win = 0
x = -3
y = -3

[State -2, 4]
type = ChangeState
trigger1 = var(3) > 80
trigger1 = stateno != 5050
trigger1 = stateno != 905
trigger1 = Win = 0
value = 5050

[State -2, 4]
type = varset
trigger1 = var(3) > 80
trigger1 = Win = 0
v = 3
value = 1

[State -2, 4]
type = ChangeState
triggerall = var(3) = 1
triggerall = var(1) = 0
triggerall = ctrl = 1
trigger1 = statetype = S
trigger2 = statetype = C
value = 7000
    

Re: What is preventing a piece of code from repeating itself extremely rapidly?

 May 16, 2023, 08:39:08 pm View in topic context

The first one is because it has "persistent = 20" in the middle of the block (which is bad practice).

What should be the recommended good practice then?
    

How to make Pikachu actually go faster?

 May 16, 2023, 02:17:46 pm View in topic context
 Posted by DNZRX768  in How to make Pikachu actually go faster? (Started by DNZRX768 May 16, 2023, 02:17:46 pm
 Board: M.U.G.E.N Development Help

Looking through New Pikachu's coding. Ran into this piece here:

Code:
[State -2, 4]
type = veladd
triggerall = var(1) > 0
triggerall = vel X > 0
trigger1 = stateno = 20 ; walk
trigger2 = stateno = 50 ; jump
trigger2 = time = 1
trigger3 = stateno = 100 ; run
x = 1

[State -2, 4]
type = veladd
triggerall = var(1) > 0
triggerall = vel X < 0
trigger1 = stateno = 20 ;walk
trigger2 = stateno = 50 ; jump
trigger2 = time = 1
trigger3 = stateno = 105 ; run
trigger3 = time = 1
x = -1

This piece of coding is set to activate when Pikachu is using the Lighting Shield attack. I assume the code is supposed to make Pikachu move faster, but while the code works for jumping forward and backward, and well as the jumping backward motion that happens if you tap the back arrow key twice, the walking and running speeds are the same. So, what I should be doing to actually make Pikachu go faster in all forms of movement?
    

What is preventing a piece of code from repeating itself extremely rapidly?

 May 16, 2023, 02:03:55 pm View in topic context

I was in the middle of looking over and reviewing New Pikachu's coding when I ran into this:

Code:
[State 6900, 4]
type = HitDef
trigger1 = Time >=0
attr = S, NA
animtype  = Medium
damage    = 20,0
guardflag = MA
pausetime = 0,0
sparkxy = -10,0
hitsound   = S2401,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5,0
air.velocity = -2.2,-3.2
persistent = 20
palfx.time = 45
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4

It's the Hitdef for the Pikachu's Lighting Shield helper. I was curious: what is exactly preventing the shield from inflicting damage every millisecond? The shield inflicts damage every 3/4 second or so, based on my estimate, which is a far-cry from a damage-every-millisecond that I would expect from the trigger that was used for the coding, so there is something hidden in the background that slows down the damage pulses.

Code:
[Statedef -2]

;Used as a counter
[State -2, 1]
type = varadd
trigger1 = var(1) > 0
v = 1
value = 1

;Activated the shield explode effect every 8 ticks
[State -2, 2]
type = varadd
trigger1 = var(1) = 8
v = 2
value = 1

;read above
[State -2, 4]
type = varset
trigger1 = var(1) > 8
v = 2
value = 0

;Counter 'til shield expires
[State -2, 4]
type = varadd
trigger1 = var(1) > 8
v = 3
value = 1

;resets var(1)
[State -2, 3]
type = varset
trigger1 = var(1) > 8
v = 1
value = 1

My similar confusion on how and why the coding is not getting finished at a lighting pace also applies to this piece of coding the whole Pikachu's Lighting Shield setup seems to rely on. I am curious on what is preventing variable 3 to shoot up to 1000 or so in a blink of an eye. The whole thing is a counter, sure, but there is nothing in the coding that seems to prevent the program from running the cycles so many times in a blink of an eye...

