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DNZRX768

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Messages by DNZRX768

    

Re: Leonora by Azu released 2/24/2021

 February 25, 2021, 01:38:29 PM View in topic context
 Posted by DNZRX768  in Leonora by Azu released 2/24/2021 (Started by Ryou February 25, 2021, 12:02:57 AM
 Board: Found Releases

Hmm... the zip file inside the one-drive reported that it was updated not ten minutes ago. Maybe it was updated again.
    

Re: Skullgirls

 February 25, 2021, 05:30:08 AM View in topic context
 Posted by DNZRX768  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 PM
 Board: Fighting Games

This is very interesting.

I recall that there are still a bunch of characters from the Indiegogo campaign that did not get selected, especially Umbrella, since she happens to be a rather major plot character.

I wonder if the season pass characters will draw from that pool of characters, or will be never seen before characters?
    

Re: The Nintendo News Thread

 February 17, 2021, 01:44:16 PM View in topic context
 Posted by DNZRX768  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 PM
 Board: Gaming

When is the last time we gotten a proper Nintendo Direct?

September 4th, 2019.  So yeah, it's been a hot minute.
Much more than a minute!

Holy shit it’s been longer than I thought. Wow.
Indeed. The fact that we haven't a full and proper Direct in a year and a half is very surprising. I understand the issues with Coronavirus, but I was expecting that they did one closer to the beginning of 2020.
    

Re: The Nintendo News Thread

 February 17, 2021, 04:13:14 AM View in topic context
 Posted by DNZRX768  in The Nintendo News Thread (Started by "Bad News" Hoffmann June 07, 2011, 09:14:28 PM
 Board: Gaming

When is the last time we gotten a proper Nintendo Direct?
    

Re: Clowna the Clown (ORIGINAL CHARACTERS) - RELEASE

 February 11, 2021, 02:44:20 PM View in topic context
 Posted by DNZRX768  in Clowna the Clown (ORIGINAL CHARACTERS) - RELEASE (Started by MrPr1993 March 29, 2020, 06:11:58 PM
 Board: Your Releases, 1.0+

Okay, I've gotten authorization from the MrPr1993 regarding the release of this character update/patch, so I am releasing it.

As I have detailed in another thread in this forum, Clowna had a problem where, if she KO's the enemy while she is AI controlled and in Midair, she will float off awkwardly. I have isolated and fixed the problem.

I have all of the updated character files uploaded here:

https://1drv.ms/u/s!ArqzVsYqx-eHjQD1BVONaGn7X1Nu?e=R0KxT9

Enjoy.
    

Re: Need help diagnosing and fixing this attack.

 February 04, 2021, 02:43:13 PM View in topic context
 Posted by DNZRX768  in Need help diagnosing and fixing this attack. (Started by DNZRX768 January 01, 2021, 05:59:05 PM
 Board: M.U.G.E.N Development Help

Chuck an "out" into 4100

Type = changestate
Trigger1 = roundstate != 2
Value = 50

Its getting stuck because the variable in use isn't putting it into another move. Am guessing a bit that var 25 is set to 0 again elsewhere.

I don't recall seeing it go to zero at any point in time.

Anyway, I'll try your solution after work tonight. Will report back then.
    

Re: Need help diagnosing and fixing this attack.

 February 04, 2021, 05:41:19 AM View in topic context
 Posted by DNZRX768  in Need help diagnosing and fixing this attack. (Started by DNZRX768 January 01, 2021, 05:59:05 PM
 Board: M.U.G.E.N Development Help

Okay, so an update on my work with regards to this attack.

The good news is that I am certain the attack is fixed with regards to the actual move itself.

The bad news is that the problem is still there.

Further good news is that I've isolated the problem finally.

Though the further bad news is that I am a bit stuck on how to resolve it.





Based on what I can understand, the glitch only happens when the character is in AI mode and almost all of the time is in state 4100. In almost of all of the instances where the glitch happened, the Bouncy Ball move was used. However, the one involving New Pikachu was an odd case. Clowna used a hyper where she summons a large balloon that acts like a floating land mine. Pikachu used a ramming dash attack, hit Clowna, sent her flying a bit upward, hit the balloon, was defeated, and Clowna flies off like all other times, so the problem is with the coding of the AI in state 4100, among other things.

