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Odb718

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Messages by Odb718

    

Re: Removing stylish cancel on a specific move

 March 25, 2021, 06:11:25 AM View in topic context
 Posted by Odb718  in Removing stylish cancel on a specific move (Started by Foltry123 March 23, 2021, 02:19:43 PM
 Board: M.U.G.E.N Development Help

Use debug to find out which state number the "muda muda muda" move. CTRL+D will cycle through the characters.
Once you know the move's number, figure out the action you perform to cancel out of the move.

Open up the CMD file. At the top should be the button inputs for all the moves. Find the one that matches the inputs of the cancel. Then search for that name. Search multiple times for the name. (CTRL+F in Fighter Factory or wordpad) Once you've searched through the entire CMD file and gone back up to the top, slowly go back through each one and see if it has the muda muda move's number in it. Comment out that line, or delete it.

That should stop you from canceling out of the muda move. 
    

Re: Code to make character untouchable

 March 25, 2021, 06:06:46 AM View in topic context
 Posted by Odb718  in Code to make character untouchable (Started by Boxuu March 20, 2021, 02:43:11 PM
 Board: M.U.G.E.N Development Help

You're looking for super armor. There should be some examples in Code Library or Tips, Tricks, Tutorials
    

Re: Aura Effect Bug

 March 25, 2021, 06:04:07 AM View in topic context
 Posted by Odb718  in Aura Effect Bug (Started by Fixer March 22, 2021, 07:32:09 PM
 Board: M.U.G.E.N Development Help

So when you spawn the explod, and you only want ONE to happen, you can make mugen make sure there is ZERO of it before it spawns.
You use a triggerall. This way, if there is 1, mugen doesn't waste any more time reading anything, it will just skip it.

TriggerAll = numExplod(555) = 0
would be what you want to use.
The explod you want has the ID of 555, so that gets put in the brackets. The = 0 stops it from working if there's more than zero.
[State 0, Explod];Aura Starts
type = Explod
TriggerAll = numExplod(555) = 0
trigger1 = !time
anim = 555
ID = 555

^^^Keep the additional info you have. Just add the triggerall like you see.
You may want to add additional triggers. Unless the character starts with that explod.

If you have questions about certain things in code someone mentions, you can use
https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html
this to find out the basics on everything. Still feel free to ask, but this will help you much faster than waiting.
    

Re: A character's resurrection problem in battle.

 March 25, 2021, 05:47:13 AM View in topic context
 Posted by Odb718  in A character's resurrection problem in battle.  (Started by TheDragon March 23, 2021, 06:21:55 AM
 Board: M.U.G.E.N Development Help

Post the code you have that makes him resurrect.
    

Re: Como ter acesso ao tempo do round ?

 March 25, 2021, 05:43:38 AM View in topic context
 Posted by Odb718  in Como ter acesso ao tempo do round ? (Started by catraca March 24, 2021, 03:59:02 AM
 Board: M.U.G.E.N Development Help

    

Re: Follow up triggers to avoid cheap cancels move

 March 14, 2021, 04:51:15 AM View in topic context
 Posted by Odb718  in Follow up triggers to avoid cheap cancels move (Started by Nedflandeurse November 14, 2020, 01:46:59 PM
 Board: M.U.G.E.N Development Help

I think
trigger2 = var(6)
might be the issue. When I mentioned using var(6) in the cmd, it should be used as a triggerall. And you want it to check to make sure the roll jump's only been done in the air 1 time. With those two things, the
triggerall = PrevStateNo != [1400, 1405]; eviter l'infini roll jump to roll jump
would not be needed.

Are you setting the var(6) in the roll jump?

You want
Triggerall = var(6) <= 99
in your CMD.
And put a VarAdd in the 1400 or 1405 to add 100 to var(6) in the same manner that you check to see if it's in the air. The same Triggers you use to adjust the velocity/anim should be the ones you want for the varadd.
    

Re: Copy-Paste Attack Error.

