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Messages by mkfreak89

    

stop infinite special move

 January 24, 2021, 04:19:14 AM View in topic context
avatar  Posted by mkfreak89  in stop infinite special move (Started by mkfreak89 January 24, 2021, 04:19:14 AM
 Board: M.U.G.E.N Configuration Help

One of my chars uses a special move which I can perform continuously after each time which sort of makes it function like a combo and does not really give him a break after performing it once, I would like not to be in able to hit the opponent again or at least to hit him only twice with the same special but I can't seem to figure it out as for now, is there anyone who knows how I can solve this small problem I have ?

This is the code any help is appreciated.


;=====================================
;SHOULDER RAM
;=====================================
[StateDef 1400]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 4600

[State 1100, aAccell]
type = NotHitBy
trigger1 = Time < 9
value = SCA

[State 1100, aAccell]
type = VelAdd
trigger1 = Time >= 5
x = 5

[State 1100, bber] ;OOOOOHOOHOOHH
type = PlaySnd
trigger1 = Time = 1
value = 321, 0
volumescale = 200

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 49
length = 14
palcolor = 256
palbright = 10,10,10
palcontrast = 177,144,158
palpostbright = 10,10,10
paladd = 200,-20,0
palmul = .65,.65,.65
timegap = 2
framegap = 1
trans = add ;"none","add1","sub"

[State -2, 34]
type = Playsnd
trigger1 = animelem = 1 || animelem = 5 || animelem = 9 || animelem = 13
value = f5,320 + random%2
volumescale = 210

[State 1050, 4]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
attr = S, NA
damage    = 80,20
animtype  = back
air.animtype  = Back
hitflag = MAFD
guardflag = HL
priority = 7
pausetime = 5,5
sparkno = -1
guard.sparkno = -1
sparkxy = -55,-95
hitsound = 5,21 ;5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 28
ground.hittime  = 12
guard.velocity = -25
ground.velocity = -5,-6.5
air.velocity = -5,-5
yaccel = 0.5
guard.slidetime = 20              ;Values for guarded attack (def: ground.slidetime)
guard.ctrltime = 20              ;Time to regain control after guard (def: guard.slidetime)
guard.dist = 90
air.hittime = 17 
ground.cornerpush.veloff = -25
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.freq = 80
envshake.time = 10
envshake.ampl = 8

[State 1100, BounceOff]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
;=========================================
;SHOULDER RAM FINISH
;=========================================
[StateDef 1101]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 4,0
anim = 4601

[State 1101, 10]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: The Opponent always blocks my special move

 November 04, 2020, 07:08:00 AM View in topic context
avatar  Posted by mkfreak89  in The Opponent always blocks my special move (Started by mkfreak89 November 03, 2020, 09:43:08 PM
 Board: M.U.G.E.N Development Help

    

Re: The Opponent always blocks my special move

 November 03, 2020, 09:53:32 PM View in topic context
avatar  Posted by mkfreak89  in The Opponent always blocks my special move (Started by mkfreak89 November 03, 2020, 09:43:08 PM
 Board: M.U.G.E.N Development Help

    

The Opponent always blocks my special move

 November 03, 2020, 09:43:08 PM View in topic context
avatar  Posted by mkfreak89  in The Opponent always blocks my special move (Started by mkfreak89 November 03, 2020, 09:43:08 PM
 Board: M.U.G.E.N Development Help

Like the description says, whenever I perform a certain special move with one of my Chars the A.I or CPU will usually block it successfully which therefore makes it pretty useless for the most part, is there any way to solve this somehow ?