Code:
;---------------------------------------------------------------------------
[State -1, AI go to StandAI];if all these triggers are right then go to state 4000 and do an attack or something
type = ChangeState
value = 4050
triggerall = var(59) = 1
triggerall = var(30) != 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist x < 70
triggerall = p2statetype != A
triggerall = Ctrl = 1
trigger1 = Random < 500
Trigger2 = Time > (30-AILevel*2)

;---------------------------------------------------------------------------
[State -1, AI go to SpecialAI];same as above except if far away
type = ChangeState
value = 4000
triggerall = var(59) = 1
triggerall = var(30) != 1
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2bodydist x > 70
triggerall = p2statetype != A
triggerall = Ctrl
trigger1 = Random < 500
Trigger2 = Time > (90-AILevel*2)

;---------------------------------------------------------------------------
[State -1, AI go to AirAI];same as above but in air
type = ChangeState
value = 4100
triggerall = var(59) = 1
triggerall = var(30) != 1
triggerall = statetype = A
triggerall = p2statetype != L
triggerall = Ctrl
trigger1 = Random < 500
Trigger2 = Time > (30-AILevel*2)

This is the coding in the CMD file that the AI uses...

Code:
;---------------------------------------------------------------------------
;AI Standing
[StateDef 4000]
Ctrl = 0
Anim = 0

[State 2000];this decides the attack
Type = VarRandom
triggerall = RoundState = 2
Trigger1 = Time = 0
V = 25
Range = 1,17
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
triggerall = p2bodydist x < 60
trigger1 = Statetype=S
Trigger1 = Var(25) = 1
Value = 200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
triggerall = p2bodydist x > 60
trigger1 = Statetype=S
Trigger1 = Var(25) = 1
Value = 202
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
triggerAll = Statetype=S
triggerAll = enemy, statetype = L
Trigger1 = Var(25) > 1 && Var(25) < 17
Value = 700
IgnoreHitPause = 1


[State 500]
Type = ChangeState
TriggerAll = Time > 5
trigger1 = movehit
trigger1 = Statetype=S
Trigger1 = Var(25) = 1
trigger1 = stateno=200

trigger2 = movehit
trigger2 = Statetype=S
Trigger2 = Var(25) = 1
trigger2 = stateno=200
Value = 201
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 2
Value = 210
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 3
Value = 230
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 4
Value = 240
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 5
Value = 400
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 6
Value = 410
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 7
Value = 430
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 8
Value = 440
IgnoreHitPause = 1

[State 500]
Type = ChangeState
Trigger1 = Var(25) = 9
trigger1 = Statetype=S
trigger1 = hitdefattr
Value = 760
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = p2bodydist x < 1
Trigger1 = Var(25) = 9
trigger1 = Statetype=S
Value = 800
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = p2bodydist x < 1
Trigger1 = Var(25) = 9
trigger1 = Statetype=S
Value = 800
IgnoreHitPause = 1

[State 500] ; if you want you can remove the next 3 since they are for fire breath and it wont be a good idea to do it up close
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 10
Value = 1000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 11;var(25) = 11 is repeated twice since if power not more than 330 it wont just get stuck
Value = 1010
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 11
trigger1 = Statetype=S
Value = 1020
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 12
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0;next 2 are the hammers (close and EX version) since they kind of work up close
Trigger1 = Var(25) = 13
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = p2bodydist x <1
Trigger1 =  Var(25) = 13
trigger1 = Statetype=S
Value = 1200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 14
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 15
trigger1 = Statetype=S
Value = 1400
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 15
trigger1 = Statetype=S
Value = 1420
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
Value = 3000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
trigger1 = hitdefattr
trigger1 = command="holdfwd"
Value = 761
IgnoreHitPause = 1

[State 500]
Type = ChangeState
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
trigger1 = hitdefattr
trigger1 = command="holdback"
Value = 762
IgnoreHitPause = 1

[State 500]
Type = ChangeState
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
trigger1 = hitdefattr
trigger1 = command="holddown"
Value = 763
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 16
trigger1 = Statetype=S
Value = 40
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 17
trigger1 = Statetype=S
Value = 3000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 17
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0;next 2 are the hammers (close and EX version) since they kind of work up close
Trigger1 = p2bodydist x >8
Value = 100
IgnoreHitPause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(25)
text = "The value of ai stand var(25) is %d"
params = var(25)
ignorehitpause = 1
;persistent =

;---------------------------------------------------------------------------
;AI When Closer
[StateDef 4050]
Ctrl = 0
Anim = 0

[State 2000]
Type = VarRandom
triggerall = RoundState = 2
Trigger1 = Time = 0
trigger2 = Stateno=750 ;;Snap out of charging
V = 25
Range = 1,8
IgnoreHitPause = 1

