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Re: Can't Find Faust's Power Trigger

 May 30, 2022, 02:11:52 PM View in topic context
 Posted by Creamy_Goodness  in Can't Find Faust's Power Trigger (Started by Creamy_Goodness May 29, 2022, 02:41:02 PM
 Board: M.U.G.E.N Development Help


@K-Fox

> OK, I adjusted the power trigger in Statedef -3, and then observed the AI in a few matches. When I did, I didn't see Faust use Gamble when he had less than 2 energy stocks, so the edit seems to have done the trick. Thanks for taking the time to help me out, and now I can mark this thread as Solved.
    

Re: Can't Find Faust's Power Trigger

 May 30, 2022, 01:26:36 PM View in topic context
 Posted by Creamy_Goodness  in Can't Find Faust's Power Trigger (Started by Creamy_Goodness May 29, 2022, 02:41:02 PM
 Board: M.U.G.E.N Development Help


@K-Fox

"You changed the state controllers in State -3 right, but there is another state controller right at the beginning of State -3 for changing to State 3000:

Code:

    [State -3]
    type = ChangeState
    triggerall = var(40) = 0
    triggerall = roundstate = 2
    triggerall = var(59) >= 1
    triggerall = var(58) != 1
    triggerall = alive
    triggerall = power >= 1000
    triggerall = statetype != A && statetype != L
    triggerall = p2bodydist X = [-10,120]
    triggerall = enemynear,AnimTime <= -10
    trigger1 = ctrl || (stateno = [100,101])
    trigger1 = p2statetype != A
    trigger1 = p2movetype = A
    trigger1 = (random < 120&&life >= 500)||(random < 220&&(life = [250,499]))||(random < 420&&life < 250)
    trigger2 = (prevstateno = [120,159])||(prevstateno = [5000,5120])
    trigger2 = ctrl && time <= 2
    trigger2 = p2statetype != A
    trigger2 = p2movetype = A
    value = 3000"

Change the power requirement in this state controller to 2000 and see if that helps."

> Oh shit, I don't know how I missed that. Thanks for pointing that out, I'll try changing the power trigger on it right away.

----------

"You'll also need to change this in State 3000:

Code:

    [State 3000, 1]
    type = poweradd
    trigger1 = time = 0
    value = -1000

to drain 2000 power instead."

> I already got that one, as stated in my OP.

> OK, I'm going to try changing the power trigger on Staedef -3 and see if that helps. I'll get back to you as soon as I can.

    

Can't Find Faust's Power Trigger

 May 29, 2022, 02:41:02 PM View in topic context
 Posted by Creamy_Goodness  in Can't Find Faust's Power Trigger (Started by Creamy_Goodness May 29, 2022, 02:41:02 PM
 Board: M.U.G.E.N Development Help


> This is somewhat of a follow up to a fairly recent thread I posted when I asked where I could the AI for Faust by muteki. I'm trying to change Faust's Gamble Attack super (3600) from a Level 1 super to a Level 2. However, despite my best efforts, I can't stop the AI from using the attack when Faust has less than two stocks of energy. Here's what I've changed so far...

----------

> In faust.cmd, within this state controller...

[State -1, 3000]
type = ChangeState
value = 3600
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59) <= 0
triggerall = var(58) = 1
triggerall = var(25) = 0
triggerall = power >= 1000
triggerall = command = "Žh??“I?â–???"
trigger1 = statetype != A
trigger1 = (ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)
trigger2 = (stateno = [200,450]) && (movecontact||movereversed) && var(3) = 0
trigger2 = stateno != [240,242]
trigger3 = stateno = 100
trigger4 = stateno = 101
trigger5 = stateno = 40
trigger6 = stateno = [195, 197]
trigger6 = time > ifelse(anim = 197,20,61)
trigger7 = numhelper(780+id)
trigger7 = helper(780+id),sysvar(0)
trigger7 = stateno = 151 || stateno = 153 || (stateno = 155 && statetype != A)

> I changed this...

triggerall = power >= 1000

> To this...

triggerall = power >= 2000

----------

> Also in faust.cmd, within this state controller...

