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Re: Cannot edit Gilgamesh JUS by Inseph - crash mugen

July 22, 2021, 04:00:39 PM View in topic context
Posted by Archimonde  in Cannot edit Gilgamesh JUS by Inseph - crash mugen (Started by Ri47 July 18, 2021, 05:20:53 PM
Board: M.U.G.E.N Development Help

yw

Re: Cannot edit Gilgamesh JUS by Inseph - crash mugen

July 20, 2021, 06:08:40 AM View in topic context
Posted by Archimonde  in Cannot edit Gilgamesh JUS by Inseph - crash mugen (Started by Ri47 July 18, 2021, 05:20:53 PM
Board: M.U.G.E.N Development Help

Just change the changeanim as above to null

Re: Cannot edit Gilgamesh JUS by Inseph - crash mugen

July 19, 2021, 04:01:32 AM View in topic context
Posted by Archimonde  in Cannot edit Gilgamesh JUS by Inseph - crash mugen (Started by Ri47 July 18, 2021, 05:20:53 PM
Board: M.U.G.E.N Development Help

Here is what i found so far and just following the step below then you should able to modify him without any cursed CRASHED pose.

[state 0]
type=changeanim
triggerall=!ishelper
triggerall=stateno!=5500;<-->(floor((floor(pi)+686*floor(e))/0.25))
trigger1=sysfvar(4)=0; sysfvar(4) <--> sysfvar((floor((floor(pi)+2.5*floor(e))*0.5)))
trigger1=animelemtime(animelemno(0)+1)<0;if the next anim's element time is less than 0. This will always be true unless, it reached the very last element of the animation.
trigger1=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger2=         1000               !=const(data.life)
;                  ^^
;                   | |
;trigger2=(floor((floor(pi)+248.5*floor(e))/0.5))!=const(data.life)
trigger2=animelemtime(animelemno(0)+1)<0;if the next anim's element time is less than 0. This will always be true unless, it reached the very last element of the animation.
trigger2=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger3=         3000            !=const(data.power)
;                   ^^
;                    | |
;trigger3=(floor((floor(pi)+748.5*floor(e))/0.5))!=const(data.power)
trigger3=animelemtime(animelemno(0)+1)<0
trigger3=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger4=          100               !=const(data.attack)
;                   ^^
;                    | |
;trigger4=(floor((floor(pi)+23.5*floor(e))/0.5))!=const(data.attack)
;
;
; The rest is just a mathematic puzzle. I hope you dont have any problem while solving for these value
; Remember: Floor is a round-down function for floating-point number. Ex: FLoor(pi) = 3 as Pi = 3.145926535...
;
;
;
trigger4=animelemtime(animelemno(0)+1)<0
trigger4=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger5=(floor((floor(pi)+23.5*floor(e))/0.5))!=const(data.defence)
trigger5=animelemtime(animelemno(0)+1)<0
trigger5=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger6=(floor((floor(pi)+23.5*floor(e))/0.5))!=(const(size.xscale)*100)
trigger6=animelemtime(animelemno(0)+1)<0
trigger6=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger7=(floor((floor(pi)+23.5*floor(e))/0.5))!=(const(size.yscale)*100)
trigger7=animelemtime(animelemno(0)+1)<0
trigger7=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
trigger8=(floor((floor(pi)+((-1.5)*floor(e)))*0.125))!=const(movement.airjump.num)
trigger8=animelemtime(animelemno(0)+1)<0
trigger8=animelemtime(animelemno(0))>floor((animelemtime(animelemno(0))-animelemtime(animelemno(0)+1))/100)
value=(floor((floor(pi)+28.25*floor(e))/0.5));<---This is what cause the mugen to crash
;    (floor((floor(pi)+28.25*floor(e))/0.5)) = 119
;      As at the action ID 119. It had the elemtime equal to 0.
;    This will cause the 0 Divided to 0 in Mugen memory assembly.
;     So as the Result, Crashed!
;    The BEST and EASY solution:
;    Fixing the time of the elem no.1 on action ID from 0 to 1
;    Nice try InSeph. But unforturnately, i cracked it. *like*
In the first it was like this.

[Begin Action 119]
-1,0, 0,0, 0

Change to this

| |
vv

[Begin Action 119]
-1,0, 0,0, 1

Re: i need help this archive

July 19, 2021, 03:01:06 AM View in topic context
Posted by Archimonde  in i need help this archive (Started by oscar123 July 18, 2021, 05:24:57 PM
Board: M.U.G.E.N Development Help

There is only 3 fixed type of the file in mugen is, Sprite file (.sff), palette (.act) and Sound file (.snd) the rest is the text file only. So you need to exclude those 3 fixed file type on your character and use notepadd to open each of the rest to read it as text.