 March 13, 2021, 07:29:35 PM View in topic context
 Posted by Odb718  in Copy-Paste Attack Error. (Started by SatSumo March 11, 2021, 10:53:20 PM
 Board: M.U.G.E.N Development Help

var(5) = ifelse((Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[2" && Power >= 2000) || (Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ƒŠƒo[ƒXƒVƒƒƒtƒgƒuƒŒƒCƒJ[3" && Power >= 3000, 2, 0))
 
Are these really your command names? You might want to just name them a little more basic?

try removing
nochainID = var(40)
temporarily. Not allowing the move to chain seems to be the issue right?
    

Re: Follow up triggers to avoid cheap cancels move

 March 13, 2021, 07:22:19 PM View in topic context
 Posted by Odb718  in Follow up triggers to avoid cheap cancels move (Started by Nedflandeurse November 14, 2020, 01:46:59 PM
 Board: M.U.G.E.N Development Help

1 = NORMAL jump,
then any jump attack HITS,
then cancel into ROLL jump. (works)

2 = ROLL jump from ground,
then any jump attack HITS,
then ROLL jump cancel (not possible for some reason)

What should I do to allow the 2nd roll jump in 2nd situation?
Also, I would like to have the limit of only one jump attack in any situation to avoid cheap/infinite combo.
The two different 3rd sentences are throwing me off.  The way I understand it is you want to do the roll jump 1 time in the air if you either regular jump or roll jump? If that's the case you would just use a varadd inside the normal jump, and you'd increase the varadd in the air roll jump. You'd have to adjust the trigger in your cmd to reflect those updates.
OR
You could take away the varadd on a ground roll jump. Just have it add 100 in the air. Then it wouldn't allow it a 2nd time. But if you're on the ground and roll jump, the value would still be < 100.

    

Re: You're Banned! (2021 Edition)

 March 12, 2021, 06:43:43 AM View in topic context
 Posted by Odb718  in You're Banned! (2021 Edition) (Started by Mushypepito123 March 03, 2020, 10:52:12 AM
 Board: All That's Left

you're banned because it's been less than 10mins since someone posted in this thread.
    

Re: Follow up triggers to avoid cheap cancels move

 March 04, 2021, 09:26:50 PM View in topic context
 Posted by Odb718  in Follow up triggers to avoid cheap cancels move (Started by Nedflandeurse November 14, 2020, 01:46:59 PM
 Board: M.U.G.E.N Development Help

You should just make 2 changestates in the CMD. One that is for Air and one that's for ground.

I read through your post. I feel like an addition to Var(6) would work best. If air attacks check to see if var(6)=0 to activate, once you do the air attack and it sets the variable to 1, the 2nd air attack wouldn't be allowed to work.

If you use VarAdd, you could check to see if var(6) >= 100 to work. This would allow each attack to add +1 to it. You'd be able to do 100 attacks in the air without a problem. BUT you would use varadd to add 100 to var(6) when you preform the ROLL JUMP. This would instantly bring it up to 100. If you had done a basic attack, it would be 1+100, 101. So in the CMD the basic attack would see 101 and not work. If you had not used a basic attack and did the ROLL JUMP, the value would be 100 and it would work normal.
    

Re: Luis Umbrella

 March 04, 2021, 09:04:17 PM View in topic context
 Posted by Odb718  in Luis Umbrella (Started by luischochan March 03, 2021, 10:56:05 PM
 Board: M.U.G.E.N Development Help

It could be done. But it would take a ton of reworking both the characters, and the stage.
The video you linked also seems to show a hacked version of the game.

I wouldn't even know where to begin to try and get this to work.
    

Re: Can't continue combos

 March 04, 2021, 08:54:10 PM View in topic context
 Posted by Odb718  in Can't continue combos (Started by Drewism19 February 26, 2021, 11:32:37 PM
 Board: M.U.G.E.N Development Help

Use the top of the Statedef itself.
[StateDef 210]
type = S   ;<<<statetype
movetype= A
physics = S

I like to use values around the states the special move is in, for the hit reaction. I think that's why 611 was suggested. BUT 611 may mess with some AI. It might think it's doing an air attack. I would suggest using 6000-6999 for hit reactions. Base it off it's 5000-5999 counterpart and you should be able to keep track of it easier.

