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Re: Individual Character BGM by PlaySnd

 April 14, 2021, 08:58:39 AM View in topic context
avatar  Posted by Dj_XLT  in Individual Character BGM by PlaySnd (Started by Dj_XLT April 14, 2021, 08:47:26 AM
 Board: M.U.G.E.N Discussion

This is the basis for a stage with no bgm lol
there are other topics in this forum that discuss stopsnd for music playing in the background :)
    

Re: Individual Character BGM by PlaySnd

 April 14, 2021, 08:56:35 AM View in topic context
avatar  Posted by Dj_XLT  in Individual Character BGM by PlaySnd (Started by Dj_XLT April 14, 2021, 08:47:26 AM
 Board: M.U.G.E.N Discussion

Make sure your music is in .wav format, and make sure the number assigned in fighter factory is one that
other sounds are not using.

I am using Anim = 8502 in .AIR for this character.
This character has no animation for 8502, so this works for this character.

the right-click edit notepad patch for .air file in your character's file looks like this :) :

[Begin Action 8502]
-1,0, 0,0, 10
LoopStart
-1,0, 0,0, 10

As you can see, there is loopstart in an invisible helper that triggers at start of round for your music to start playing,
and loop until the end of round and when your character is K.O.
    

Individual Character BGM by PlaySnd

 April 14, 2021, 08:47:26 AM View in topic context
avatar  Posted by Dj_XLT  in Individual Character BGM by PlaySnd (Started by Dj_XLT April 14, 2021, 08:47:26 AM
 Board: M.U.G.E.N Discussion

Here's how it works:
Basic Elecbyte states that
1. All Intro, Win, and Lose states occur in States 170-199
2. State 5900 is for intro to a new round before
the announcer says "Fight".
3. These States occur in what as known to MUGEN code
as " RoundState = 1 " for intro, and = 4 for Win/Loss after K.O.,
respectively.

With that said, Roundstate = 2 is for the fight itself,
After fight, Before K.O., where Statedef ) starts.

If your character does not have a StateNo 0,
Please identify the Number for its helper,
like with Alpha.exe, or insert a template
Statedef 0; Then, place this code within it:


[State 0, Helper]
type = Helper
trigger1 = numhelper () = 0
name = ""
ID =
stateno =
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

"NumHelper", "ID", and "stateno" all need a number that your
character is not using in its CNS. That number needs
to go in the state below, and it needs to be pasted under the
changestate of your character's standing statedef.:


;---------------------------------------------------------------------------
; Music
[Statedef ]
type = S
physics = S
sprpriority = 0
velset = 0,0
ctrl = 1
Anim = 8502

[State 15, ±¬Å­BGM]
type = PlaySnd
trigger1 = AnimElem = 1
value = S,
volumescale = 200
channel =
loop = 1
lowpriority = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = life = 0

;---------------------------------------------------------------------------

then you should place this in your character's -2's.:

[State -2, StopSnd]
type = StopSnd
trigger1 = Root,StateNo = 5150
channel = 13

That should stop the music when your character is desd :)
    

Re: BGM being played multiple times instead of once by PlaySnd

 April 14, 2021, 08:46:49 AM View in topic context
avatar  Posted by Dj_XLT  in BGM being played multiple times instead of once by PlaySnd (Started by Disconcorde July 30, 2019, 05:48:52 AM
 Board: M.U.G.E.N Development Help

I got this :) Here's how it works:
Basic Elecbyte states that
1. All Intro, Win, and Lose states occur in States 170-199
2. State 5900 is for intro to a new round before
the announcer says "Fight".
3. These States occur in what as known to MUGEN code
as " RoundState = 1 " for intro, and = 4 for Win/Loss after K.O.,
respectively.

With that said, Roundstate = 2 is for the fight itself,
After fight, Before K.O., where Statedef ) starts.

