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Messages by DosKillerFighterTrue

    

Re: Is there a char that uses a replay system like Street Fighter EX

 October 26, 2024, 11:32:00 am View in topic context
avatar  Posted by DosKillerFighterTrue  in Is there a char that uses a replay system like Street Fighter EX (Started by DosKillerFighterTrue October 25, 2024, 06:26:47 pm
 Board: Requests

oh ok...
    

Is there a char that uses a replay system like Street Fighter EX

 October 25, 2024, 06:26:47 pm View in topic context
avatar  Posted by DosKillerFighterTrue  in Is there a char that uses a replay system like Street Fighter EX (Started by DosKillerFighterTrue October 25, 2024, 06:26:47 pm
 Board: Requests

Hello, I was inspired to make this post:https://mugenguild.com/forum/topics/how-make-replay-system-street-fighter-ex2-my-char-199493.0.html

Apologize accidentally deleted this post.


I'm curious if there's a char that uses a replay similar to street fighter ex. I also wanted a replay but unfortunately he's busy and promised to get back to that topic. And he still hasn't answered. So I came to look for a char that uses a replay similar to street fighter ex that activates when the fight ends or during a special movement. I just want to know if there's a char that uses the replay to add to my street fighter ex chars. Garuda, Shadow Geist, Skullomania and Hokuto as updated, and fight against the corrosover. and learn how to use it, I know it can be complex. But sometimes there are people who can achieve the impossible. Nowadays there is a chance that there are people who are fans of Mugen who can create such complex games. It is also the reason I publish this post here. If you know a char that uses the replay like sfex I would appreciate it.

Thanks in advance!

(I apologize for my English, I use Google Translator)
    

Stage_tool error child killed: unknown signal!

 August 14, 2024, 11:15:38 pm View in topic context
avatar  Posted by DosKillerFighterTrue  in Stage_tool error child killed: unknown signal! (Started by DosKillerFighterTrue August 14, 2024, 11:15:38 pm
 Board: M.U.G.E.N Configuration Help

I'm desperate. I used to be able to create more scenarios for MUGEN, but now I'm getting the following error:

https://photos.app.goo.gl/Go29FexUM58o8bGVA

I've been looking for a solution to this problem, but I haven't found anything. I tried uninstalling Java and then reinstalling it but it doesn't work. I also deleted the Stage_tool folder but that didn't work either.
I'd like to know if anyone else has experienced this same error as me and if they have any any solution. I don't understand why I get this error if I haven't touched anything in the settings or moved anything in Stage_Tool. Please, any help would be greatly appreciated. Thanks in advance!

     Posted: August 14, 2024, 11:58:58 pm
Please excuse me, it turns out I made a mistake with Java, I forgot that I had two Java installed, and I didn't see Java 17, as soon as I saw it I uninstalled it and reinstalled it. Please excuse my mistake, but it is unknown why Java 17 or another file installed with my hard drive, which has been corrupted, is not working properly.
    

Re: win using p2dist and P2BodyDist only if close or far from the opponent like mk9

 June 24, 2024, 02:22:15 pm View in topic context

Thanks, I didn't know that the solution was to put enemynear, p2BodyDist X <= 3.
    

win using p2dist and P2BodyDist only if close or far from the opponent like mk9

 June 24, 2024, 01:20:30 pm View in topic context

Originally I was going to say "trying to make them change win states when it is near or far like in mk9 using p2dist or P2BodyDist, but it doesn't work" but there is a limit to the number of words I can say.

Hello, I was trying to change win states when it is near or far like in mk9 using p2dist and P2BodyDist, but neither of them works. The win status only appears when it is nearby. I can't make it work when it's close or far away.

Code:
; WIN
[Statedef 180]
type = S
ctrl=0

;near
[State 180, Near or Far]
type = ChangeState
value = 183
triggerall = p2bodydist X <= 3
trigger1 = Time = 1

;far
[State 180, Near or Far]
type = ChangeState
value = 181
trigger1 = Time = 1

try several times for example.