Here is the code

Code:
 ;Pretty kick
[Statedef 1040]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 1600
ctrl = 0
sprpriority = 2

[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 2,12
channel = 3
;volumescale = 200

[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50

[State 0, ex]
type = Explod
trigger1 = time = 0
ID = 1400
anim = 888
removetime = 90
ignorehitpause = 1

[State ]
type = Hitdef
trigger1 = !movecontact
trigger1 = p2statetype != C || p2stateno = [120,159]
damage = 120,20
pausetime = 0,0
attr = S,NA
guardflag = M
hitflag = MAFD
animtype = high
air.animtype = back
priority = 1, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
guard.dist = 92
forcestand = 1

[State 1000, 7]
type = playsnd
trigger1 = time = 0
value = 4,16
volumescale = 120
channel = -1

[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 1600 && animelem = 2
x = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
x = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1

[Statedef 1041]
type    = A
movetype= A
physics = N
juggle  = 1
anim = 1601
ctrl = 0
sprpriority = 2

[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 4,10
channel = 3

[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1

[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Back
damage    = 150, 20
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime  = 30
ground.velocity = -4,-8
air.velocity = -4,-8
air.hittime = 17
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 5

;[State 0, VelAdd]
;type = VelSet
;trigger1 = anim = 1441 && animelem = 1
;x = 5

[State 0, TargetVelSet]
type = Targetstate
trigger1 = moveguarded
value = 1999
persistent = 0

[State 0, VelAdd]
type = VelSet
trigger1 = anim = 1601 && animelem = 5
x = 0

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
 
    

Re: A.I. Keeps being in guarded stance

 November 03, 2020, 02:17:14 AM View in topic context
avatar  Posted by mkfreak89  in A.I. Keeps guarding my special move (Started by mkfreak89 November 02, 2020, 05:11:44 AM
 Board: M.U.G.E.N Development Help

the state 1040 does not have a hitflag in the def, put this in and define what hits

hitflag = MAF

triggerall = !movecontact && animelem = 4  <----also you dont need the !movecontact
trigger1 = !movecontact

just use

trigger1 = animelem = 4




I exchanged some things but it still doesnt succesfully  hit the opponent like the other special moves in the first or second try.

What do you mean with "put this in and define what hits" you mean I need to add something further within the "hitflag = MAF" ?

Thank you in between for helping me out.
    

Re: A.I. Keeps being in guarded stance

 November 03, 2020, 12:54:55 AM View in topic context
avatar  Posted by mkfreak89  in A.I. Keeps guarding my special move (Started by mkfreak89 November 02, 2020, 05:11:44 AM
 Board: M.U.G.E.N Development Help

You should just null the state out or better yet just remove the targetstate. If you want it to act like a normal block then removing it should be all you need to do

Hope this helps

MGMURROW

I realized now that I have another problem within the fix, I saw that whenever I perform the special move the A.I always successfully guards it which makes the move pretty useless for the most part, I tried your suggestion out but none of the 2 seems to fix the issue which I have now.

Is there any other way to make the A.I guard it less ? Please to anyone help.
    

A.I. Keeps guarding my special move

 November 02, 2020, 05:11:44 AM View in topic context
avatar  Posted by mkfreak89  in A.I. Keeps guarding my special move (Started by mkfreak89 November 02, 2020, 05:11:44 AM
 Board: M.U.G.E.N Development Help

Whenever the CPU blocks a certain special attack from my Char than it suddenly freezes in Guard stance until I hit the CPU again.
Is there any way to solve this ? All the other Special attacks work just fine but this particular special I perform with my Char seem to have an issue.
If anyone knows a solution please let me know I would like to get it fixed somehow.

Here is the code
Spoiler, click to toggle visibilty
    

Re: Mortal Kombat - BEGINS

 June 29, 2020, 10:54:36 PM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

    

Re: Mortal Kombat - BEGINS

 June 28, 2020, 12:43:33 AM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

I havent posted since a while heres a bit more progress, i am reworking most of my stages and the screenpack itself, here are two more videos showing off Baraka and Liu Kang.


    

Re: Coding A.I

 June 03, 2020, 10:11:42 PM View in topic context
avatar  Posted by mkfreak89  in Coding A.I (Started by mkfreak89 June 03, 2020, 08:57:32 PM
 Board: M.U.G.E.N Development Help

Not really, no, because it varies by each character, hence why I said no universal standard exists. I did give you a very basic example, however, such as guard AI chantestates will make an AI block too much if the changestate is too high up.

 I mostly draw from Muteki's guide of AI coding, which generally has AI changestate order in statedef -1 look something like this.