If your character does not have a StateNo 0,
Please identify the Number for its helper,
like with Alpha.exe, or insert a template
Statedef 0; Then, place this code within it:


[State 0, Helper]
type = Helper
trigger1 = numhelper () = 0
name = ""
ID =
stateno =
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

"NumHelper", "ID", and "stateno" all need a number that your
character is not using in its CNS. That number needs
to go in the state below, and it needs to be pasted under the
changestate of your character's standing statedef.:


;---------------------------------------------------------------------------
; Music
[Statedef ]
type = S
physics = S
sprpriority = 0
velset = 0,0
ctrl = 1
Anim = 8502

[State 15, ±¬Å­BGM]
type = PlaySnd
trigger1 = AnimElem = 1
value = S,
volumescale = 200
channel =
loop = 1
lowpriority = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = life = 0

;---------------------------------------------------------------------------

then you should place this in your character's -2's.:

[State -2, StopSnd]
type = StopSnd
trigger1 = Root,StateNo = 5150
channel = 13

That should stop the music when your character is desd :)
    

Y'all not rocking with Broly's new Standing Animation❓❗

 April 14, 2021, 07:39:37 AM View in topic context
avatar  Posted by Dj_XLT  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: MUGEN Video thread

 March 18, 2021, 06:41:26 AM View in topic context
avatar  Posted by Dj_XLT  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Version Omega

 March 09, 2021, 04:33:14 AM View in topic context
avatar  Posted by Dj_XLT  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Atrocious Footsies

 February 26, 2021, 09:09:34 PM View in topic context
avatar  Posted by Dj_XLT  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: All help is appreciated; This one's a doozy.

 January 26, 2021, 02:38:05 AM View in topic context
avatar  Posted by Dj_XLT  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

Read the docs Like Mr. Stark when I first started back in 19' :)
 Neither attack collides in 1v1 when AlphaIchi isusing palno 11; only in simul mode when another character hits ff_R,
but, it's not too big a deal with the lifeadds set for someone to win the match.
I've updated all characters to run on a 4v4 engine for 1.0, so it's not rly an issue;
I appreciate the affirmations, though
    

Re: All help is appreciated; This one's a doozy.

 January 24, 2021, 03:42:11 AM View in topic context
avatar  Posted by Dj_XLT  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

 Ah, so gethitvar(damage)[interger, interger] simply indicates how much damage is done per hurt collision/attack  :)
    

Re: All help is appreciated; This one's a doozy.

 January 22, 2021, 01:11:18 AM View in topic context
avatar  Posted by Dj_XLT  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

Is it plausible that from the above codes, I could find out how
gethitvar(damage) works by svsfvar or sysvar?
    

Re: It's stumped me for a while now.

 January 16, 2021, 08:28:12 AM View in topic context
avatar  Posted by Dj_XLT  in It's stumped me for a while now. (Started by Dj_XLT January 08, 2021, 05:04:18 AM
 Board: M.U.G.E.N Development Help

This is the first time in 6 months I've been able to post Reply!
Thank you very much for your help
    

All help is appreciated; This one's a doozy.

 January 16, 2021, 07:57:41 AM View in topic context
avatar  Posted by Dj_XLT  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

The aura of this character breaks under any other character circumstance on my roster Until it goes against this character,
who is using helpers to attack, I think. these are the variables that control when the aura breaks, so I believe.
I only understand how the scaling on the sysvar works to a certain degree:

[state -2,]                ; 〇被ダメ倍率を弄るスイッチ
type = varset              ;  防御力の調整に ただしオーラには関係しない あくまで被ダメージのみ
triggerall = !ishelper     ;  数値を上げると被ダメージが増える 下げると減る
trigger1 = 1               ;  要するにいつものやつ
sysfvar(3) = 2.45         ;  矢印の数値を弄る
ignorehitpause = 1         ;  今回はいつもよりデフォルトが使いにくいかもなのでこことカラーで調整するとよき
[State -2, ダメージ処理]
type = varset
triggerall = !ishelper
triggerall = var(1) && !sysvar(3)
triggerall = roundstate = 2
triggerall = gethitvar(damage) >= 1
trigger1 = palno = [1,6]
trigger2 = palno = [7,9]
trigger2 = gethitvar(damage) = [1,1000]
trigger3 = palno = [10,12]
trigger3 = gethitvar(damage) = [1,1000]
sysvar(2) = sysvar(2)+1+gethitvar(damage)*sysfvar(3)/(1+(palno>6)+(palno>9))
ignorehitpause = 1
[State -2, くらいステート]
type = varset
triggerall = !ishelper
triggerall = var(1) && !sysvar(3)
triggerall = roundstate = 2
triggerall = gethitvar(damage) >= 1
trigger1 = palno = [1,6]
trigger2 = palno = [7,9]
trigger2 = gethitvar(damage) = [1,1000]
trigger3 = palno = [10,12]
trigger3 = gethitvar(damage) = [1,1000]
sysvar(1) = 5050
ignorehitpause = 1
[State -2, オーラ消える判断]
type = null
triggerall = !ishelper
triggerall = !var(1)
triggerall = gethitvar(damage)>=10+(palno>3)*30+(palno>6)*40+(palno>9)*50
triggerall = roundstate = 2
triggerall = enemy,movetype = A
trigger1 = palno = [1,6]
trigger1 = var(1) := 1 && 0
trigger2 = palno = [7,9]
trigger2 = !helper(6666),gethitvar(damage)
trigger2 = var(1) := 1 && 0
trigger3 = palno = [10,12]
trigger3 = !helper(6666),gethitvar(damage)
trigger3 = var(1) := 1 && 0
ignorehitpause = 1
[state -2, 無敵 保険]
type = varset
triggerall = !ishelper
trigger1 = sysvar(3)
trigger1 = !gethitvar(damage)
sysvar(3) = sysvar(3)-1
ignorehitpause = 1

The only reasons for their respective health decrease is due to Lifeadds I've placed in the overrides, to further express my futility,
as I've only really got one question:
What stops this beast from hitting this little dude?
What's worse is that he can't hit Alpha's Start+Y palno 11 after it begins attacking lol
https://www.mediafire.com/file/rfm4dnbx6iiva1l/Characters_in_question.rar/file
    

It's stumped me for a while now.

 January 08, 2021, 05:04:18 AM View in topic context
avatar  Posted by Dj_XLT  in It's stumped me for a while now. (Started by Dj_XLT January 08, 2021, 05:04:18 AM
 Board: M.U.G.E.N Development Help

Is there a way to find out if any other character possesses this error?
The two characters in question, and the
Library error message:
31267: Fatal: Player Kujo Jotaro (Part4) (3324) in state 15000: malformed expression

Error detected.


Clipboard tail:
31262: Warning: Player Vergil (59) in state 5101: has no helper 3801
31262: Warning: Player Vergil (59) in state 5101: has no helper 3801
31262: Warning: Player Vergil (59) in state 5101: has no helper 3801
31263: Warning: Player Kujo Jotaro (Part4) (3324) in state 15000: has no helper 1001
31263: Warning: Player Vergil (59) in state 5101: has no helper 3801
31263: Warning: Player Vergil (59) in state 5101: has no helper 3801
31263: Warning: Player Vergil (59) in state 5101: has no helper 3801
31264: Warning: Player Kujo Jotaro (Part4) (3324) in state 15000: has no helper 1001
31264: Warning: Player Vergil (59) in state 5101: has no helper 3801
31264: Warning: Player Vergil (59) in state 5101: has no helper 3801
31264: Warning: Player Vergil (59) in state 5101: has no helper 3801
31265: Warning: Player Kujo Jotaro (Part4) (3324) in state 15000: has no helper 1001
31265: Warning: Player Vergil (59) in state 5101: has no helper 3801
31265: Warning: Player Vergil (59) in state 5101: has no helper 3801
31265: Warning: Player Vergil (59) in state 5101: has no helper 3801
31266: Warning: Player Kujo Jotaro (Part4) (3324) in state 15000: has no helper 1001
31266: Warning: Player Vergil (59) in state 5101: has no helper 3801
31266: Warning: Player Vergil (59) in state 5101: has no helper 3801
31266: Warning: Player Vergil (59) in state 5101: has no helper 3801
31267: Warning: Player Kujo Jotaro (Part4) (3324) in state 15000: has no helper 1001

https://www.mediafire.com/file/0660sejn7xknegr/Characters_in_question.rar/file
    

Ω+α

 January 07, 2021, 03:19:50 PM View in topic context
avatar  Posted by Dj_XLT  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Warriors Vs. the Super v.Ω+