[State -1, 3000]
type = ChangeState
value = 3000
triggerall = !ishelper
triggerall = var(40) = 0
triggerall = var(59) <= 0
triggerall = var(58) != 1
triggerall = var(25) = 0
triggerall = enemy,numpartner = 0
triggerall = power >= 1000
triggerall = command = "Žh??“I?â–???"
trigger1 = statetype != A
trigger1 = (ctrl||fvar(28)) || (StateNo = 5120 && animtime = 0)
trigger2 = (stateno = [200,450]) && (movecontact||movereversed) && var(3) = 0
trigger2 = stateno != [240,242]
trigger3 = stateno = 100
trigger4 = stateno = 101
trigger5 = stateno = 40
trigger6 = stateno = [195, 197]
trigger6 = time > ifelse(anim = 197,20,61)
trigger7 = numhelper(780+id)
trigger7 = helper(780+id),sysvar(0)
trigger7 = stateno = 151 || stateno = 153 || (stateno = 155 && statetype != A)

> I changed this...

triggerall = enemy,numpartner = 0
triggerall = power >= 1000

> To this...

triggerall = power >= 2000

----------

> In faust.cns, I commented out all this...

[State -1]
type = varset
sysvar(1) = 3600
triggerall = sysvar(1) = 0
triggerall = root,var(40) = 0
triggerall = root,var(59) <= 0
triggerall = root,var(58) = 1
triggerall = root,var(25) = 0
triggerall = root,power >= 1000
triggerall = root,command = "Žh??“I?â–???"
trigger1 = root,stateno = 150 || root,stateno = 152

[State -1]
type = varset
sysvar(1) = 3000
triggerall = sysvar(1) = 0
triggerall = root,var(40) = 0
triggerall = root,var(59) <= 0
triggerall = root,var(58) != 1
triggerall = root,var(25) = 0
triggerall = root,power >= 1000
triggerall = root,command = "Žh??“I?â–???"
trigger1 = root,stateno = 150 || root,stateno = 152

----------

> Also in faust.cns, under [Statedef -3], within these two state controllers...


[State -3]
type = ChangeState
triggerall = var(40) = 0
triggerall = roundstate = 2
triggerall = var(59) >= 1
triggerall = var(58) != 1
triggerall = alive
triggerall = power >= 1000
triggerall = statetype != A && statetype != L
triggerall = p2bodydist X = [-10,120]
trigger1 = ctrl || (stateno = [100,101])
trigger1 = p2statetype != A
trigger1 = p2movetype = A
trigger1 = enemynear,hitdefattr = SCA, AT
value = 3000

[State -3]
type = ChangeState
triggerall = var(40) = 0
triggerall = roundstate = 2
triggerall = var(59) >= 1
triggerall = var(58) = 1
triggerall = alive
triggerall = power >= 1000
triggerall = statetype != A && statetype != L
triggerall = p2bodydist X = [-10,120]
triggerall = p2bodydist Y = [-80,0]
triggerall = random < 50
trigger1 = ctrl || (stateno = [100,101])
trigger1 = p2movetype = A
trigger2 = stateno = 450 && movehit
trigger3 = stateno = 430 && movehit
trigger3 = var(21) = 0
trigger4 = (stateno = [224,225]) && movehit
trigger4 = var(21) = 1
value = 3600

> I changed this...

triggerall = power >= 1000

> To this...

triggerall = power >= 2000

----------

> And finally in faust_ex.cns, under [Statedef 3600], I changed this...


[State 3000, 1]
type = poweradd
trigger1 = animelem = 6
value = -1000

> To this...

[State 3000, 1]
type = poweradd
trigger1 = animelem = 6
value = -2000

----------

> There's obviously something else going on that's causing Faust to not require two stocks of energy use the attack, but due to the extreme complexity of the character, I can't for the life of me figure it out. Once again, here is the link to the original character...

https://onedrive.live.com/?cid=495747b6f9328805&id=495747B6F9328805%21125&authkey=%21AHiQCBHj6az5zwg (filename is "fau.7z")
    

Re: Can't find Faust's AI

 May 05, 2022, 07:54:39 AM View in topic context
 Posted by Creamy_Goodness  in Can't find Faust's AI (Started by Creamy_Goodness April 27, 2022, 09:26:37 PM
 Board: M.U.G.E.N Development Help


> OK, I just finished editing Faust's AI by reducing all of the Random triggers to ten percent of their original values. As a result, Faust is a little more beatable, but still very strong. Thank you for your help, and I can now mark this topic as "Solved".
    