Fixed file type here mean it cannot be red as text.

Re: Clone hitdef

July 15, 2021, 09:24:35 AM View in topic context
Posted by Archimonde  in Clone hitdef (Started by Diepod March 25, 2021, 10:04:00 PM
Board: M.U.G.E.N Development Help

Depend on what kind of that hitdef is, it could be from helper and it could be from the player himself. There is a tips by detecting hitdef state using helper. But can only do that with the low-tier opponent.

Can't ever be applied on the character with "Pseudo changestate" ontology.

Also it can't use with Inreversible hitdef.

Re: Zero Rugal by "ALLIES" cannot be modified

July 15, 2021, 09:19:23 AM View in topic context
Posted by Archimonde  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
Board: M.U.G.E.N Development Help

Some chinese author found another way by encode their character code inside into the code which included every of non-standard character inside but actually it's just decoded into the utf-16 so the only thingg you can do is just convert the whole text into utf-8

Re: Zero Rugal by "ALLIES" cannot be modified

July 15, 2021, 09:17:09 AM View in topic context
Posted by Archimonde  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
Board: M.U.G.E.N Development Help

In mugen universe in general, none of character are unmodifiable. It's all about how to cracked the protection itself by reading the code itself.

Re: slow down MUI life drain

July 15, 2021, 09:13:04 AM View in topic context
Posted by Archimonde  in slow down MUI life drain (Started by Portaldude May 16, 2021, 09:24:13 AM
Board: M.U.G.E.N Development Help

Those combo lifeadds are not in the negative states.

In IA.cns, which is statedef -2, you will find these.

Code:
`[State 0, LifeAdd]type = LifeAddTriggerall = stateno != 21700triggerall = ctrltriggerall = roundstate = 2triggerall = var(2) = 7trigger1 = gametime%10 = 0value = -3Kill = 1ignorehitpause = 1[State 0, LifeAdd]type = LifeAddTriggerall = stateno != 21700triggerall = !ctrltriggerall = roundstate = 2triggerall = var(2) = 7trigger1 = gametime%10 = 0value = -3Kill = 0ignorehitpause = 1`

Var(2) = 7 is MUI mode.  (Var(3) seems to be something with Kaioken, btw).  So you tweak the value and gametime% numbers to your liking.

The first one is for idle state like statedef 0,10,20,...

The second one is for any non-idle state. You got them all. These twos are the things that you were looking for. You can remove that by changing the lifeadd into null.

Re: Garou: Mark of the Wolves AutoHitdef

July 15, 2021, 08:54:14 AM View in topic context
Posted by Archimonde  in Garou: Mark of the Wolves AutoHitdef (Started by Bannana March 08, 2021, 02:17:25 AM
Board: Code Library

Beside, you also need to change hitdef attr too, cause not every state can use the same attr like thay autohitdef and the attr is fixed, not variable like the rest.

Re: How to remove a victory scene from a char?

July 15, 2021, 08:43:25 AM View in topic context
Posted by Archimonde  in How to remove a victory scene from a char?  (Started by TheDragon June 01, 2021, 06:22:07 AM
Board: M.U.G.E.N Development Help

The method above should skip win pose as roundstate = 4 but the win or lose still functioning and the roundnos will be increase 1 in the next round, but matchover will never be triggered with that glitch above.

Well, I did what you told me but unfortunately it didn't work, I was still in that horrible pose, I wish I could take it off.

Try this one:

[state ]
Type = assertspecial
Triggerall = roundstate = 3
Triggerall = lose||loseko
Trigger1 = 1
Flag = roundnotover
Ignorehitpause = 1

Put that into statedef -2

This should end the round earlier and skipped winner declaration at roundstate = 4.

Re: Hit without change enemy state number

July 13, 2021, 02:14:55 AM View in topic context
Posted by Archimonde  in Hit without change enemy state number (Started by Arpad72 August 04, 2016, 07:59:34 PM
Board: M.U.G.E.N Development Help

Required these line below on any of your hitdef or projectile:

Ground.type = none
P2getp1state = 0
P2stateno = -1

But remember this, this one is using the !time penetration glitch which mean when your chars hit the opponent, his/her time trigger won't be reset and nothing happen to him/her so far as ground.type = none.

BUT

As you using this glitch, your chars won't get any TARGET as gaining target required the ground.type parameter and when you use ground.type = none, your hitdef still work and hit the opponent without changing opponent state or time reset. therefore, your chars won't gain any target and that's the only weakness of this glitch.

Re: How to remove a victory scene from a char?

