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Re: Edited Debug Font

 January 03, 2025, 09:04:19 am View in topic context
 Posted by WastedCoder  in Edited Debug Font (Started by inktrebuchet December 06, 2019, 01:06:33 am
 Board: Edits & Addons 1.0+

Love this font, but it's no longer available. If anyone has a working link, pls share!
    

Re: AfterImage sctrl Replacers

 December 22, 2024, 10:06:33 pm View in topic context
 Posted by WastedCoder  in AfterImage sctrl Replacers (Started by WastedCoder December 19, 2024, 12:55:17 pm
 Board: M.U.G.E.N Development Help

None replied, which is alright. I wasted no time and tried the helper method. If your character doesn't use too many helpers, sparing some for AfterImages was the best decision. Depending on the palette, the char will use different afterimages. I've simulated the degrading effect with the last value in sinadd, which is a period of time your palfx will be changing from bright to dark at. Pretty simple and reliable. Probably nothing new, but I couldn't find anything :)

Code:
[Statedef 717]
type=A
movetype=I
physics=N
ctrl=0

[State 0, VarSet]
type = VarSet
trigger1 = !time
var(0) = parent,anim
[State 0, VarSet]
type = VarSet
trigger1 = !time
var(1) = root,animelemno(0)

[State 0, pink]
type = PalFX
triggerall = root,var(55) = 0 || root,var(55) = 8 || root,var(55) = 30
trigger1 = time = 0
time = 2000
add = 90,-45,90
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, light blue]
type = PalFX
triggerall = root,var(55) = 1 || root,var(55) = 19 || root,var(55) = 23
trigger1 = time = 0
time = 2000
add = -65,55,55
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, dark blue]
type = PalFX
triggerall = root,var(55) = 7 || root,var(55) = 18 || root,var(55) = 20 || root,var(55) = 27
trigger1 = time = 0
time = 2000
add = -45,40,100
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, light green]
type = PalFX
triggerall = root,var(55) = 2 || root,var(55) = 9
trigger1 = time = 0
time = 2000
add = 40,140,-45
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, dark purple]
type = PalFX
triggerall = root,var(55) = 3 || root,var(55) = 17 || root,var(55) = 28
trigger1 = time = 0
time = 2000
add = -50,-150,0
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, Darkish red]
type = PalFX
triggerall = root,var(55) = 4 || root,var(55) = 11 || root,var(55) = 15 || root,var(55) = 21 || root,var(55) = 25 || root,var(55) = 15
trigger1 = time = 0
time = 2000
add = 111,-40,-40
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, yellowish green]
type = PalFX
triggerall = root,var(55) = 5
trigger1 = time = 0
time = 2000
add = 100,150,-50
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, blueish green]
type = PalFX
triggerall = root,var(55) = 12
trigger1 = time = 0
time = 2000
add = 40,150,90
mul = 256,256,256
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, bright yellow]
type = PalFX
triggerall = root,var(55) = 6 || root,var(55) = 13 || root,var(55) = 24 || root,var(55) = 26 || root,var(55) = 29
trigger1 = time = 0
time = 2000
add = 190,130,-100
mul = 255,255,255
sinadd = 100,100,100,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, PalFXWiz]
type = PalFX
triggerall = root,var(55) = 14 || root,var(55) = 22 || root,var(55) = 31
trigger1 = time = 0
time = 2000
add = 240,50,0
mul = 250,200,120
sinadd = 110,55,85,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, broly]
type = PalFX
triggerall = root,var(55) = 15
trigger1 = time = 0
time = 2000
add = 100,50,0
mul = 256,50,180
sinadd = 50,50,50,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 0, PalFXWiz]
type = PalFX
triggerall = root,var(55) = 10
trigger1 = time = 0
time = 2000
add = 100,100,100
mul = 255,255,255
sinadd = 50,50,50,35-11*(root,stateno = 1100)
invertall = 0
color = 0
[State 6, PalFXWiz]
type = PalFX
triggerall = root,var(55) = 16
trigger1 = time = 0
time = 2000
add = 50,50,50
mul = 256,256,256
sinadd = 120,120,120,35-11*(root,stateno = 1100)
invertall = 0
color = 0

[State 4,ChangeAnim]
type=ChangeAnim
trigger1=1
value=var(0)
elem=var(1)

[State 1,Trans]
type=Trans
trigger1=1
trans=addalpha

[State 2,AssertSpecial]
type=AssertSpecial
trigger1=1
flag=Noshadow

[State 3,NotHitBy]
type=NotHitBy
trigger1=1
value=SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time=9999