Re: Can't find Faust's AI

 May 04, 2022, 09:24:59 AM View in topic context
 Posted by Creamy_Goodness  in Can't find Faust's AI (Started by Creamy_Goodness April 27, 2022, 09:26:37 PM
 Board: M.U.G.E.N Development Help


@K-Fox

> Thank you so much, Fox. I don't think I would have found the AI if you didn't point it out for me. I'm going to start nerfing that AI right away and I'll let you know how it goes.
    

Can't find Faust's AI

 April 27, 2022, 09:26:37 PM View in topic context
 Posted by Creamy_Goodness  in Can't find Faust's AI (Started by Creamy_Goodness April 27, 2022, 09:26:37 PM
 Board: M.U.G.E.N Development Help


> I'm currently nerfing Faust by muteki, and this task has been real pain in the ass due to the extreme complexity of the character. So far, I've managed to reduce the damage of all of his basic attacks and some of his special attacks, but he's still dominating the other characters in my roster, including the some of the top 16 I put him up against. The next step is to tone down his AI, but try as I might, I couldn't find it anywhere; not in the cmd or any of the cns files.

> Here's the link to the original character...

https://onedrive.live.com/?cid=495747b6f9328805&id=495747B6F9328805%21125&authkey=%21AHiQCBHj6az5zwg (filename is "fau.7z")

> If anyone has better luck in finding the AI than I did, please let me know.
    

Re: Creamy Goodness - Version 1.1 (WIP)

 April 27, 2022, 09:10:16 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects


@altoiddealer

> Thanks for all the tips. I'm already animating the ponytail, although it can be tricky at times to get right. As for the motion blur, I think I'll save that technique for the super attacks if I decide to use it.
    

Re: Creamy Goodness - Version 1.1 (WIP)

 April 19, 2022, 08:37:23 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects


@GreatFunk

> I just uploaded the four images to imgur and changed the links in the thread. Hope it works now.
    

Re: Creamy Goodness - Version 1.1 (WIP)

 April 18, 2022, 02:24:32 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects


@GreatFunk

> OK, I think I fixed the problem. It turns out that the images were only showing up for me as long as I was logged into my Google account, but disappeared as soon as I logged out. I went back into Google Photos and moved the images form "Photos" to "Archive", and then updated the links on this thread. After I did that, I was able to images on this thread even when logged out of my Google account. I hope that fixed it so that everyone can see the new images now.
    

Re: Creamy Goodness - Version 1.1 (WIP)

 April 18, 2022, 12:19:41 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects


@GreatFunk

"The images doesn’t show up."

> That's strange. I lost access to my main server on Creamy's Wonderland a couple months ago, so I uploaded these new images to my Google Photos account instead. The images are showing up just fine for me, but I'm going to look into the issue and see if I can come up with a fix so that everyone can view them.
    

Re: Creamy Goodness - Version 1.1 (WIP)

 April 17, 2022, 01:53:17 PM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects

@altoiddealer

> Thanks bro, that means a lot to me. It feels good to know that my efforts are being appreciated around here.

----------

> It's been several months since Creamy's last update, due to some trouble I was having with the 3D model's mouth poses, but I've finally finished Block 3 of the updated sprites. Normally, I would have finished spriting all of the basic movements before starting the attacks, but because some of attacks had changed since the final beta version of the character, I decided to break sequence and sprite those attacks before continuing the basic movements. The difference in proportions between the stickman and the updated sprites slightly increases Creamy's attack range, but changing the attacks themselves increases the range even more than that. Here are the four attacks that I've changed...

----------

> Standing quick jab


> Creamy used to use his far hand to do his standing QP standard attack. But now that he uses his near hand instead, the attack range has increased by a whopping 19 pixels.