[State 0, VarSet]
type = VarSet
trigger1 = stateno=1050
v = 25    ;fv = 10
value = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 1
trigger1 = Statetype=S
Value = 200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
trigger1 = Statetype=S
Trigger1 = Var(25) = 2;var(25) = 11 is repeated twice since if power not more than 330 it wont just get stuck
Value = 1200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 2
trigger1 = Statetype=S
Value = 200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 3
trigger1 = Statetype=S
Value = 1050
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 4
trigger1 = Statetype=S
Value = 1000
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 4
trigger1 = Statetype=S
trigger1 = numprojid(1405)=0
Value = 1400
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 5
trigger1 = Statetype=S
trigger1 = numprojid(1405)=0
Value = 1410
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 5
trigger1 = Statetype=S
trigger1 = numprojid(1405)=0
Value = 1420
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 5
trigger1 = Statetype=S
trigger1 = numprojid(1405)!=0
Value = 200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 6
trigger1 = Statetype=S
Value = 40
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 6
trigger1 = Statetype=S
Value = 3050
IgnoreHitPause = 1


[State 500]
Type = ChangeState
TriggerAll = power >= 1000
Trigger1 = Var(25) = 7
trigger1 = Statetype=S
Value = 3100
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 7
trigger1 = Statetype=S
Value = 200
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 2000
Trigger1 = Var(25) = 8
trigger1 = Statetype=S
Value = 3150
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = time > 0
Trigger1 = Var(25) = 8
trigger1 = Statetype=S
Value = 105
IgnoreHitPause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(25)
text = "The value of ai special var(25) is %d"
params = var(25)
ignorehitpause = 1
;persistent =

;---------------------------------------------------------------------------
;AI Air
[StateDef 4100]
Ctrl = 0
Anim = 0
[State 2000]
Type = VarRandom
triggerall = RoundState = 2
Trigger1 = Time = 0
trigger2 = Stateno=750 ;;Snap out of charging
V = 25
Range = 1,4
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 1
Value = 600
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 1
trigger1 = p2bodydist x > 60
Value = 601
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 2
Value = 610
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 3
Value = 630
IgnoreHitPause = 1
[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 3
Value = 630
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 4
Value = 640
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 5
Value = 1030
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = Time > 0
Trigger1 = Var(25) = 6
Value = 1060
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 6
Value = 1210
IgnoreHitPause = 1

[State 500]
Type = ChangeState
TriggerAll = power >= 330
Trigger1 = Var(25) = 6
Value = 1430
IgnoreHitPause = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = var(25)
text = "The value of ai Air var(25) is %d"
params = var(25)
ignorehitpause = 1
;persistent =

And this is the AI CNS file. Can anyone identify the problem and help me with a solution?
    

Old Pikachu's FINAL update release, New Pikachu's update 6.0 release (2/2/2021)

 February 02, 2021, 02:26:09 PM View in topic context
 Posted by DNZRX768  in Old Pikachu's FINAL update release, New Pikachu's update 6.0 release (2/2/2021) (Started by DNZRX768 February 02, 2021, 02:26:09 PM
 Board: Your Releases, 1.0+

Good morning. It has truly been a while, hasn't it?

Today, I have two releases to make. Old Pikachu is getting it's final cumulative update released today while New Pikachu's 6.0 update will also be released today.



With regards to Old Pikachu, the character has been with me for almost as long as I have been playing MUGEN, which is probably over half of my life by now. I have looked back at its readme file and found that my edited version of character is now nearly 13 years old and that the character has been with me for probably a couple of years even longer than that. Looking back at its history, I was surprised on how, with a few sprites and a bit of creativity, that I can expand the character from its minimalistic beginnings. However, there comes a time where I will have to move on and consider a character to be complete with little more I can do with the limitations that was given to me.

Therefore, I am releasing Old Pikachu's FINAL update today, containing everything I have done to the character since the last time I brought it up in the release boards, and ending all major updating efforts after 13 years. While there MAY be additional updates in the future, don't expect anything unless it is very important, like something really breaks.

With regards to New Pikachu, the character also has been with me for as long as I have been playing MUGEN, although the edited version is considerably younger. One advantage of using New Pikachu vs Old Pikachu when editing is that the sprites are a ton more cleaner and there are more of them to work with when making new moves and other attacks. Therefore, I am focusing all of my "Pikachu Updating" efforts onto New Pikachu with a few big plans in the works, starting with New Pikachu's first major update and re-release in seven years.

With that speech out of the way, here are the files. Enjoy!