(first example).
[State 180, Near or Far]
type = ChangeState
value = 183
triggerall = p2bodydist X <= 3
trigger1 = Time = 1

;far
[State 180, Near or Far]
type = ChangeState
triggerall = p2bodydist X >= 3
value = 181
trigger1 = Time = 1
(second example)
[State 180, Near or Far]
type = ChangeState
value = 183
triggerall = p2dist X <= 3
trigger1 = Time = 1

;far
[State 180, Near or Far]
type = ChangeState
triggerall = p2dist X >= 3
value = 181
trigger1 = Time = 1
(third example)
[State 180, Near or Far]
type = ChangeState
value = 183
triggerall = p2dist X <= 3
trigger1 = Time = 1

;far
[State 180, Near or Far]
type = ChangeState
value = 181
trigger1 = Time = 1

Well, I've already given up. and I was forced to publish it thinking that I could do it alone.

Just in case I show you the video how the zoom in and out would be



If anyone helps me I will appreciate it

(I apologize for my English, I use Google Translator)
    

Re: I want to replace the juggle to limit the neutral hit jump like in mk9

 June 17, 2024, 10:47:23 am View in topic context

after seeing your previous answer and correcting the Spanish translation. now I understand. thanks for your response. I'll try.
    

Re: I want to replace the juggle to limit the neutral hit jump like in mk9

 June 13, 2024, 02:07:26 am View in topic context

So if you have a variable counting your hits, you can expand on that. If you don't you can look at my Ryuko here
https://mugenguild.com/forum/topics/ryuko718-custom-ryuko-updated-103122-196784.0.html

She has a way so that I can't keep using the same specials over and over. Look at her StateDef -2
[State -2, VarSet]  ;BitShift Reset
You'll see something weird looking. Your system doesn't have to get this complex.
But basically you can set a variable to 3 when P2 is not hit.
Then in the moves you want to hit and miss, you do a varadd -1. Then inside those same states, you could either use a targetstate or a 2nd hitdef that sends P2 to your custom FALL FAST ON YO FACE state.

With the bitshift method you could make it so that you could stop the same move from hitting 2x in the same combo.


Perfect, I got it. If I set triggerAll = P2Movetype != H, I'll be able to hit him with a special move. But if I don't put !=, I won't be able to hit it with a special move, or these comments
trigger1 = e|| (var(27) := 131071) ; All values ​​reset
trigger1 = e|| (var(30) := 0) ; Special Moves hit value reset
trigger1 = e|| (var(31) := 0) ; Special Moves hit value reset. Now I understand a little more about VarSet.
so I'll copy [State -2, VarSet] ;BitShift Reset to state 622,
I will delete all except, that I will not delete triggerAll = P2Movetype != H nor v = 20
value = 0.

but my question is "how do I set the combo limit 3 of neutral hit jump like in mk9 or as I say in VarSet or varadd -1?"
Code:
[State -2, VarSet] ;BitShift Reset
type = VarSet
triggerAll = P2Movetype != A
trigger1 = ;??? How do I set the combo limit 3 of neutral hit jump like in mk9???
v = 20
value = 0
Excuse me, please. I'm still a beginner and sometimes it's hard for me to understand the complexity of the codes in mugen. Sometimes I use Google Translate to translate from English to Spanish, but it also translates the codes. For example, VarSet translates to "Conjunto de Var", which confuses me after reading.
But I'm here to learn coding in Mugen to help me. and it makes me very happy that you help me like you.
    

Re: I want to replace the juggle to limit the neutral hit jump like in mk9

 June 11, 2024, 07:10:50 am View in topic context

Thanks, I will continue investigating a little more about [State -2, VarSet] ;BitShift Reset of your char.
    

I want to replace the juggle to limit the neutral hit jump like in mk9

 June 09, 2024, 12:21:41 am View in topic context

I have learned a little more about juggle, as a limit to not continue hitting in the air after 3 times the neutral hit jump like in the original mk9 game. but I would like to replace juggle with an animation state of landing on the ground face down very quickly after 3 times the neutral hit jump like in mk9. not only the neutral blow, but also a scorpion-like blow, taking out the two swords to blow up the character or Kung Lao's hat that elevates the character or Liu Kang's blow, similar to the neutral blow. I better show you the video what I mean.