    

Re: Minimum Computer specs to run Ikemen effectively without lag?

 May 04, 2023, 01:54:33 am View in topic context
 Posted by DNZRX768  in Minimum Computer specs to run Ikemen effectively without lag? (Started by DNZRX768 May 03, 2023, 03:04:13 pm
 Board: Ikemen General Discussion and Help

So, doing more testing and fighting within Ikemen. I coped over my main Ikemen setup (along with over 130 characters and over 50 stages) from my main computer into my 6+ years old laptop to see how well it works.

It works... but it has quite a bit of lag. Makes me worry that the program or my computer will crash at times.

This makes me ask what are the minimum and recommended computer specifications needed to run Ikemen in any form.

Also, will adding in a ton of characters and stages to the setup generate a lot of lag (asking since I do NEED all of the characters on my laptop, so cutting back the select file is a option)

Also, what are some other ways to boost performance of Ikemen on older systems?

Ikemen or Ikemen go?

Ikemen Go
    

What is ratio mode exactly?

 May 03, 2023, 03:14:31 pm View in topic context
 Posted by DNZRX768  in What is ratio mode exactly? (Started by DNZRX768 May 03, 2023, 03:14:31 pm
 Board: Ikemen General Discussion and Help

So, still doing more testing and fighting within Ikemen. I've ran across "Ratio" mode and read up on it.

So, from what I understand, if I choose three characters and have the ratio set to 2,1,1. Then according to this:

Code:
Ratio 1: Health: -20% Damage: -18%
Ratio 2: Health: +0% Damage: +0%
Ratio 3: Health: +17% Damage: +17%
Ratio 4: Health: +40% Damage: +30%

The first character will be unaffected while the other two gets a health and damage output penalty. Then it all plays just like the standard MUGEN turns mode afterward. Am I correct?

Also, if that is the case, then what makes it different from the MUGEN turns mode, since the core mechanic of fighting one member of the opposing team at a time is the same?

Lastly, if I play with Ratio mode in arcade, how are the health and damage bonuses/penalties are determined for the opposing team?
    

Minimum Computer specs to run Ikemen effectively without lag?

 May 03, 2023, 03:04:13 pm View in topic context
 Posted by DNZRX768  in Minimum Computer specs to run Ikemen effectively without lag? (Started by DNZRX768 May 03, 2023, 03:04:13 pm
 Board: Ikemen General Discussion and Help

So, doing more testing and fighting within Ikemen. I coped over my main Ikemen setup (along with over 130 characters and over 50 stages) from my main computer into my 6+ years old laptop to see how well it works.

It works... but it has quite a bit of lag. Makes me worry that the program or my computer will crash at times.

This makes me ask what are the minimum and recommended computer specifications needed to run Ikemen in any form.

Also, will adding in a ton of characters and stages to the setup generate a lot of lag (asking since I do NEED all of the characters on my laptop, so cutting back the select file is a option)

Also, what are some other ways to boost performance of Ikemen on older systems?
    

Re: How to best solve this problem with HitDefAttr?

 April 30, 2023, 09:48:54 pm View in topic context
 Posted by DNZRX768  in How to best solve this problem with HitDefAttr? (Started by DNZRX768 April 26, 2023, 03:19:05 pm
 Board: Ikemen General Discussion and Help

In case if you're wondering, I've solved the problem by removing all offending pieces of code.

Was it ideal? Not really, but without knowing what is the creator's intent for the pieces of code, this is probably the only way forward to deal with the problem.

I guess it is another reason why to input a ton of comments into the code itself, just in case something needs to be fixed.
    

Re: How to best solve this problem with HitDefAttr?

 April 26, 2023, 05:03:35 pm View in topic context
 Posted by DNZRX768  in How to best solve this problem with HitDefAttr? (Started by DNZRX768 April 26, 2023, 03:19:05 pm
 Board: Ikemen General Discussion and Help

More testing is needed on my end and I am not at my computer. However, from the brief testing I did, I cannot cancel my attacks into a dodge.

I wonder if the coding is in to make sure the AI does not go crazy and cancel attacks into dodges...