----------

> Standing hard jab


> This standing HP standard attack replaces the hard elbow smash 1 from the old stickman sprites, and has a range 50 pixels greater than the old elbow smash.

----------

> Quick knee kick


> A low roundhouse kick to the knee that replaces the old stickman's second quick jab from the standing QP short combo.

----------

> Second quick jab


> This jab is now placed in between the initial standing quick jab and the hard hook within the standing QP medium combo. I added this attack because initial jab is now done with the near hard, and I wanted to keep using the hook with the near hard while alternating hands between punches.

----------

> I'm putting this character on another hiatus. When I start working on it again, I will focus on the remaining basic movements, starting with the rest of the crouch animations.
    

Re: Phineas And Ferb's Backyard by Madoldcrow1105

 January 18, 2022, 03:20:33 AM View in topic context
 Posted by Creamy_Goodness  in Phineas And Ferb's Backyard by Madoldcrow1105 (Started by Creamy_Goodness January 18, 2022, 03:15:33 AM
 Board: Requests

    

Phineas And Ferb's Backyard by Madoldcrow1105

 January 18, 2022, 03:15:33 AM View in topic context
 Posted by Creamy_Goodness  in Phineas And Ferb's Backyard by Madoldcrow1105 (Started by Creamy_Goodness January 18, 2022, 03:15:33 AM
 Board: Requests


> Does anyone know where I can find Madoldcrow1105's Phineas And Ferb's Backyard stage? I've done a bit of searching for it, but I couldn't find a link to it that works.

    

Agent P (chibasin): Creamy edit

 January 17, 2022, 12:13:51 AM View in topic context
 Posted by Creamy_Goodness  in Agent P (chibasin): Creamy edit (Started by Creamy_Goodness January 17, 2022, 12:13:51 AM
 Board: Edits & Add-ons


> I've got another character edit for you all. This time, it's chibasin's Agent P (Perry The Platypus) from the TV series Phineas and Ferb, and is my first Disney character edit. It only took just over a week to finish, but I'm still proud of the outcome. As usual, here are the changes I made to the character in the form of a wall of text...