Spoiler, click to toggle visibilty

 If you want a character to perform something more often, just increase the value of their random triggers and put that specific AI changestate higher in statedef -1. Likewise, if you want an AI to perform something less frequently, just put the changestate lower in the statedef -1 ordering and lower its random value. Trust me, there is no shortcut, it takes me 1 to 2 months to actually complete an AI and I've been making AI since June of last year, although the result does end up making them particularly brutal to deal with.

Yes this is what i actually meant, i am a beginner when it comes to coding, but here is the part of the move which i would like the A.I to perform more often when fighting against me, please show me what i need to change here as i do not really see any "statedef - 1" or "random".



;========================================

[Statedef 1119]; Butterfly Kick
type    = S
movetype= A
physics = N
juggle  = 4
anim = 1119
Velset = 0, 0
sprpriority = 2
ctrl = 0


[State 2000, 2]
type = Varset
trigger1 = time = 0
v = 11
value = 0

[State 2000, 2]
type = Varset
trigger1 = backedgebodydist < 12
v = 11
value = 1

[State 2000, 0.5]
type = Playsnd
trigger1 = time = 0
value = 4,13
volumescale = 200
channel = 0

[State 2000, 0.5]
type = Playsnd
trigger1 = time = 0
value = 999,0
volumescale = 200
channel = 0


[State 2000, 0.5]
type = Playsnd
trigger1 = movecontact
value = 4,19
volumescale = 200
persistent = 0

[State 2000, 2]
type = Veladd
trigger1 = animelem = 3
x = 10

[State 600, 1.5]
type = varset
trigger1 = animelem = 3
fv = 2
value = 1
ignorehitpause = 1

[State 600, 1.5]
type = varset
trigger1 = animelemtime(3) > 4
fv = 2
value = fvar(2)*0.96875
ignorehitpause = 1

[State 2, Roundhouseblood]
type = Helper
triggerall = movehit
trigger1 = anim = 1119
triggerall = numhelper(28) < 1
ID = 28
stateno = 27
postype = p1
persistent = 0
ignorehitpause = 1



[State 2000, 2]
type = Veladd
trigger1 = animelemtime(3) > 4
trigger1 = vel x > 6.017181396484375
x = -0.3125*fvar(2)

[State 2000, 2]
type = Veladd
trigger1 = animelemtime(3) > 0 && animelemtime(6) < 0
trigger1 = enemy,backedgebodydist < 3
trigger1 = p2bodydist x < 12 && p2statetype = C && !movecontact
x = -1.265

[State 2000, 2]
type = Velset
trigger1 = movehit
x = 4

[State 2000, 2]
type = Velset
trigger1 = moveguarded
x = 0


[State 1050, 4]
type = HitDef
trigger1 = !movecontact
trigger1 = p2statetype != C || p2stateno = [120,159]
attr = S, NA
damage    = 220,30
animtype  = back
air.animtype  = Back
hitflag = MAF
guardflag = HL
priority = 7
pausetime = 0, 2
sparkno = -1
guard.sparkno = -1
sparkxy = 18,-60
hitsound   = 5,0
guardsound = 5,14
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
guard.velocity = 0
ground.velocity = ifelse(var(11) = 0,-8,-4),-6
air.velocity = ifelse(var(11) = 0,-8,-4),-6
yaccel = 0.375
guard.slidetime = 12              ;Values for guarded attack (def: ground.slidetime)
guard.ctrltime = 5               ;Time to regain control after guard (def: guard.slidetime)
guard.dist = 120
kill       = (Var(9) = 0)
fall.kill  = (Var(9) = 0)
guard.kill = (Var(9) = 0)
envshake.freq = 90
envshake.time = 12
envshake.ampl = 6
hitonce = 1


[State 2000, 0.5]
type = targetvelset
trigger1 = moveguarded = [1,12]
x = -2
ignorehitpause = 1

[State 181, DIED]
type = statetypeset
trigger1 = moveguarded > 12 || p2dist x < 0
trigger2 = animelem = 6 && p2stateno != [120,159]
trigger3 = animelem = 7
movetype = I

[State 1050, 7]
type = changeanim
trigger1 = moveguarded = 12
value = anim
elem = 7