[State 212,End]
type=Destroyself
triggerall = Ishelper
trigger1=time>=23

[State 711+6, ChangeState]
type = ChangeState
trigger1 = !ishelper
value = 50
ctrl = 1
    

AfterImage sctrl Replacers

 December 19, 2024, 12:55:17 pm View in topic context
 Posted by WastedCoder  in AfterImage sctrl Replacers (Started by WastedCoder December 19, 2024, 12:55:17 pm
 Board: M.U.G.E.N Development Help

Hi!
I am looking to simulate after-image sctrl with something else. I wonder if there are any established methods. So far, I heard something about explod or helper methods, but nothing in detail.
If anyone can clarify on the things I mentioned above or propose a way to do after-images without this sctrl, since it's bugged, and I'm kinda done trying to achieve different colours for different palettes my character has.


Thanks in advance :)
    

Re: Throws don't deal Damage

 November 23, 2024, 10:30:18 pm View in topic context
 Posted by WastedCoder  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

It's been a while, and I finally sat down and implemented the code you recommended. It worked for the most part, but there's a little bit of an issue.

1.)When I throw the opponent forward, I deal damage now.

2.)But if I throw the opponent backward, nothing happens still.

Is there separate code for forward and backward throws? I feel like I'm missing something. Sorry for reviving this old topic! Thanks for your help!

I guess you just need to add the same targetlifeadd controller to the other throwing state, the backward one.
Do the same actions to the different state. :)
    

Re: Lifeadd dilemma

 August 24, 2024, 09:47:52 pm View in topic context
 Posted by WastedCoder  in Lifeadd dilemma (Started by WastedCoder August 24, 2024, 03:45:53 pm
 Board: M.U.G.E.N Development Help

The thing is you're trying to divide 400/300, which is giving you a float value, and life is always integer. I don't think there is a way to make it EXACTLY 1/3 everytime.
Maybe you can use LifeSet instead of LifeAdd, together with a fvar and varadd.

value = var(0) + (floor(fvar(0)))

var(0) would be the life you had when you enter the state, you can store it in the beginning of the state.
and fvar(0) would be the amount of life to gain.

In a VarAdd:
fvar(0) = (lifemax/3.0)/300

Don't forget to reset your vars when leaving the state.

I have no idea if this will work but is worth to give it a try.

I don't mean it to be exactly 1/3 every time, but when it gives 300 hp no matter if your max hp is 1000 or 1500, it's kinda sad :c
I kinda used the wrong word there, I did mean to say float.

But, the decision you came up with did work. Thank you so much ^-^
Yeah, it might not give me the exact value(gotta test more, so far it does), but it does scale, at the very least! :)
You saved me.
    

Lifeadd dilemma

 August 24, 2024, 03:45:53 pm View in topic context
 Posted by WastedCoder  in Lifeadd dilemma (Started by WastedCoder August 24, 2024, 03:45:53 pm
 Board: M.U.G.E.N Development Help

Hi.
I am trying to make a character regain 1/3 of his max hp on transformation.
Transformation state lasts 500 ticks. I want him to slowly regain hp during [100,400] ticks
Yet I fail to do so.

It works fine when hp is at 1000, but if I change it to 1200 or use mugen's 120% hp increase from the options, the value doesn't scale properly. It stays 300. If I use ceil or floor I get either x2 the original value(600) or the same thing(300) even tho hp is 1200, and it should recover 400... How do I achieve it? It seems like Lifeadd is having troubles with integer. I tried using vars, fvars or making it ((lifemax/3.0)/300.0) and whatever. Is it possible, math wise?

I also tried using const(data.life), but nothing helps.

Looks like whenever lifeadd encounters an integer, like 1.5, it straight up ignores it and goes 1.

Code:
[State 800, LifeAdd]
type = LifeAdd
triggerall = var(29)>0 && life<lifemax
trigger1 = time = [100,400)
value = (lifemax/3)/300
absolute = 1
ignorehitpause = 1
    

Re: AI guards when enemy isn't attacking

 August 24, 2024, 09:48:03 am View in topic context
 Posted by WastedCoder  in AI guards when enemy isn't attacking (Started by WastedCoder August 09, 2024, 03:48:39 pm
 Board: M.U.G.E.N Development Help

why would a power charge move be marked as movetype=A?
The AI blocks when the enemy is performing an attack, that is movetype=A.

Use the correct movetype flags. That's all
Use Stateypeset if you need to change the type during a state.