Also, your particular selfstate probably wont look the best if it goes back to statedef 0. You're going to want the laying down state. 5200?? I cant remember at this moment. Just use Debug, ctrl+d, and trip P2 or get it in the state you want it to switch to. Then use that value.
    

Re: Char Sound Volume

 March 01, 2021, 08:46:45 AM View in topic context
 Posted by Odb718  in Char Sound Volume (Started by DJMouF February 27, 2021, 02:28:44 AM
 Board: M.U.G.E.N Development Help

You might want to look into Goldwave. It has batch processing. You should be able to adjust every single sound with just a few button presses.
I've been using Goldwave since like 2003.
    

Re: Code-heavy character mirror matches cause multiple glitches.

 February 26, 2021, 06:25:06 AM View in topic context
 Posted by Odb718  in Code-heavy character mirror matches cause multiple glitches. (Started by Kolossoni February 25, 2021, 04:38:32 AM
 Board: M.U.G.E.N Development Help

Pressing Ctrl+D a few times should let you know if there's a ton of helpers. It'll cycle through all of the helpers that are currently active. So you may want to do just some basic testing.
Go into VS. Select P1 and P2 as the bad character. Press Ctrl+D until it turns back off. It's usually just 3 times to cycle through at the start of the round.
You can press
2
or ctrl+2
or something like that to activate P2's AI. I cant remember exactly. But Spacebar will refill health, so you can keep both players alive until the lag hits.
You might see debug flood, but cycle through ctrl+d when it's lagged out to see how many helpers are active.
    

Re: KOFHERO77's CS Patches : Sub-Zero by SeanAltly

 February 23, 2021, 10:02:50 PM View in topic context
 Posted by Odb718  in KOFHERO77's CS Patches : Sub-Zero by SeanAltly (Started by KOFHƎRO77 July 13, 2019, 02:53:11 PM
 Board: Resource Releases

    

Re: cartoon characters legitimacy

 February 10, 2021, 04:46:22 AM View in topic context
 Posted by Odb718  in cartoon characters legitimacy (Started by DJ_HANNIBALROYCE February 08, 2021, 11:31:58 PM
 Board: M.U.G.E.N Discussion

Seems like I showed up late to a topic I'm pretty fond of.
BXR, lucky I didn't get to you first. FeLo, watch what you say too.

BUT back to the topic at hand.
#1 sprites. If there's no sprites the character cant be made. 90% of the time an artist can't code. Art vs "Math", you're usually 1 way or the other. So people who code NEED sprites. They end up making characters with sprites already widely available. This causes and upward trend.

#2 editing happens first. Most people who create a character have no clue how to do it. NO ONE'S reading the manual. The character from scratch isn't going to be made first. RYU IS!! Cuz there's a lot of them out there and the one you downloaded is aaaaaaalllllllll most like how you want it exactly so you edit it! NEW RYU YAAAAAYYYY!!!! (My very first edit was my Ryu)

#3 creativity is tough. Popeye and Onsokumaru are two of the best mugen characters ever made. The amount of creativity behind them is fantastic. But they're not even 100% unique for mugen. Their characters existed outside of mugen first and someone brought it forward. Someone like @Creamy_Goodness: makes a character and don't see any feed back. It's disheartening.  My Samus is the only character I've made by myself. The other 18 characters "I've made" are edits. Heck, Samus isn't even 100% original. I used SSBB to get the images of her. With out that, Samus wouldn't have been started. Dragon Claw is a work of love. These level of characters are extremely rare. AltoidDealer and all the rest of the creators putting years into 1 character are legends. 

#4 stealing characters is bad. If someone was to just edit Jailbot people would notice lol. A LOT of people my jump the gun and go off on the person who edited the character. Even if it was a larger edit, and the person gives credit. SOME ASSHOLES will just attack anyone for any reason. This will stop people from even opening Fighter Factory. They just don't want negativity, and who can blame them. Lei-Lei, Blanka, Gouken, Spiderman, Sakura, Joe, and maybe 2 or 3 more of my edits will never get uploaded. The edits aren't pronounced enough. Am I scared of people talking shit? Nope. But out of respect for the original creators I wont upload them. Who knows how many small edits Fire Quacker's gotten over the years.