> Extended height of portrait by one pixel so that it fits border (120 x 140 pixels).
> Increased attack from 70 to 100.
> Standing quick jab (200) now does 10 damage instead of 20.
> Extended CLSN1 box of standing hard kick (205) forward by one pixel.
> Quick kick (205) now does 15 damage instead of 19.
> Quick kick (205) can no longer be comboed into from standing quick jab (200) or crouching quick jab (400).
> Standing hard punch (210) now does 40 damage instead of 57.
> Standing hard punch (210) can no longer be comboed into from crouching tail whip (405).
> Back roundhouse kick (215) now does 50 damage instead of 60.
> Back roundhouse kick (215) can no longer be comboed into from any of its original attacks except standing quick jab (200) and crouching quick jab (400).
> Crouching quick jab (400) now does 10 damage instead of 23.
> Extended CLSN1 box of crouching tail whip (405) forward by one pixel.
> Crouching tail whip (405) now does 20 damage instead of 28.
> The second frame of the crouching tail whip (405) is now 2 ticks long instead of 4.
> Increased ground.hittime of crouching tail whip (405) from 10 to 15.
> Retracted CLSN1 box of crouching hard jab (410) backward by two pixels.
> Crouching hard jab (410) now does 30 damage instead of 60.
> The third frame of the crouching hard jab (410) is now 4 ticks long instead of 3.
> Crouching hard jab (410) can no longer be comboed into from crouching tail whip (405).
> Sliding kick (415) now does 40 damage instead of 72.
> Retracted CLSN1 box of aerial quick punch (600) backward by three pixels.
> Aerial quick kick (605) now does 10 damage instead of 26.
> Aerial hard punch (610) now does 50 damage instead of 72.
> Aerial hard kick (615) now does 40 damage instead of 70.
> Retracted CLSN1 box of grab attempt (800) backward by four pixels.
> Subtracted one tick from each of the first five frames of Quick Tobidougu special (1000).
> Quick Tobidougu special (1000) now does 20 damage instead of 80.
> Quick Tobidougu special (1000) can no longer be comboed into from any of its original attacks except standing hard punch (210).
> Hard Tobidougu special (1010) now does 40 damage instead of 90.
> Hard Tobidougu special (1010) can no longer be comboed into from any attack.
> Subtracted one tick from each of the first seven frames of Raijinken special (1100).
> Raijinken special (1100) now does 40 damage instead of 100.
> Quick Raijinken special (1100) can no longer be comboed into from any of its original attacks except quick kick (205).
> Quick Raijinken special (1100) can now be comboed into from sliding kick (415).
> Added HK version of Raijinken special (1110), which does 80 damage and propels Perry higher than the QK version.
> Hard Raijinken special (1110) can no longer be comboed into from any attack.
> Removed dust explods (3170) from Raijinken specials (1100 and 1110)
> Added CLSN1 box to the second frame of quick Sipputuki animation (1150).
> Added new HitDef to quick Sipputuki special (1150) so that Perry hits on the second frame.
> Quick Sipputuki special (1150) now does up to 40 damage instead of 70.
> Increased ground.hittime of first hit of quick Sipputuki special (1150) from 15 to 25.
> Quick Sipputuki special (1150) can no longer be comboed into from any of its original attacks except standing hard punch (210).
> Added CLSN1 box to the second frame of hard Sipputuki animation (1160).
> Added new HitDef to hard Sipputuki special (1160) so that Perry hits on the second frame.
> Increased ground.hittime of middle hits of hard Sipputuki special (1160) from 15 to 25.
> Hard Sipputuki special (1160) can no longer be comboed into from any of its original attacks except standing hard punch (210).
> Hiensenpu special (1170) now does 60 damage instead of 80.
> Hiensenpu special (1170) can no longer be comboed into from Aerial quick kick (605) or Aerial hard kick (615).
> Parable specials (1200, 1210, 1300) are now Level 1 supers.
> Parable supers (1200, 1210, 1300) now hit ten times instead of one.
> Parable supers (1200, 1210, 1300) now do 15 damage per hit, totaling up to 150 damage, instead of 80 damage in one hit.
> Parable supers (1200, 1210, 1300) can no longer be comboed into from any attack.
> Adjusted CLSN1 boxes of both Parable flame jet animations (3100 and 3110).
> The third frame of the Ohaou animation (2000) is now 60 ticks long instead of 4.
> Ohaou super (2000) now does 200 damage instead of 250.
> Ohaou super (2000) can no longer be comboed into from any attack.
> Added new CLSN1 box to cover front foot of ROBOperry animation (2110).
> Sandantuki super (2100) now does 220 damage instead of 250.
> Sandantuki super (2100) is now a Level 2 super.
> Sandantuki super (2100) can no longer be comboed into from any attack.
> Ranbu super (2200) now does 120 damage instead of 300.
> Ranbu super (2200) can no longer be comboed into from any standard attack.
> Ranbu super (2200) can now be comboed into from hard Sipputuki special (1160).
> Subtracted one tick from each of the first seven frames of Ranbu super (2200).