[State 1050, 7]
type = playerpush
trigger1 = movehit || p2stateno = 5120
value = 0

[State 1050, 7]
type = selfstate
trigger1 = animtime = 0
value = 0
ctrl = 1
    

Re: Coding A.I

 June 03, 2020, 09:18:41 PM View in topic context
avatar  Posted by mkfreak89  in Coding A.I (Started by mkfreak89 June 03, 2020, 08:57:32 PM
 Board: M.U.G.E.N Development Help

The chances of an AI performing specific actions is very much dependent on not only the values of random triggers, but the ordering of their changestates since MUGEN parses state controllers from top to bottom (therefore, AI changestates that are higher up are more likely to occur. If you've seen an AI block too much, for example, it may be due to their guard changestate being placed too high). There's other major nuances such as conditions that will allow a changestate to occur (i.e.: p2dist/p2bodydist, what statetype and movetype P2 is in, stateno that P1 and/or P2 are in, etc) that will also. There is no such thing as a universal method in achieving this, it's a very trial and error kind of thing that will have you spend hours testing frequency of how the AI chooses actions.

Could you give me any example of what i need to change in order to have the A.I use that move more often as all the others moves it uses. Maybe copy paste something here and explain it a bit more.
As far as i know there has to be some kind of random number which you can set up to make the char use the move more likely or less, but i just cant figure it out as for now.
    

Coding A.I

 June 03, 2020, 08:57:32 PM View in topic context
avatar  Posted by mkfreak89  in Coding A.I (Started by mkfreak89 June 03, 2020, 08:57:32 PM
 Board: M.U.G.E.N Development Help

Hi everyone, i am working on my project and adding new special moves to Characters, while i am in able to give Characters new moves i cant seem to understand how to make the A.I. perform these moves more often when i fight against them. Any help would be aprecciated.
    

Re: Mortal Kombat - BEGINS

 March 07, 2020, 10:50:06 PM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

    

Re: Mortal Kombat - BEGINS

 March 07, 2020, 06:52:50 PM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

    

Re: Mortal Kombat - BEGINS

 March 03, 2020, 09:17:24 PM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

    

Re: Mortal Kombat - BEGINS

 March 03, 2020, 01:58:29 AM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

you are still working on it?
I liked the dark and dismal ambiance

Yes i am still working on it, currently on Baraka, glad somebody in this site likes it, LOL
p.s. where have you been all this time havent seen or heard from you since a while ?
    

Re: Mortal Kombat - BEGINS

 December 25, 2019, 06:00:45 PM View in topic context
avatar  Posted by mkfreak89  in Mortal Kombat - BEGINS  (Started by mkfreak89 January 22, 2019, 05:05:12 PM
 Board: Projects

    

Need help with palettes

 November 15, 2019, 03:46:35 AM View in topic context
avatar  Posted by mkfreak89  in Need help with palettes (Started by mkfreak89 November 15, 2019, 03:46:35 AM
 Board: M.U.G.E.N Configuration Help

I would like to have only 2 palettes for each character however when i play with the character against the same character in arcade mode it chooses very often the same palette which i dont like at all, is there any way to solve this issue i have, so like i said i want only 2 palettes for each char: pal1 and pal2 but i would like to avoid to face the same character with the same Palette when i play in arcade mode, please let me know.
    

Re: Stage interaction

 October 02, 2019, 03:02:42 PM View in topic context
avatar  Posted by mkfreak89  in Stage interaction (Started by TheUltDark October 01, 2019, 12:43:35 AM
 Board: M.U.G.E.N Development Help

You should check out Borg117 Mortal Kombat Project version, there are many stages which have interactions with Characters.
    

Is there any FREEWARE encryption tool

 October 01, 2019, 09:19:45 PM View in topic context
avatar  Posted by mkfreak89  in Is there any FREEWARE encryption tool  (Started by mkfreak89 October 01, 2019, 09:19:45 PM
 Board: M.U.G.E.N Development Help

I would like to encrypt my mugen however i dont really know whats available, i tried molebox which works preety fine, however it seems that there is another tool called DE-MOLE-ITION which seems to unpack the stuff inside preety easily, so i might have to look for something better, any help is welcome.