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Messages by NecusX

    

Re: A tool for Interactive Mugen?

 June 12, 2020, 01:04:31 AM View in topic context
 Posted by NecusX  in A tool for Interactive Mugen? (Started by slackboy101 June 11, 2020, 05:57:47 AM
 Board: M.U.G.E.N Configuration Help

I want to use Interactive Mugen But I dunno how to do it at all, Is there an easy tool like Vselect that can add the options to use it with characters?

Nope, you just need to code it in
    

Re: How can I find KOF 2002UM sprites?

 June 12, 2020, 12:23:45 AM View in topic context
 Posted by NecusX  in How can I find KOF 2002UM sprites? (Started by PorraJinta August 24, 2019, 02:15:01 AM
 Board: Development Resources

    

Re: Custom Versus Screen

 June 05, 2020, 11:21:59 PM View in topic context
 Posted by NecusX  in Custom Versus Screen (Started by NecusX June 05, 2020, 01:46:18 AM
 Board: M.U.G.E.N Development Help

The manner in which I want my VS screen to look like is to have the animated characters in the versus screen while the background is a darkened version of the stage.
    

Custom Versus Screen

 June 05, 2020, 01:46:18 AM View in topic context
 Posted by NecusX  in Custom Versus Screen (Started by NecusX June 05, 2020, 01:46:18 AM
 Board: M.U.G.E.N Development Help

I would just like some tips on how to make a custom versus screen, All I know is that you'll need to code it as a intro to the match. Help is appreciated.
    

Re: add004basic

 June 03, 2020, 12:49:09 AM View in topic context
 Posted by NecusX  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

hello good morning can someone tell me how can I solve this problem or how can I manually patch it


Manually patch what? Your chars? If that is the case, go to one of the .ini files of add004, then you'll see the -2 state of coding, animation coding, and CMD coding, in which you just copy and paste to the character, there you go.
    

Re: Projectile not listening to triggerall

 May 25, 2020, 12:50:09 AM View in topic context
 Posted by NecusX  in Projectile not listening to triggerall (Started by NecusX May 25, 2020, 12:38:57 AM
 Board: M.U.G.E.N Development Help

I'm stupid, The engine thinks that the it is just another projectile.
    

Projectile not listening to triggerall

 May 25, 2020, 12:38:57 AM View in topic context
 Posted by NecusX  in Projectile not listening to triggerall (Started by NecusX May 25, 2020, 12:38:57 AM
 Board: M.U.G.E.N Development Help

For some reason, the projectile definition doesn't listen to the triggerall, but instead uses the same projectile def with different conditions

[State 1000, 2]
type = Projectile
triggerall = var(26)<=15
trigger1 = AnimElemtime(8) = 1
attr = S, SP
projanim = 1010
projhitanim = 1015
projid = 1000
projhits = 3
projpriority = 1
projsprpriority = 4
projedgebound = 220
hitflag =HA,MA,LA,AA
postype = p1
offset = 68,0
velocity = 6.5
damage = 37
animtype = Hard
guardflag = MA
pausetime = 0,4
sparkno = S30002
guard.sparkno = s30040
sparkxy = 0,-30
hitsound = S1000,2
guardsound = S121,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

[State 1000, 2]
type = Projectile
triggerall = var(8) >= 1
triggerall = var(26)<=30
trigger1 = AnimElemtime(8) = 1
attr = S, SP
projanim = 1010
projhitanim = 1015
projid = 1000
projhits = 3
projpriority = 1
projsprpriority = 4
projedgebound = 220
hitflag =HA,MA,LA,AA
postype = p1
offset = 68,0
velocity = 6.5
damage = 0
animtype = Hard
guardflag = MA
pausetime = 0,4
sparkno = S30002
guard.sparkno = s30040
sparkxy = 0,-30
hitsound = S1000,2
guardsound = S121,0
ground.type = low
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -9,0
air.velocity = -4,-4
air.juggle = 7
fall = 0
air.fall = 1
fall.recover = 0
ownpal = 1

help would be appreciated.
    

Re: add004basic

 May 18, 2020, 01:39:16 AM View in topic context
 Posted by NecusX  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

    

Fullgame Tips

 May 04, 2020, 02:05:20 PM View in topic context
 Posted by NecusX  in Fullgame Tips (Started by NecusX May 04, 2020, 02:05:20 PM
 Board: M.U.G.E.N Discussion

I'm asking those who have made a fullgame or working towards a fullgame, how can you make it so that the process is faster? since I know that you guys have life to deal with.
    