Code:
[Statedef 622]
type    = A
movetype= A
physics = A
juggle  = 5 ;Here you have to replace the juggle with another one, a state of landing on the ground quickly
ctrl = 0
anim = 660

[State 621, adjust]
type = Turn
trigger1 = Time = 0
trigger1 = (P2Dist X < 0) && (P2Dist X > -55)

[State 620, Select]
type = VarRandom
trigger1 = Time = 1
v = 11
range = 60

[State 620, 1.5]
type = Playsnd
trigger1 = Animelem = 2
value = F5,15

[State 620, 145]
type = Playsnd
trigger1 = Var(11) = [0, 20]
trigger1 = Animelem = 2
value = 2,12

[State 620, 145]
type = Playsnd
trigger1 = Var(11) = [21, 40]
trigger1 = Animelem = 2
value = 2,13

[State 620, 145]
type = Playsnd
trigger1 = Var(11) = [41, 60]
trigger1 = Animelem = 2
value = 2,14

[State 201, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 0, 0                  ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
air.animtype = Back
guardflag = HL
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 2, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8,8                  ;Time attacker pauses, time victim shakes
sparkno = -1
sparkxy = -10,-105
guard.sparkno = -1
hitsound = 5,1
guardsound = 5,14
p2facing = 1
ground.type = High                ;Type: High, Low, Trip (def: Normal)
ground.slidetime = -1
ground.hittime  = 0
guard.velocity = -1
guard.slidetime = -1
guard.ctrltime = 0
ground.velocity = 0,-10              ;Time to regain control after guard (def: guard.slidetime)
guard.velocity = 0
air.velocity = 0, -10
airguard.velocity = -1.9            ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
fall = 1
fall.yvelocity = -8
;kill       = (Var(9) = 0)
;fall.kill  = (Var(9) = 0)
;guard.kill = (Var(9) = 0)
;envshake.time = 10
;envshake.freq = 30
;envshake.ampl = 5

[State 620, 4]
type = Changestate
trigger1 = Pos Y = 0
value = 0
ctrl = 1



If anyone helps me I will appreciate it

(I apologize for my English, I use Google Translator)
    

Re: How to make opponent bounce after hitting with jump (neutral) like in MK9?

 June 08, 2024, 11:36:42 pm View in topic context

Thank you!
    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 24, 2024, 04:47:11 am View in topic context


You should take away HT on your hitoverride and nothitby I think. Then make P2 have moves that are HT in their hitdef and see if you get better results.
I am not too familiar with super armor. I don't think I've made a character with it yet.

I already resolved it! You have to put "HitBy" for it to affect it
Code:
[State 0, NotHitBy]
type = NotHitBy
trigger1 = numhelper(1006)
value = SCA,NA,HA,NP,SP,SA,HP,NT,ST

[State 0, HitBy]
type = HitBy
trigger1 = 1
value = S, HT
time = 1
I investigated NotHitBy and HitBy a little more, after seeing another post on M.U.G.E.N Development Help that asks the following question
Quote
I'm trying to make a character that is ONLY hittable by projectiles and possibly helpers. I don't want normal attacks to do any damage, let alone phase him. Is there a way I can do that

thanks to Manson Rees from the user question. I understood. and thanks for trying to help me. and I show you the solution because, you asked
Quote
I'm not sure if there is a standard way of breaking super armor.
well there is, and it is also so that she learns something new that if there are solutions that she didn't know about. but is it possible that there will be more problems with super armor in the future? Maybe but for now let's leave it at that, if I need help with the super armor after giving up I will continue posting here.
    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 19, 2024, 09:54:37 am View in topic context

Yes, I did it, I set it to Statedef -2 and changed the values, and nothing happens.