> Perry's AI now has a 5% chance of using standing horizontal Parable super (1200) when between 100 and 200 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 10% chance of using standing diagonal Parable super (1210) while standing on the ground, and opponent is airborne.
> Perry's AI now has a 5% chance of using aerial Parable super (1300) when between 100 and 200 pixels away from the opponent while airborne, and nearly level with opponent.
> Perry's AI now has a 5% chance of using Ohaou super (2000) when between 150 and 200 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 50% chance of using Sandantuki super (2100) when between 100 and 200 pixels away from the opponent.
> Perry's AI now has a 5% chance of using Ranbu super (2200) when between 100 and 150 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 90% chance of canceling Sipputuki specials (1150 and 1160) into Ranbu super (2200).
> Perry's AI now has a 10% chance of using quick Tobidougu special (1000) when between 100 and 150 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing standing hard punch (210) into quick Tobidougu special (1000).
> Perry's AI now has a 10% chance of using hard Tobidougu special (1010) when 150 pixels away from the opponent or further, and opponent is on the ground.
> Perry's AI now has a 60% chance of using quick Raijinken special (1100) when 20 pixels away from the opponent or closer, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing standing quick kick (205) into quick Raijinken special (1100).
> Perry's AI now has a 90% chance of comboing sliding kick (415) into quick Raijinken special (1100).
> Perry's AI now has a 90% chance of using hard Raijinken special (1110) when 30 pixels away from the opponent or closer, and opponent is airborne.
> Perry's AI now has a 30% chance of using Sipputuki specials (1150 and 1160) when between 20 and 40 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing standing hard punch (210) into Sipputuki specials (1150 and 1160).
> Perry's AI now has a 60% chance of using Hiensenpu special (1170) when 100 pixels away from the opponent or closer while airborne, and opponent is 50 pixels below Perry or lower.
> Perry's AI now has a 90% chance of comboing aerial punches (600 and 610) into Hiensenpu special (1170).
> Perry's AI now has a 30% chance of using standing quick jab (200) when 15 pixels away from the opponent or closer, and opponent is on the ground.
> Perry's AI now has a 30% chance of using standing quick kick (205) when 12 pixels away from the opponent or closer, and opponent is on the ground.
> Perry's AI now has a 30% chance of using standing hard punch (210) when between 5 and 15 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing standing quick jab (200) into standing hard punch (210).
> Perry's AI now has a 90% chance of comboing standing quick kick (205) into standing hard punch (210).
> Perry's AI now has a 90% chance of comboing crouching quick jab (400) into standing hard punch (210).
> Perry's AI now has a 30% chance of using back roundhouse kick (215) when between 5 and 15 pixels away from the opponent, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing standing quick jab (200) into back roundhouse kick (215).
> Perry's AI now has a 90% chance of comboing crouching quick jab (400) into back roundhouse kick (215).
> Perry's AI now has a 60% chance of using crouching quick jab (400) when 12 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Perry's AI now has a 60% chance of using crouching tail whip (405) when 20 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing crouching quick jab (400) into crouching tail whip (405).
> Perry's AI now has a 60% chance of using crouching hard jab (410) when 15 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing crouching quick jab (400) into crouching hard jab (410).
> Perry's AI now has a 60% chance of using sliding kick (415) when 30 pixels away from the opponent or closer while crouching, and opponent is on the ground.
> Perry's AI now has a 90% chance of comboing crouching quick jab (400) into sliding kick (415).
> Perry's AI now has a 90% chance of comboing crouching tail whip (405) into sliding kick (415).
> Perry's AI now has a 90% chance of comboing crouching hard jab (410) into sliding kick (415).
> Perry's AI now has a 60% chance of using aerial quick punch (600) when 10 pixels away from the opponent or closer while airborne, and nearly level with opponent.
> Perry's AI now has a 60% chance of using aerial quick kick (605) when 20 pixels away from the opponent or closer while airborne, and nearly level with opponent.
> Perry's AI now has a 60% chance of using aerial hard punch (610) when 12 pixels away from the opponent or closer while airborne, and nearly level with opponent.
> Perry's AI now has a 60% chance of using aerial hard kick (615) when 20 pixels away from the opponent or closer while airborne, and nearly level with opponent.
> Perry's AI now has a 90% chance of comboing aerial quick punch (600) into aerial hard kick (615).
> Perry's AI now has a 60% chance of using grab attempt (800) when 5 pixels away from the opponent or closer, and opponent is on the ground.