Re: Benimaru

 May 03, 2020, 11:59:36 PM View in topic context
 Posted by NecusX  in Benimaru (Started by NecusX May 02, 2020, 01:38:05 AM
 Board: M.U.G.E.N Development Help

I added this line to every normal in his cmd
triggerall = statetype != A
yet he still goes to his 52 state after each normal
    

Benimaru

 May 02, 2020, 01:38:05 AM View in topic context
 Posted by NecusX  in Benimaru (Started by NecusX May 02, 2020, 01:38:05 AM
 Board: M.U.G.E.N Development Help

For some reason, every time benimaru by deuce uses a normal, he goes to state 52 although the code doesn't specifically commands the char to do so. Any help is appreciated.
    

Re: add004basic

 April 08, 2020, 07:47:46 PM View in topic context
 Posted by NecusX  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

    

Re: Problem with a character

 April 07, 2020, 08:41:00 PM View in topic context
 Posted by NecusX  in Problem with a character (Started by ShadowKhiz April 05, 2020, 06:43:03 PM
 Board: M.U.G.E.N Configuration Help

So I've been using Balthazar's GokuZ2 sprite for a while (he's my favourite mugen char so far) but I've been having an issue lately. I assume some of the people reading this post will know the character and that's a question towards you people. Has anyone else been having trouble activating Goku's 'Hope mode'? Because for whatever reason it just stops activating for me, and that's been happening for a while. I even recently downloaded a new Goku from Balthazar's own mugen page, and at first I could activate the mode no problem. I did nothing but change his colours which took less than a minute and now he just won't go into the mode. I haven't touched the code and it's freshly downloaded and it keeps happening eventually. If anyone's experienced this problem too and found a way to fix it, I'd appreciate it if you could tell me what's wrong. Cause it's getting tedious having to delete and re-download Goku every time it happens.

I think that goku's hope mode kinda needs meter to activate, I've had no problems with gokuZ2, so of that's the case, just go to his Commands, and make it so that goku can go to hope mode anytime.
    

Re: add004basic

 April 07, 2020, 08:36:42 PM View in topic context
 Posted by NecusX  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

Question for Shiyokakuge if hes here.
I have the 03.25.19 (off top my head) version of mugen add004 from last year
But i see that you have updated it since then on your youtube channel.
When i follow the youtube link to your onedrive folder,
there is only a download link for the ikemen version.
Is this correct or am I doing something wrong?
Did you stop working on the mugen version?

He haven't uploaded the update for mugen yet, for the time, we just need to wait till he uploads an update for mugen, I need those versus screens.
    

problem making airguard work

 April 05, 2020, 11:36:00 PM View in topic context
 Posted by NecusX  in problem making airguard work (Started by NecusX April 05, 2020, 11:36:00 PM
 Board: M.U.G.E.N Development Help

I'm trying to add airguard to joe, and so since it is in common1, I don't know why he doesn't have a air guard, help is appreciated.
    

Re: Marvel vs Capcom: Maximum (FULL GAME DOWNLOAD)

 April 04, 2020, 05:37:47 PM View in topic context
 Posted by NecusX  in Marvel vs Capcom: Maximum (FULL GAME DOWNLOAD) (Started by PIZZAHIGHFIVE November 08, 2019, 07:42:14 PM
 Board: M.U.G.E.N Discussion

You probably have no portrait since you didn't patch the character in the first place, patch the character, then you'll see his portrait and meter.  As pizzahighfive said, everybody uses the add004 patch, and without it, that will be the result.
    

Re: add004 versus screen

 March 28, 2020, 05:36:30 PM View in topic context
 Posted by NecusX  in add004 versus screen (Started by NecusX March 27, 2020, 11:47:19 PM
 Board: M.U.G.E.N Development Help

Allows to have a custom versus screen before the fight, is an ikemen feature using some of the code exclusives related to the engine.

I managed to make a functional unnoficial backport to the latest add004 for Mugen but no one show interest on it when said on Discord, here the examples:

[youtube]https://youtu.be/q0MDLNdj1l8[/youtube] [youtube]https://youtu.be/3jzkIej1hSk[/youtube] [youtube]https://youtu.be/zHH20gT7ek0[/youtube]

How were you able to enable it? I tried, but it didn't work with the system switch
    

Re: add004 versus screen

 March 28, 2020, 03:08:35 PM View in topic context
 Posted by NecusX  in add004 versus screen (Started by NecusX March 27, 2020, 11:47:19 PM
 Board: M.U.G.E.N Development Help