#5 "VS Style sucks"!! But there are a ton of people who want 7 chun li, 5 cammy, 5 Gouken, 4 ken, 3 sub zero, 3 M Bison, and countless pairs of characters
Spoiler, click to toggle visibilty
Because sometimes 1 particular character is so over powered compared to a different version it's not fair to play as them vs another character from a different set up. PotS' reign supreme? They're usually solid characters but 1 wont rule them all. Not against my Lei-lei. Omega Tom Hanks over there still has that shit-eating-grin on for anyone who's never played mugen before. Is Jailbot an amazing character? Yes. Is it fair to match him against Evil Ken. No. So if you want to fight Jailbot with a Ken, You need to select a different version.

But the see-saw is lopsided. A ton of Ryus only leads to more Ryus. Even with the TEAM of people around Balthazar, Team Z characters take forever to create. The characters that move the see-saw slam the other side so hard they get shot off into outer space. I've read complaints that Team Z wins CotM too often!?

I personally never understand the people who treat mugen like it's an emulator. Download the emulator of the game you like. Sticking to just ONE game in mugen blows my mind. Thor is gonna kick the crap out of Skullomania but lose the next round to Wolverine who could never stand a chance against FAUST who's gonna get dusted by Skullomania which should never be matched against M Bison by Ethan Lives, on and on and on. But Lei-lei owns them all so hard she's permanently retired, but wont ever get removed off the board. Is she a cheap god-mode char? Nope. Do those characters get a spot in my build. NOPE. Do people love them. Hellzyeah they do. Some people just want a CvS 2 EO with a bigger character line up. But will there ever be a Thor in a CvS shading. Doubt it. If someone wants a new Thor they'll probably edit Loganir's and not release it.
And the downward spiral continues.

When creators make something fresh, people will notice. One or two of those people will get inspired to try something awesome. Hopefully they can stick with it and win CotY.
    

Re: bugs in chars

 February 05, 2021, 08:28:40 AM View in topic context
 Posted by Odb718  in bugs in chars (Started by www.lipe18@gmail.com January 25, 2021, 12:32:34 AM
 Board: M.U.G.E.N Configuration Help

The move seems to be a throw. Throws can have bad outcomes with multiple enemies. It's difficult for mugen to know which enemy is being thrown. Sometimes P2 gets thrown, P4 becomes the target. Mugen will forget about P2 and focus on P4. This is where major glitches happen.

The best work around it to always have a trigger for time.
Time >= 400 would be long enough for almost all throws. Once that time passes, P1 and P2 would change states.
You would also use a chunk of code to see if your character is under the screen and reset it's position to y = 0.
This will not stop the errors from occurring. It will allow the fight to continue after 400 tics. You should adjust the 400 value to shorter or longer based on the actual throw.
    

Re: time% wont work unless it equals 0?

 January 28, 2021, 03:55:17 AM View in topic context
 Posted by Odb718  in time% wont work unless it equals 0? (Started by supercain January 26, 2021, 05:33:59 PM
 Board: M.U.G.E.N Development Help

trigger1 = time%3 = 0
time=230 is exactly what Im using from the beginning, genius...
These two things are not the same.
If XGargoyle had said
That's because you don't know THE mathematics.
the slight dig would have been even less.

With that said, you two are now friends. Right? We try to play nice in here, and beat each-other up in game.

The modulus function can be a little tricky to sort out. I try not to use it as often as I can. You should be able to get the same results using other triggers. Cyanide's response should be everything you need. If it's still not perfect, just ask.
    

Re: Trying to mimic cornerpush against a fake corner

 January 27, 2021, 03:53:08 AM View in topic context
 Posted by Odb718  in Trying to mimic cornerpush against a fake corner (Started by ESFAndy011 January 26, 2021, 03:09:32 AM
 Board: M.U.G.E.N Development Help

Why can't you use this for the regular corner push and the pillar corner push?
    

Re: Trying to mimic cornerpush against a fake corner

 January 26, 2021, 08:01:03 AM View in topic context
 Posted by Odb718  in Trying to mimic cornerpush against a fake corner (Started by ESFAndy011 January 26, 2021, 03:09:32 AM
 Board: M.U.G.E.N Development Help