Yep, this actually was the case... enemy had statetypeset to movetype = A :c
And since some people used this same code in their characters, the bug got carried over to other chars... I didn't notice that statetypeset.... :c
    

Re: AI guards when enemy isn't attacking

 August 09, 2024, 05:48:25 pm View in topic context
 Posted by WastedCoder  in AI guards when enemy isn't attacking (Started by WastedCoder August 09, 2024, 03:48:39 pm
 Board: M.U.G.E.N Development Help

Hard to say but you can narrow it down. In which state does the char freeze? Does state time advance while the char is in that state?

Also the -1 code could use inguarddist.

Thanks for ur reply.

in -1 it had inguarddist always. I forgot to change it back after testing my assumption that something is wrong with inguarddist trigger.
It happens when enemy enters state 500(charging state). Mostly, characters of this style have this state as a charging state.
My AI, after enemy enters state 500, starts guarding and stays like this right until enemy stops charging.

I tried deleting enemy's helpers(all that exist during charge) but that didn't help. If it isn't guarding, my AI can do other things, they should, when enemy attacks, like dashing back, walking back etc.

I will try detecting enemy's charging state and somehow prevent my AI from guarding.
    

AI guards when enemy isn't attacking

 August 09, 2024, 03:48:39 pm View in topic context
 Posted by WastedCoder  in AI guards when enemy isn't attacking (Started by WastedCoder August 09, 2024, 03:48:39 pm
 Board: M.U.G.E.N Development Help

Hello.
For whatever reason, AI keeps guarding while enemy is charging. Until enemy leaves charging state, AI keeps guarding non-stop. (hundreds of ticks)
And it happens to different enemys. I've checked those characters' code, and I didn't find anything that is active at the time they're charging with 'movetype =A'. Everything is "movetype = I". I tried removing guard changestate fully (didn't help), tried putting back original guarding code in common.cns, but it doesn't solve the problem(with and without changestate to guard). If put the same code into a different character, this same issue happens.
At first I thought it was inguarddist trigger, maybe he doesn't function right, so I tried to change them all to 'enemynear,movetype = A'... didn't work.
Do you have any idea how to solve it?
And I don't have any other changestates that lead to 120-155. I've checked.
I've also tried forcing AI out of Guard state after X ticks pass, but he returns to it asap.
Maybe there's a workaround for this kind of thing?

Changestate:
Spoiler, click to toggle visibilty

Guard code:
Spoiler, click to toggle visibilty
    

Re: How do I make the KO echo effect that appears in CVS and POTS-Style characters?

 July 01, 2024, 09:52:26 pm View in topic context

Can't you just set KO.echo = 0 parameter in the constants to 1? I never used it, so I'm not sure how/if it's working at all.
    

Re: Localcoord 1280x720. Should use it or nah?

 June 26, 2024, 12:10:36 pm View in topic context
 Posted by WastedCoder  in Localcoord 1280x720. Should use it or nah? (Started by WastedCoder June 24, 2024, 06:48:21 pm
 Board: M.U.G.E.N Development Help

There's no particular advantage/disadvantage to it. Use it if you want to code the char in its original coordinate space instead of having to convert every number to 320x240.

I see, thanks. No matter what I choose to do, I still need to use x/y scale. It's just that I've never worked with 1280x720 localcoord and was wondering if it's worth it.
So I'll stick with the default settings then. ^-^
    

Localcoord 1280x720. Should use it or nah?

 June 24, 2024, 06:48:21 pm View in topic context
 Posted by WastedCoder  in Localcoord 1280x720. Should use it or nah? (Started by WastedCoder June 24, 2024, 06:48:21 pm
 Board: M.U.G.E.N Development Help

I wonder if I should use localcoord 1280x720 for a character I'm going to make if all the chars of the style don't use this parameter, meaning have 640x320?

Are there any benefits / reasons to use it? Like, what am I losing if I let it stay default?
    

Re: I really couldn't think of any good idea of what to name this post

 June 23, 2024, 09:06:41 am View in topic context

You use DestroySelf for helpers only.
To make your character return to normal use ChangeState

[State 0, return]
type = Changestate
trigger1 =  animtime = 0 ; (or time >=3 if that's what you go for)
value = 0
ctrl = 1
    

Re: KFM's AI crouching infinetly

 June 04, 2024, 03:21:49 pm View in topic context
 Posted by WastedCoder  in KFM's AI crouching infinetly (Started by BruceHR June 02, 2024, 08:28:43 pm
 Board: M.U.G.E.N Development Help

I'd add a random chance of this action happening, something simple, like 'random < 100'. And maybe some more conditions.