http://creamyg.jdluke.com/Games/MUGEN/Characters/Edits/Agent_P(CGX01).zip
    

Re: Projectile limited to four hits

 January 13, 2022, 09:10:08 PM View in topic context
 Posted by Creamy_Goodness  in Projectile limited to four hits (Started by Creamy_Goodness January 12, 2022, 01:22:21 PM
 Board: M.U.G.E.N Development Help


@Ichida

"And second, you may want to reduce your pausetime to 5,5 or so. In order to lay more hits for the projectile."

> Hey what do you know, it worked! I changed the pausetime from 10, 10 to 0, 5, and when I did, I was able to land all 10 hits. Thank you very much for your help, and I can now mark this thread as Solved.
    

Re: Projectile limited to four hits

 January 13, 2022, 12:25:29 PM View in topic context
 Posted by Creamy_Goodness  in Projectile limited to four hits (Started by Creamy_Goodness January 12, 2022, 01:22:21 PM
 Board: M.U.G.E.N Development Help


@Ichida

"The character's animation has nothing to do with the projectile. What was I talking about was the animation no. 3100 tho. The animation no. 1200 has no hitboxes, so I assume that it belongs to the character himself/herself."

> Sorry for the misunderstanding. Here's the animation code for the projectile...

;
[Begin Action 3100]
Clsn1: 1
  Clsn1[0] = 32, -36, 89, -17
3060,0, 0,0, 2
Clsn1: 1
  Clsn1[0] = 33, -46, 154, -7
3060,1, 0,0, 3
Clsn1: 1
  Clsn1[0] = 33, -46, 186, -7
3060,2, 0,0, 3
Clsn1: 3
  Clsn1[0] = 33, -59, 147, -17
  Clsn1[1] = 165, -52, 263, -4
  Clsn1[2] = 146, -59, 166, -4
3060,3, 0,0, 3
Clsn1: 3
  Clsn1[0] = 34, -51, 91, -17
  Clsn1[1] = 231, -75, 259, -20
  Clsn1[2] = 90, -100, 232, -13
3060,4, 0,0, 3
Clsn1: 4
  Clsn1[0] = 231, -95, 269, -22
  Clsn1[1] = 89, -104, 232, -13
  Clsn1[2] = 33, -47, 77, -17
  Clsn1[3] = 76, -56, 90, -13
3060,5, 0,0, 3
Clsn1: 4
  Clsn1[0] = 219, -104, 256, -33
  Clsn1[1] = 126, -104, 220, -11
  Clsn1[2] = 33, -38, 68, -19
  Clsn1[3] = 67, -80, 127, -13
3060,6, 0,0, 3
Clsn1: 4
  Clsn1[0] = 212, -104, 248, -75
  Clsn1[1] = 33, -39, 67, -19
  Clsn1[2] = 66, -80, 127, -16
  Clsn1[3] = 126, -104, 213, -12
3060,7, 0,0, 3
Clsn1: 5
  Clsn1[0] = 239, -84, 246, -72
  Clsn1[1] = 143, -104, 230, -81
  Clsn1[2] = 143, -82, 225, -15
  Clsn1[3] = 33, -48, 84, -18
  Clsn1[4] = 83, -87, 144, -13
3060,8, 0,0, 3
Clsn1: 5
  Clsn1[0] = 95, -89, 152, -13
  Clsn1[1] = 151, -100, 185, -15
  Clsn1[2] = 33, -52, 96, -15
  Clsn1[3] = 185, -104, 253, -96
  Clsn1[4] = 184, -71, 239, -17
3060,9, 0,0, 3
Clsn1: 4
  Clsn1[0] = 97, -87, 136, -10
  Clsn1[1] = 186, -76, 248, -18
  Clsn1[2] = 33, -54, 98, -17
  Clsn1[3] = 135, -103, 187, -13
3060,10, 0,0, 3
Clsn1: 5
  Clsn1[0] = 193, -134, 255, -87
  Clsn1[1] = 143, -104, 227, -15
  Clsn1[2] = 99, -84, 144, -13
  Clsn1[3] = 250, -92, 273, -47
  Clsn1[4] = 226, -51, 259, -33
3060,11, 0,0, 3
Clsn1: 3
  Clsn1[0] = 126, -118, 233, -22
  Clsn1[1] = 202, -129, 253, -99
  Clsn1[2] = 244, -92, 262, -79
3060,12, 0,0, 3
Clsn1: 3
  Clsn1[0] = 252, -82, 258, -73
  Clsn1[1] = 224, -120, 259, -97
  Clsn1[2] = 142, -124, 225, -37
3060,13, 0,0, 3
Clsn1: 2
  Clsn1[0] = 224, -122, 264, -99
  Clsn1[1] = 157, -111, 215, -53
3060,14, 0,0, 3
Clsn1: 1
  Clsn1[0] = 165, -87, 195, -67
3060,15, 0,0, 3
3060,16, 0,0, 3
3060,17, 0,0, -1
    

Re: Projectile limited to four hits

 January 12, 2022, 10:11:30 PM View in topic context
 Posted by Creamy_Goodness  in Projectile limited to four hits (Started by Creamy_Goodness January 12, 2022, 01:22:21 PM
 Board: M.U.G.E.N Development Help


@Ichida

"Nothing seems wrong with the code. How many ticks are there in your 4th animelem ?"