Code:
;------------------------------------------------------------------------------------------------------------
[Statedef -2]

[State -2, DestroySelf]
type = DestroySelf
triggerAll = IsHelper(1006)
triggerall = root,stateno != [10001,10020]   
triggerall = parent, stateno = 333                 
trigger2 = roundstate = 2
trigger1 = !root,alive
ignorehitpause = 0

I hope I understood what you told me, whatever I did, I'm worried I didn't understand it or I was wrong.
    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 16, 2024, 11:14:44 pm View in topic context

    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 14, 2024, 06:47:24 pm View in topic context

Never, will continue forever.
    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 13, 2024, 11:21:33 pm View in topic context

It didn't work, it's still the same, after the super armor helper information changed. double scorpion still comes out =(. (Unsolved problem!)
    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 12, 2024, 04:11:15 pm View in topic context

;IF YOU'RE DEAD, AND I'M YOU IN THE FUTURE, THEN I'M... Oh no.
[State 1]
type = DestroySelf
triggerall = root,stateno != [10001,10020]   
triggerall = parent, stateno = 333                 
trigger2 = roundstate = 2
trigger1 = !root,alive
ignorehitpause = 0

trigger 1 should be above trigger 2. I'm surprised it's not throwing errors. you have another spot where you do this.
Are parent and root different?  I thought P1 spawns the helper. So root and parent would be the same.
If they are the same, if parent is in state 333 it will always not be in states 10001 through 10020. I assume 10001 through 10020 are the special moves that will have the super armor.

This problem is tricky. I'm not sure if there is a standard way of breaking super armor. It seems like the characters you use will be the ones that have moves to hit P1. You can use that to your advantage to make the system you want.

If I was trying to make this system, I'd have a hitoverride that could be hit by ONE thing. Then the moves in P2 that get that attribute would be the combo breaker or x-ray moves.
I would think to make the combo breaker or x-ray moves pretend to be hyper throws. Which would help your character work against random characters like Zangief. I would make sense that he should be able to grab you and slam you with an Ultra move.

The X-ray move already works like a throw. P2 has to stop and do what P1 wants. P2 has to do P1's animations. The combo breaker can be labeled as a Ultra Throw move and still be 1 hit and have P2 react like it does now.

You should take away HT on your hitoverride and nothitby I think. Then make P2 have moves that are HT in their hitdef and see if you get better results.
I am not too familiar with super armor. I don't think I've made a character with it yet.

I don't know if the same thing happened when you tried to create a helper or you needed to destroy the helper and you got a double of the character. I don't even have any idea how to solve it.  And I forgot to tell you after modifying that you gave me the solution, now it is no longer immune from attacks or blows normal (even though it is not in HT, and as I said before too) so the solution you gave me doesn't work either.
    

Re: how to do that Not everyone is invincible with super armor, like in mk9

 May 11, 2024, 06:51:47 pm View in topic context

Thanks, but I get another problem, as I mentioned before, now I get a double scorpion after receiving the hit

    

how to do that Not everyone is invincible with super armor, like in mk9

 May 09, 2024, 10:19:31 am View in topic context

Hello, I didn't really want to make this post but I gave up.
After the publication of "make shao kahn have protection his body only performs a special move like MK9" I learned how to use super armor.

I have also thought about how I would make sure that not everyone is invincible, for example combo breaker or x-ray that can affect super armor (like in mk9).

I tried to put trigger1 = stateno != 333 (it is the state of combo breaker) but it didn't work,
I tried searching on the internet, I didn't find anything, I tried to do it myself without help, sometimes it no longer detects any hits, it is no longer invincible with normal hits to super armor, or two double scorpion comes out after receiving the blow.
I tried everything possible but it wasn't that easy.

Code:
;============================================== ==
; Spear EX (Enhanced)---------------------------------------
;=================================================
[Statedef 10001]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= -1000
velset = 0,0
anim = 1000
ctrl = 0

[State 0, PalFX]
type = PalFX
trigger1 = numhelper(1006)
trigger1 = helper(1006), movetype = H
time = 3
add = 100,100,0
mul = 256,256,200
sinadd = 0,0,0,10
invertall = 1
color = 256

[State -1, Super Armor]
type = Helper
trigger1 = roundstate = 2
trigger1 = numhelper(1006) = 0 && movetype = A
helpertype = normal
name = "Super Armor"
ID = 1006
stateno = 1006
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999999
pausemovetime = 9999999
ignorehitpause = 0