I think the reason is while crouching, a character is still in control, meaning, he chooses to do another action, but since crouching has 100% chance happening at tick 1 he keeps going in that state?

The solution may be coding crouching state for AI's usage specifically. Where he wouldn't be in control, so then you can 'cancel' this AI crouching state into a crouching attack etc.
    

Re: Is it possible to replicate Amenotejikara in Mugen?

 December 15, 2023, 02:26:51 pm View in topic context
 Posted by WastedCoder  in Is it possible to replicate Amenotejikara in Mugen? (Started by WastedCoder December 13, 2023, 05:51:20 pm
 Board: M.U.G.E.N Development Help

Looks like you're aware of the Mugen limitations already. I'm gonna be that guy and say this would be quite simple to do in Ikemen.

Also TargetPosAdd can be done with TargetBind and appropriate expressions.

My PC can't run Ikemen :c
Thank you, I will experiment with this.
I don't know why, but I thought target bind was not suitable for this kind of task.
    

Is it possible to replicate Amenotejikara in Mugen?

 December 13, 2023, 05:51:20 pm View in topic context
 Posted by WastedCoder  in Is it possible to replicate Amenotejikara in Mugen? (Started by WastedCoder December 13, 2023, 05:51:20 pm
 Board: M.U.G.E.N Development Help

Have you played the newest Naruto Storm game? Or maybe watched Naruto/Boruto?

Sasuke Uchiha's power, Amenotejikara, allows him to switch places with an opponent or any object and switch places of other objects/people within a certain range.

As far as I am aware, it's probably impossible to do it in Mugen without interrupting enemy's attack or placing enemy in custom state.
It would probably be possible with projectiles tho, but if there are many small projectiles it won't work for that kind of moves, making the ability redundant, compared to just making it a simple teleport.

So, I am simply asking to hear some propositions. I know there's a bug in Mugen that lets the 'target' flag stay on the enemy indefinitely. I wonder if this can be abused in some way, just to make this move work somehow? It's unfortunate, we don't have 'targetposadd' XD
    

Re: How to make ai taunt after each combo?

 November 23, 2023, 09:05:25 pm View in topic context
 Posted by WastedCoder  in How to make ai taunt after each combo? (Started by FinesseFui November 22, 2023, 12:02:43 am
 Board: M.U.G.E.N Development Help

The main problems are here:
Code:
trigger1 = Random = 999 * (AIlevel ** 2 / 64.0)
trigger1 = Enemy,P2life = 0

In the first one, you're checking if random is equal to 999, which gives you a 1/1000 chance that it will happen. And that's if the AIlevel calculation returns a whole number, because if it's a decimal it will never trigger.

In the second one, you're checking if the enemy's P2 (i.e. your char) is dead.

Good Lord, I can't believe I didn't notice all that. I am so inattentive. `:D
    

Re: How to make ai taunt after each combo?

 November 23, 2023, 09:51:43 am View in topic context
 Posted by WastedCoder  in How to make ai taunt after each combo? (Started by FinesseFui November 22, 2023, 12:02:43 am
 Board: M.U.G.E.N Development Help

So I'm using beterhans chunli and I'm trying to make her taunt either in-between the round or when match over here the code. Also I'm new so don't beat me up ;-c

[State -1,Taunted]
type = Changestate
triggerall = AIlevel && Numenemy && Statetype !=A && p2statetype !=A
triggerall = Roundstate = 2
triggerall = Alive
trigger1 = Enemy,P2life = 0 
trigger1 = ctrl
trigger1 = Random = 999 * (AIlevel ** 2 / 64.0)
value = 196

You mean, this block doesn't work? If so, the reason might be roundstate = 2. When someone is dead and the other one is in ctrl, roundstate should proceed to 3 and on(?)
Anyways, roundstate = 2 means the fight has started and players can attack each other.
I suspect, deleting this line 'roundstate = 2' might actually cause some bugs during intros tho, so maybe you should try roundstate > 1. And 999 random value is too high, will result into spam.
    

Re: My Launcher is infinite and shouldn't be! How can I limit 1 Launcher per combo?

 November 19, 2023, 12:06:28 am View in topic context

Yeah, it should work. But make sure there's only one [Statedef -2] in the character.
    

Re: My Launcher is infinite and shouldn't be! How can I limit 1 Launcher per combo?

 November 14, 2023, 04:35:25 pm View in topic context

You gotta make sure var(10) or whichever you are going to use, is not used anywhere else. (u got 60 vars, ranging from 0-59)