Yeah, I just found it on the common1.cns on data instead of the add004 folders, but for some reason when I enable it, it does not work
    

add004 versus screen

 March 27, 2020, 11:47:19 PM View in topic context
 Posted by NecusX  in add004 versus screen (Started by NecusX March 27, 2020, 11:47:19 PM
 Board: M.U.G.E.N Development Help

So I've came across this code, that implies that there is a VS screen, and I've enabled this but it doesn't seem to work, do you guys know what this does.
; init -2
; VS_Screen [player] ; VS画面

[statedef 185900]
type=s
movetype=i
physics=n
anim=909601
velset=0,0
ctrl=0
;---
[state 0]
   type=assertspecial
   trigger1=1
   flag=invisible
[state 0]
   type=nothitby
   trigger1=1
   value=sca
[state 0]
   type=assertspecial
   trigger1=1
   flag=nobg
   flag2=nofg
   flag3=noboardisplayardisplay
[state 0]
   type=assertspecial
   trigger1=1
   flag=nomusic
   flag2=timerfreeze
   flag3=noko
   ignorehitpause=1
[state 0]
   type=assertspecial
;;   trigger1=(time>=60) ;;system_timer:60f
   trigger1=1 ;;ikemen
   flag=intro
;---
[state 0]
   type=turn
   trigger1=!time && numpartner>1 && facing=ifelse(teamside=1,-1,1)
[state 0]
   type=posset
   trigger1=!time && numpartner>1 && playeridexist(id-2)
   trigger1=playerid(id-2),ishelper=0 && playerid(id-2),teamside=teamside
   x=const240p(120)*ifelse(teamside=1,-1,1)
[state 0]
   type=posset
   trigger1=!time && numpartner>2 && playeridexist(id-3)
   trigger1=playerid(id-3),ishelper=0 && playerid(id-3),teamside=teamside
   x=const240p(144)*ifelse(teamside=1,-1,1)
;---
; index from id
[state 0]
   type=varset
   trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger1=playerid(floor(sysfvar(0))),var(0)=90900
   sysvar(3)=id-playerid(floor(sysfvar(0))),sysvar(0)
;---
; bg
[state 0]
   type=explod
   id=4
   trigger1=sysvar(3)=0 && teamside=1
   sprpriority=50
   ownpal=1
   space=screen
   postype=left
   anim=f3530
   pos=floor(const240p(-5400)),floor(const240p(90))
   scale=200,20
   bindtime=-1
   removetime=1
   trans=none
; eff
[state 0]
   type=explod
   id=4
   trigger1=sysvar(3)=0
   anim=f160303-teamside
   scale=2.5,-5
   pos=floor(const240p(ifelse(teamside=1,0,320))),floor(const240p(130))
   sprpriority=180
   ownpal=1
   space=screen
   postype=left
   bindtime=-1
   removetime=1
; versus
[state 0]
   type=explod
   id=2
   trigger1=sysvar(3)=0 && teamside=1 && !numexplod(stateno+1)
   anim=f233320
   sprpriority=181
   ownpal=1
   space=screen
   postype=left
   pos=floor(const240p(160)),floor(const240p(20))
   bindtime=-1
   removetime=-1
   removeongethit=1
[state 0]
   type=modifyexplod
   trigger1=(time<=15)
   id=2
   scale=(15-time)*0.25+1,(15-time)*0.25+1