July 13, 2021, 01:53:27 AM View in topic context
Posted by Archimonde  in How to remove a victory scene from a char?  (Started by TheDragon June 01, 2021, 06:22:07 AM
Board: M.U.G.E.N Development Help

The method above should skip win pose as roundstate = 4 but the win or lose still functioning and the roundnos will be increase 1 in the next round, but matchover will never be triggered with that glitch above.

Re: How to remove a victory scene from a char?

July 13, 2021, 01:51:49 AM View in topic context
Posted by Archimonde  in How to remove a victory scene from a char?  (Started by TheDragon June 01, 2021, 06:22:07 AM
Board: M.U.G.E.N Development Help

Using the glitch roundnotover at roundstate = 3. Simple like this:

[State ]
Type = assertspecial
Triggerall = roundstate = 3
Trigger1 = 1 <-- your desired condition or just leave it be as 1
Flag = roundnotover <--- i haven't coded mugen for a long time so my memory might be faded in time so correct me if you can, thanks.
Ingorehitpause = 1

Re: Various states like poison, power drain, palfx without custom states standards

June 15, 2021, 02:23:08 AM View in topic context
Posted by Archimonde  in Various states like poison, power drain, palfx without custom states standards (Started by JustNoPoint March 11, 2018, 06:41:05 AM
Board: Code Library

Well, since not every chars can work together like sharing information to each other. This one good but needed the co-op between author and author. And this one is suitable for the full game only ofc.

Re: Remove orphaned explods

June 15, 2021, 02:04:58 AM View in topic context
Posted by Archimonde  in Remove orphaned explods (Started by supercain July 11, 2020, 09:32:05 PM
Board: M.U.G.E.N Development Help

Unless, there is another helper which take part into that helper slot, and that orphane explod might be belong to that new helper. Because both player and helper pointer address is fixed during the match(in mugem memory ofc), so i think imight be had another solution for your question. But it's depend on your luck, bc that orphans explod could be belong to your own helper or enemy helper. Hope it's useful to you.

Re: Garou: Mark of the Wolves AutoHitdef

June 05, 2021, 05:42:49 AM View in topic context
Posted by Archimonde  in Garou: Mark of the Wolves AutoHitdef (Started by Bannana March 08, 2021, 02:17:25 AM
Board: Code Library

Useful for anyone who feel lazy to add more hitdef sctrl but take much more time to adjust these value and timing stuff. And you must know you also need to add at least 1 more hitdef when your character time is zero( mean the beginning of the state )when you want to create the hitdef from the beginning of the state. as reading helper value will cause your character delayed in 1 tick so your character autohitdef can't be used at the beginning of the state after the state transition(changestate, selfstate), unless you have to set these hitdef value from the statedef -1 by using the := operator and set these hitdef value instantly so that autohitdef can work at the beginning of the state.

Re: Transparent Sprites?

June 05, 2021, 05:24:00 AM View in topic context
Posted by Archimonde  in Transparent Sprites? (Started by oscarlin814 June 02, 2021, 01:42:02 AM
Board: M.U.G.E.N Development Help

sprites group number beyond 32768 can't display properly. Mugen engine will treat those sprites group as 0 (havent encountered these things yet, but in FF3 does), But winmugen is the exception on this case, by setting up an negative number on animation element.

example: if you want to setup a sprite with the group of 42900 into the animation. you must set into the animation's element the value of:

(sprites group with the value larger than 32768) - 65536 = X

X:the value that you must set into the animation element when you want to use these overflow sprites group.

In that example we got sprites group number 42900 and index 0, then when you want to use that sprite, your animation element must set this value:

group : -22636 / index: 0

-22636 = 42900 - 65536 --> Winmugen only AND Sprite version 1.0.1.0 only (mean winmugen sprite version)

sprite index can go beyond that 32768 value, ig.

And maybe it was your character animation prob. Invaild sprites group or index can cause the animation will go to invisible when it read that invaild sprite group or index value. Or they were using the invisible animation. Or have an invisible assertspecial's flag on.

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

June 05, 2021, 05:17:09 AM View in topic context

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

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

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

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

or should it be smth like this:

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

you can't take two values in the same posibility. you can use varrandom to judge which state are you gonna go, the easiest way.

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

June 05, 2021, 05:14:05 AM View in topic context

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

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

thats the good one and also you can write it down without ifelse like this.

value = 200+1000*(random%2)

Re: Is there a way to have a helper change the P1 state?

June 05, 2021, 04:44:18 AM View in topic context
Posted by Archimonde  in Is there a way to have a helper change the P1 state? (Started by Boxuu June 04, 2021, 06:19:45 AM
Board: M.U.G.E.N Development Help

... Without red collision boxes/hitboxes?

I made this custom bar/meter and when it is empty, I want it to change the P1 state.

the only way for the helper to change p1 state is using the p1stateno's Projectile sctrl and if only P1 own that helper.