 December 31, 2020, 10:53:05 AM View in topic context
avatar  Posted by Dj_XLT  in Warriors Vs. the Super v.Ω+ (Started by Dj_XLT December 31, 2020, 10:53:05 AM
 Board: M.U.G.E.N Discussion

    

In request of a 2nd look.

 October 23, 2020, 08:47:48 AM View in topic context
avatar  Posted by Dj_XLT  in In request of a 2nd look. (Started by Dj_XLT October 23, 2020, 08:47:48 AM
 Board: M.U.G.E.N Development Help

Library error message:
9952: Fatal: Player GoukiHD (56) in state 5086: malformed expression

Error detected.


Clipboard tail:
9950: Warning: Player Asura_L (498) in state 5020: has no target with hit ID -1
9950: Warning: Player Asura_L (498) in state 5020: has no target with hit ID -1
9950: Warning: Player AIconfig (504) in state 33000: has no helper 33002
9950: Warning: Player AIconfig (504) in state 33000: has no helper 33002
9950: Warning: Player AIconfig (504) in state 33000: has no helper 33002
9950: Warning: Player AI Helper (509) in state 9741: changed to invalid state 9741 (from state 9741)

9951: Warning: Player Cyborg (499) in state 220: has no target with hit ID -1
9951: Warning: Player Cyborg (499) in state 220: has no target with hit ID -1
9951: Warning: Player Cyborg (499) in state 220: has no target with hit ID -1
9951: Warning: Player Cyborg (499) in state 220: has no target with hit ID -1
9951: Warning: Player Asura_L (498) in state 5020: has no target with hit ID -1
9951: Warning: Player Asura_L (498) in state 5020: has no target with hit ID -1
9951: Warning: Player Asura_L (498) in state 5020: has no target with hit ID -1
9951: Warning: Player Asura_L (498) in state 5020: has no target with hit ID -1
9951: Warning: Player AIconfig (504) in state 33000: has no helper 33002
9951: Warning: Player AIconfig (504) in state 33000: has no helper 33002
9951: Warning: Player AIconfig (504) in state 33000: has no helper 33002
9951: Warning: Player AI Helper (509) in state 9741: changed to invalid state 9741 (from state 9741)

I put the triggerall=numbertarget thingy in State 33000 for Cyborg, but no help finding the other files, numbers, or errors
http://www.mediafire.com/file/hi3er3wue16jhor/Characters_in_Question.ZIP/file
    

Re: Invalid trigger: CapsLock?

 October 11, 2020, 06:35:56 AM View in topic context
avatar  Posted by Dj_XLT  in Invalid trigger: CapsLock? (Started by Dj_XLT October 10, 2020, 10:11:04 AM
 Board: M.U.G.E.N Development Help

I performed a search on all characters, and
set aside from some odd coding like three interger in
IntPersistIndex, and assertspecial in cmd, which seem
legal by Mugen standpoint, some idiots are using
"projshadow = noshadow", and "flag1 =" lol
    

Re: Invalid trigger: CapsLock?

 October 10, 2020, 10:03:25 PM View in topic context
avatar  Posted by Dj_XLT  in Invalid trigger: CapsLock? (Started by Dj_XLT October 10, 2020, 10:11:04 AM
 Board: M.U.G.E.N Development Help

Are triggers from assertspecial allowed to equal anything other than trigger1 = 1? :)
    

Re: Invalid trigger: CapsLock?

 October 10, 2020, 09:18:49 PM View in topic context
avatar  Posted by Dj_XLT  in Invalid trigger: CapsLock? (Started by Dj_XLT October 10, 2020, 10:11:04 AM
 Board: M.U.G.E.N Development Help

Ah, so I must find the instances where noshadow is a trigger :D
Thank you very much! I was stumped, m8