; fg_light/mask
[state 0]
   type=explod
   id=4
   trigger1=sysvar(3)=0
   anim=f3020
   sprpriority=180
   ownpal=1
   space=screen
   facing=ifelse(teamside=1,1,-1)
   postype=left
   pos=floor(const240p(ifelse(teamside=1,-50,370))),  0
   scale=1.325,1.075
   bindtime=-1
   removetime=1
; fg
[state 0]
   type=explod
   id=4
   trigger1=sysvar(3)=0 && teamside=1
   anim=f233310
   sprpriority=182
   ownpal=1
   space=screen
   postype=left
   pos=0,0
   bindtime=-1
   removetime=1
;---
; slide
[state 0]
   type=varset
   trigger1=teamside=1 && (time<=236-numpartner*50)
   sysfvar(1)=floor(const240p(     sysvar(3)*30  -(time<=25)*((25-time)*(sysvar(3)*0.2+1))**3*0.01  +time*sysvar(3)*0.05  ))
[state 0]
   type=varset
   trigger1=teamside=2 && (time<=236-numpartner*50)
   sysfvar(1)=floor(const240p(320 -sysvar(3)*30  +(time<=25)*((25-time)*(sysvar(3)*0.2+1))**3*0.01  -time*sysvar(3)*0.05  ))
; face
[state 0]
   type=explod
   id=2
   trigger1=(time>1) && selfanimexist(909002)
   anim=909002
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=1
   sprpriority=100-sysvar(3)*10
   pos=floor(sysfvar(1)), floor(const240p( 50 +sysvar(3)*10 ))
   scale=3.2-sysvar(3)*0.4, 3.2-sysvar(3)*0.4
; name
[state 0]
   type=explod
   id=2
   trigger1=(time>1) && selfanimexist(909010+teamside)
   anim=909010+teamside
   space=screen
   postype=left
   pos=floor(const240p(  ((time<=25) *((25-time)*(0.2+sysvar(3)*0.1))**2 -time*sysvar(3)*0.05 ) *ifelse(teamside=1,-1,1) +ifelse(teamside=1,20,300)  ))   ,floor(const240p(130+sysvar(3)*12))
   ownpal=0
   bindtime=-1
   removetime=1
   scale=2,2
   sprpriority=180
   trans=sub
[state 0]
   type=palfx
   trigger1=numexplod(2)
   time=1
   add=-256*(teamside=2), -abs(50-time%101)*3 ,-256*(teamside=1)
;---
; char_anim
[state 0]
   type=removeexplod
   trigger1=(time=25) || (animtime=0)
   id=1
[state 0]
   type=changeanim
   trigger1=(time=25) || animtime=0
   value=ifelse(time=25 && selfanimexist(195),195,0)
[state 0]
   type=explod
   id=1
   trigger1=!numexplod(1)
   anim=anim
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
   bindtime=-1
   removetime=-1
   removeongethit=1
   sprpriority=220-sysvar(3);;*1
   scale=0.5*const(size.xscale),0.5*const(size.yscale)
[state 0]
   type=modifyexplod
   trigger1=1
   id=1
   postype=left
   pos=floor(const240p(  ifelse(teamside=1, 25+sysvar(3)*25 -time*0.05, 295-sysvar(3)*25 +time*0.05)  ))   ,floor(const240p(128))
;---
;--- explos
[state 0]
   type=explod
   trigger1=(time=[30,80]) && (time%10=0) && sysvar(3)=0
;op;   anim=f210508 ;; ;; <MASK> [210506-210508]
   anim=f210502 +(teamside=2)*3 ;; [210500-210505] ; red:0-2 / blue:3-5
   id=4
   postype=p1
   pos=floor(-pos x)*facing,-floor(const240p(60))
   scale=((random%5)*0.2+1.5)*ifelse(random<500,1,-1),((random%5)*0.2+1.5)*ifelse(random<500,1,-1)
   sprpriority=51 ;;bg+
   ownpal=1
   vel=2+(random%5),(random%7-3)
;---
; flash
[state 0]
   type=explod
   trigger1=(time=140) && sysvar(3)=0 && teamside=1
   anim=f233301
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   pos=0,0
   ownpal=1
   bindtime=-1
   sprpriority=5
   scale=200,200
   ontop=1
; fade
[state 0]
   type=explod
   trigger1=(time=0) && sysvar(3)=0
   anim=f233305
   space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   pos=0,0
   ownpal=1
   bindtime=-1
   sprpriority=6
   scale=200,200
   ontop=1
;---
[state 0]
   type=playsnd
   trigger1=(time=6) && sysvar(3)=0 && teamside=2
   value=f10300,20 ;;eff
   channel=1
[state 0]
   type=playsnd
   trigger1=(time=18) && sysvar(3)=0 && teamside=1
   value=f20300,0 ;;bgm
   channel=1
[state 0]
   type=playsnd
   trigger1=(time=150) && sysvar(3)=0
   value=f2100,100 ;;eff
;---
; clear_img / end_flag
[state 0]
   type=removeexplod
   trigger1=(time=160) || (roundstate>=2)
   ;--- system_switch
   trigger2=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
   trigger2=(playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&524288) ;;20th bit
   ;---
   id=1
[state 0]
   type=removeexplod
   trigger1=!numexplod(1)
   id=2
[state 0]
   type=removeexplod
   trigger1=!numexplod(1)
   id=4
[state 0]
   type=stopsnd
   trigger1=!numexplod(1)
   channel=1
[state 0] ;[.01]
   type=selfstate
   trigger1=!numexplod(1)
   value=prevstateno
    

Displayname

 March 27, 2020, 07:46:22 PM View in topic context
 Posted by NecusX  in Displayname (Started by NecusX March 27, 2020, 07:46:22 PM
 Board: M.U.G.E.N Development Help

Tatsu Has a Displayname as an explod, but I don't know what template shiyo is using, if any of you guys know the templates in which shiyo is using for the displaynames, it would be really helpful.