Old Pikachu, version FINAL: https://1drv.ms/u/s!ArqzVsYqx-eHjH8igfs_enxrcVG8?e=rxEv6t

New Pikachu, version 6.0: https://1drv.ms/u/s!ArqzVsYqx-eHjH7VM1r1dg7bo2H0?e=mWpHsd

    

Re: Skullgirls

 February 01, 2021, 01:39:17 PM View in topic context
 Posted by DNZRX768  in Skullgirls (Started by Nanashi_1337 February 06, 2011, 08:48:26 PM
 Board: Fighting Games



This is a pleasant surprise!
    

Re: Mediafire Backup Thread (WIP)

 January 21, 2021, 01:17:59 PM View in topic context
 Posted by DNZRX768  in Mediafire Backup Thread (WIP) (Started by Meldo Wiseau December 24, 2020, 02:36:28 PM
 Board: Creator's Vault

Just so you know, you are doing God's work with that you have done to preserve these characters and stages. Please keep up the good work!
    

Re: Need help diagnosing and fixing this attack.

 January 02, 2021, 07:28:38 PM View in topic context
 Posted by DNZRX768  in Need help diagnosing and fixing this attack. (Started by DNZRX768 January 01, 2021, 05:59:05 PM
 Board: M.U.G.E.N Development Help

A bit of update:

The 5050 method did not work since it shows her flat on her back as if being thrown back, which is not the move's intent.

However, I made another state which is similar to 5040, with a few key differences. The attack, upon contact, will go to this state.

Here is the code. I'm running some tests right now, but is there any foreseeable problems that might arise, especially the original problem that started it all?

Code:
;---------------------------------------------------------------------------
; Finishing Off Bounce
[Statedef 1017]
type    = A
movetype= I
physics = N

[State 1017, 1]
type = ChangeState
trigger1 = !Alive
value = 5050
ctrl = 0

[State 1017, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 1017, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 1017, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 1017, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 1017, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Jump land
    

Re: Need help diagnosing and fixing this attack.

 January 02, 2021, 03:56:43 PM View in topic context
 Posted by DNZRX768  in Need help diagnosing and fixing this attack. (Started by DNZRX768 January 01, 2021, 05:59:05 PM
 Board: M.U.G.E.N Development Help

I'll try your suggestion of using state 5050.

In the meantime, here are the coding for state 5040 and related states from her code files. It is slightly different than normal, so there might be a clue here...

Code:
;---------------------------------------------------------------------------
; Air get-hit (recovering in air, not falling)
[Statedef 5040]
type    = A
movetype= H
physics = N

[State 5040, 1]
type = ChangeState
trigger1 = !Alive
value = 5050
ctrl = 0

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 5040, 3]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Jump land

;---------------------------------------------------------------------------
; Air get-hit (falling)
[Statedef 5050]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= Const(movement.air.gethit.groundrecover.ground.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;Air get-hit (fall recovery on ground)

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > Const(movement.air.gethit.airrecover.threshold)
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;Air get-hit (fall recovery in air)

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, Const(movement.air.gethit.groundlevel))
value = 5100 ;Downed get-hit (hit ground from fall)
    

Need help diagnosing and fixing this attack.

 January 01, 2021, 05:59:05 PM View in topic context
 Posted by DNZRX768  in Need help diagnosing and fixing this attack. (Started by DNZRX768 January 01, 2021, 05:59:05 PM
 Board: M.U.G.E.N Development Help

I'm starting to get back into MUGEN development and one of the things I'm doing is fixing up problems I have encountered with other characters.

The subject of this topic is Clowna by MrPr1993. Occasionally, whenever she attacks with a specific move and actually defeats someone with it, she just floats up and disappear, something that is not supposed to happen.

Here is a clip from a failed survival run recording showcasing the error happening:
https://streamable.com/ed0fk6
I can confirm this happening at least twice in the past and with her facing Kung Fu Man. And with her using that move of similar moves.

Here is the coding of the move in question:
Code:
;---------------------------------------------------------------------------
; Bouncy Clown
;Source: Splode's Rikuo
[Statedef 1000]
type = C
physics = S
ctrl = 0
anim = 40
velset = 0,0

[State 1000, Set]
type = PosSet
trigger1 = time = 0
y = 0

[State 1000, 1]
type = ChangeState
trigger1 = time = 7
value = 1005

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

; Actual Hop Back
[Statedef 1005]
type = A
physics = A
ctrl = 0
anim = 105

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S0,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 2
value = S200,1

[State 1005, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 1005, 2]
type = ChangeState
triggerall = time > 2
trigger1 = Pos Y >= -4
value = 1006

;---------------------------------------------------------------------------
; Bouncy Clown - Light
; Performed from the hopback jumping state
[Statedef 1006]
type = A
movetype = A
physics = A
anim = 1000
velset = 0,0
ctrl = 0
poweradd = 60