> The fourth frame of the character's animation has three ticks. I'm not sure if this will help, but here's the code for the animation in the AIR file...

;
[Begin Action 1200]
Clsn2: 1
  Clsn2[0] = -12, -46, 10, -2
1040,0, 0,0, 2
Clsn2: 1
  Clsn2[0] = -21, -44, 4, -1
1040,1, 0,0, 2
Clsn2: 1
  Clsn2[0] = -26, -41, 6, -3
1040,2, 0,0, 5
Clsn2: 1
  Clsn2[0] = -6, -42, 14, 2
1040,3, 0,0, 3
Clsn2: 1
  Clsn2[0] = -9, -42, 17, -2
Loopstart
1040,4, 0,0, 4
Clsn2: 1
  Clsn2[0] = -5, -41, 15, -3
1040,5, 0,0, 4
    

Projectile limited to four hits

 January 12, 2022, 01:22:21 PM View in topic context
 Posted by Creamy_Goodness  in Projectile limited to four hits (Started by Creamy_Goodness January 12, 2022, 01:22:21 PM
 Board: M.U.G.E.N Development Help


> I'm trying to code a projectile that hits up to ten times. However, the number of hits is being limited to only four hits, and try as I might, I can't get the projectile to deal any more hits. Here is the hitdef for the projectile in question...

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3100
projhitanim = 3100
projcancelanim = -1
projpriority = 1
projheightbound = 103,-64
projedgebound = 100
projscreenbound = 100
projhits = 10
projremovetime = 50
projremove = 0
offset = 0,0
attr = S, HP
damage = 20, 0
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = S1,1
sparkno = S99999
sparkxy = 107, -20
guard.sparkno = S3190
guardsound = 6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0, 0
air.animtype = Back
air.velocity = 0, 0
air.juggle = 3
air.fall = 0
down.velocity = 0, 0
down.hittime = 30
down.bounce = 0
velocity = 0, 0
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
fall = 0
fall.recover = 0
    

Re: Creamy Goodness - Version 1.1 (WIP)

 January 01, 2022, 01:21:22 AM View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness - Version 1.1 (WIP) (Started by Creamy_Goodness September 01, 2021, 01:58:45 PM
 Board: Projects


> OK, I've got an end-of-year update for you all. Five more animations have been completed for Creamy...

> Turnaround


> Crouch stance


> Stand to crouch


> Crouch to stand


> Crouch turnaround

    

Re: Stuck in quick punch infinite loop

 September 29, 2021, 10:35:43 AM View in topic context
 Posted by Creamy_Goodness  in Stuck in quick punch infinite loop (Started by Creamy_Goodness September 28, 2021, 07:00:48 AM
 Board: M.U.G.E.N Development Help


> OK, It looks like I fixed the problem. When taking another look at Monokuma's cmd file just now, I was surprised to see not one but two ChangeState state controllers that pointed to State 42. After I commented out one of the state controllers, the quick punch infinite loop stopped happening. Just for the record, this was the state controller I disabled...

[State -1,ƒWƒƒƒ“ƒvƒLƒƒƒ“ƒZƒ‹]
type = ChangeState
value = 42
triggerall = var(59) > 0 && RoundState = 2 && life > 0
;triggerall = 0 ;ƒfƒoƒbƒN
triggerall = statetype != A
trigger1 = (stateno = 200) && (time > 5)
trigger1 = p2bodydist X = [-5,50]
trigger1 = moveguarded
trigger1 = random < 200

> Thanks Cyanide for helping me out. I can now mark this topic as "Solved".