[State 0, LifeAdd]
type = LifeAdd
trigger1 = numhelper(1006)
trigger1 = fvar(10) > 0
value = -floor(fvar(10))
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = 1
fv = 10
value = -floor(fvar(10))
ignorehitpause=  1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = numhelper(1006)
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
the super armor helper
Code:
;Super Armor Meat and Potatoes

[Statedef 1006]
type = U
movetype = I
physics = N
commented.
ctrl=0

;The helper will be invisible so you're not seeing double (Though you still will if you're drunk enough).
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

;This handler copies the root animation. This is best used if you maintain this super armor while going through various states.
;Delete this if you uncommented previously.
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim

;This makes sure the super armor stays on you if your character goes off screen.
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0.0

;If this helper is hit (which it should be, since its root will be "invincible" as long as this helper exists, as you will see below)
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1007
time = 1
forceair = 0
ignorehitpause = 1


;This makes the helper follow the root to the ends of the earth.
[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
pos = 0.0
ignorehitpause = 1

;IF YOU'RE DEAD, AND I'M YOU IN THE FUTURE, THEN I'M... Oh no.
[State 1]
type = DestroySelf
triggerall = root,stateno != [10001,10020]
triggerall = parent, stateno = 333
trigger2 = roundstate = 2
trigger1 = !root,alive
ignorehitpause = 0


;------------------------------------------------- ---------------------------
;Super Armor's Big Oof
;------------------------------------------------- ---------------------------
;Super Armor's Big Oof
[Statedef 1007]
type = U
movetype = H
physics = N
;anim = 10060 Same deal as above.
ctrl=0



;This protects the super armor while it is calculating damage. See final Changestate for more details.
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2



[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0.0

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0.0
ignorehitpause = 1

;This tells the player how much damage they should take.
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = time = 0
fv = 10

value = gethitvar(damage)

;Optional - This Playsnd triggers when you get hit, so you can make a clunking or, my favorite, grunting sound on hit.
;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;trigger1 = gethitvar(damage)
;value = S170.0



[State 1]
type = DestroySelf
triggerall = root,stateno != [10001,10020]
trigger2 = roundstate = 2
trigger1 = !root,alive
ignorehitpause = 0

;Afer a period of time, go back to the previous state.
[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 1 ;The time here is the period between when you can be hit again, as you are fully invincible in this state thanks to the first controller.
value = 1006
ctrl=0
Here is an example of how the result should be



If anyone helps me I will appreciate it

(I apologize for my English, I use Google Translator).
    

Re: make shao kahn have protection his body only performs a special move like MK9

 May 08, 2024, 03:51:16 pm View in topic context

Forget it, I already found the solution.
    

Re: make shao kahn have protection his body only performs a special move like MK9

 May 07, 2024, 04:09:01 pm View in topic context

As you can see in the video, the problem is that the animation of being hit appears. Not that Shao Kahn no longer lands it on the ground (I just modified that to see if it worked)
The video can't be seen since it was stated as private. However, as I said to you, it's just experimentation, try to make all the possible combinations to get the effect you want, a unspoken rule of MUGEN is that no code work instantaneously after you copy it, you've to (strongly) modify it to get it done, so you better make a lot of work there

I have almost given up, as you said, not all chars work on everyone, so I had to look for a chars that uses super armor to be able to guide me that is similar to the link you provided me.
until causedida I found a char that also uses super armor, it was a bit difficult, but I have also learned how to use super armor, and it looks like the code you provided me, so it was a little easy to guide me, and now a bit has become clear to me. bit. It was a headache because after receiving a hit that has super armor, p1 could no longer hit p2. I already fixed it, but I'm still seeing more Super Armor bugs, possibly, thanks for helping me. Currently I have another problem, after receiving a hit that has super armor, the character p1 (who has super armor) is supposed to change yellow, but it doesn't change, so I had to put BGPalFX instead of PalFX so that it turns in yellow, but it is uncomfortable if the screen shines.

I don't know if there is a solution for this...