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Time=0
trigger1 = prevstateno = 1030
value = 1000
elem = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S0,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 1
value = S200,4


[State 830, 3]
type = VelSet
triggerall = time < 4
trigger1 = AnimElem = 2
x = 8.5
y = -5.5

[State 830, 4]
type = PlaySnd
triggerall = time < 4
trigger1 = AnimElem = 2
value = 4, 3

[State 830, 5]
type = hitdef
trigger1 = time = 3
attr = A, SA
hitflag = MAF
guardflag = MA
animtype = back
priority = 5
damage = 90, 3
pausetime = 2, 9
sparkno = 2
sparkxy = 10, -20
hitsound = S2,2
guardsound = S2, 6
ground.type = high
fall = 1
air.fall = 1
guard.slidetime = 10
ground.velocity = -6, -4
air.velocity = -8, -3

[State 830, 6]
type = Velset
triggerall = var(1) = 0
trigger1 = movecontact
x = -4
y = -3

[State 830, 7]
type = ChangeAnim
trigger1 = movecontact
trigger1 = anim != 1002
value = 1002

[State 0, ChangeState]
type = ChangeState
trigger1 = anim = 1002
trigger1 = animtime = 0
value = 5040
ctrl = 0

[State 830, 8]
type = VarSet
trigger1 = movecontact
v = 1
value = 1

It seems okay and I can't figure out what is the problem, or how to fix it without breaking the move. Can you help me out by figuring out what is wrong and how to fix it?
    

Re: Mediafire Backup Thread (WIP)

 December 25, 2020, 06:52:08 PM View in topic context
 Posted by DNZRX768  in Mediafire Backup Thread (WIP) (Started by Meldo Wiseau December 24, 2020, 02:36:28 PM
 Board: Creator's Vault

Send us a link and we'll see what we can do.
    

Merry Christmas

 December 25, 2020, 05:13:10 AM View in topic context
 Posted by DNZRX768  in Merry Christmas (Started by DNZRX768 December 25, 2020, 05:13:10 AM
 Board: All That's Left

It is Christmas Eve from where I am and it might be Christmas Day for some of you already.

Merry Christmas. May God bless you on this day.
    

Re: Mediafire Backup Thread (WIP)

 December 24, 2020, 04:28:59 PM View in topic context
 Posted by DNZRX768  in Mediafire Backup Thread (WIP) (Started by Meldo Wiseau December 24, 2020, 02:36:28 PM
 Board: Creator's Vault

How much time we have left before the mediafire accounts permanently goes down?
    

Re: Games that you purchased along with your console(s)

 November 30, 2020, 01:41:59 PM View in topic context
 Posted by DNZRX768  in Games that you purchased along with your console(s) (Started by T_DR November 13, 2020, 03:05:28 AM
 Board: Gaming

N64: Super Mario 64
Xbox: Halo
Nintendo DS: Pokemon Diamond
Xbox 360: Halo 3
Nintendo 3DS: Zelda OoT
Nintendo WiiU: Splatoon
Nintendo Switch: Mario Kart 8 Deluxe
    

Re: Soulcalibur VI

 November 29, 2020, 02:47:27 PM View in topic context
 Posted by DNZRX768  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 AM
 Board: Fighting Games

Oh Boy! Hwang's back! Now we need a couple more characters and the roster from SC one will be complete!

Although, I never really get his story, so it is off to the story mode, I guess.
    

Re: Character of the Month: October 2020 Voting

 November 21, 2020, 02:09:24 AM View in topic context
 Posted by DNZRX768  in Character of the Month: October 2020 Voting (Started by 【MFG】gui0007 November 20, 2020, 03:00:41 PM
 Board: Contributions of the Month

Mario Mario by SeanAtly and Jango

 and

Natasha by The_None
    

Re: Rules of HP/Defense that MUGEN creators tend to forget

 November 16, 2020, 01:12:58 AM View in topic context
 Posted by DNZRX768  in Rules of HP/Defense that MUGEN creators tend to forget (Started by extravagant November 16, 2020, 12:24:48 AM
 Board: M.U.G.E.N Discussion

To be honest, I personally don't usually modify the health/defense values at all unless I have a rather special reason for such things (and such reasons are quite rare). It is because I have a roaster of over a hundred characters in my roster (with more coming in time to time) and trying to balance all of the characters will take an obnoxiously long time to accomplish, if I ever get to that point. It would be a full-time job without pay.

I release my characters at 1000 life and 100 defense because that is usually the norm. If the consumers have objections and a better idea on what should the health and defense should be, Notepad is under Windows Accessories and the lines of coding is not hard to find.