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soilworksoilwork

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Messages by soilworksoilwork

    

Re: R@CE's Wips

 October 27, 2018, 09:35:38 PM View in topic context
 Posted by soilworksoilwork  in R@CE's Wips - Ray McDougall (Started by R@CE AKIR@ October 27, 2018, 06:15:33 PM
 Board: Projects

how good!! has returned R @ CE's
One of the best! :gugoi:
    

Re: It does not connect the blows

 September 19, 2018, 08:28:29 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

the latter remained unanswered,
but also thank you very much for helping me :megusta: :megusta:
    

Re: It does not connect the blows

 September 16, 2018, 06:42:05 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

hello DeathScythe
I have added the code in the system.ST state -3 and the var (4) in the cmd, but it still does not work.
I'm sending you the cmd code because it apparently has another template to activate the customcombo

Code:
[State -1, Excel Combo]
type = changestate
value = 760
triggerall = !AIlevel
triggerall = command = "excelcombo"
triggerall = roundstate = 2 && power >= 1000 && !var(20)
trigger1 = (ctrl || (stateno = [100, 101]))

;[State -1, Excel Combo]
;type=changestate
;value=900
;trigger1= !AILevel && [b]!var(15)[/b]
;trigger1= command="excelcombo"
;trigger1= roundstate=2 && power>=1000 && ctrl

Code:
[State -1, Stand Light Punch]
type = changestate
value = 200
triggerall= !AILevel
triggerall= command="x" && command!="holddown" && statetype!=A
trigger1 = (ctrl||var(16)=1) || (stateno=[100,101])
trigger2 = (stateno=200 || stateno=250) && time>=5

trigger3 = var(4)

[State -1, Stand Medium Punch]
type=changestate
value=210
triggerall= !AILevel
triggerall= command="y" && command!="holddown" && statetype!=A
trigger1= (ctrl||var(16)=1) || (stateno=[100,101])
trigger2= (stateno=200 || stateno=250) && (movecontact=[1,4])

trigger3 = var(4)

[State -1, Stand Hard Punch]
type=changestate
value=220
triggerall= !AILevel
triggerall= command="z" && command!="holddown" && statetype!=A
trigger1= (ctrl||var(16)=1) || (stateno=[100,101])
trigger2= ((stateno=[200,260])) && (movecontact=[1,4]) && StateNo != 220

trigger3 = var(4)


Esto en el System.ST

Code:
;====================<CUSTOM COMBO>====================
;Ground Version
[Statedef 760]
type = U
physics = U
movetype = A
anim = ifelse(statetype = A, 762, 760)
ctrl = 0
velset = ifelse((statetype = S), 0, vel x), ifelse((statetype = S), 0, vel y)
poweradd = -1000
[State 760, Stop]
type = posfreeze
trigger1 = anim = 762
value = 1

[State Corner Push]
type = varset
trigger1 = !time
fvar(5) = 0

[State 760, Var]
type = varset
trigger1 = (anim = [760, 761]) && !animtime
trigger2 = anim = 762 && !time
var(20) = 180

[State 760, NHB]
type = nothitby
trigger1 = (anim = [760, 761])
trigger2 = anim = 762 && time <= 1
time = 8
value = SCA

[State 760, Custom Combo Time]
type = VarSet
trigger1 = Time >= 4
var(20) = 180

[State 760, Voice]
type = PlaySnd
trigger1 = Time = 4 && var(40) != 1
value = 3000,0
channel = 0

[State 760, Voice (Violent)]
type = PlaySnd
trigger1 = Time = 4 && var(40) = 1
value = 3100,10
channel = 0

;[State 760, Custom Combo FX Helper]
;type = Helper
;trigger1 = Time = 4
;helperType = Normal
;stateNo = 8400
;ID = 8400
;name = "Custom Combo FX"
;posType = P1
;pos=43,-106
;superMoveTime = 255
;size.xScale = 1
;size.yScale = 1
;ownpal = 1

[State 760, Super Pause FX]
type = helper
trigger1 = !time
helpertype = normal
stateNo = 8400
ID = 8400
name = "Custom Combo FX"
posType = P1
pos=43,-106
ownpal = 1
size.xscale = 1
size.yscale = 1
persistent = 0
supermovetime = 9999

[State 760, superchargepause]
type = superpause
trigger1 = !time
time = 30
anim = -1
sound = s7, 2
darken = 0
movetime = 30 * (anim != 762)

[State 760, Shadows]
type = afterimage
trigger1 = (anim = [760, 761]) && time = 30
trigger2 = anim = 762 && time = 1
time = 2
timegap = 1
framegap = 4
length = 13
paladd = 0, 0, 0
palmul = 0.75, 0.75, 0.75
palcontrast = 64, 128, 192
palpostbright = 0, 0, 0
trans = add1

[State 760, End]
type = changeanim
trigger1 = anim = 762 && !animtime
value = 41
elem = 6

[State 760, Type]
type = statetypeset
trigger1 = anim = 41
statetype = A
physics = A
[State 760, Ctrl]
type = ctrlset
trigger1 = anim = 41
value = 1

[State 760, End]
type = changestate
trigger1 = (anim = [760, 761]) && !animtime
value = 0
ctrl = 1

    

Re: It does not connect the blows

 September 15, 2018, 02:06:09 AM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

To avoid opening another topic about stringing blows

I am adding excel combos / custom combos post style

I have added the states in the cns, the animation, sprites, commands in cmd, etc.

but at the time of activating it, the movements remain the same, they are not chained, nor canceled, the speed is the same.

What do I need to add?

Anything else I have to add in the cmd and cns?
    

Re: It does not connect the blows

 September 15, 2018, 02:01:22 AM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

Many Thanks DeathScythe
You have helped me a lot :megusta:
    

Re: It does not connect the blows

 September 14, 2018, 10:50:02 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

Thank you very much!! it has helped me a lot

the curiosity that I have is because in the EXespecials they have the same (var (15) <1
and if they connect the blows.
    

Re: It does not connect the blows

 September 14, 2018, 07:15:18 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

but in excel mode or customcombo if it connects, as seen with saisyu
    

Re: It does not connect the blows

 September 14, 2018, 07:12:30 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

IORI
Code:
;Oni Yaki
[Statedef 1100]
type=S
movetype=A
physics=S
ctrl=0
velset=0,0
poweradd=72 * !var(20)
sprpriority=1
facep2=1

[State 1100, VarSet]
type=VarSet
trigger1 =!AILevel&& !time
var(10)=ifelse(command="OniYaki1",0,ifelse(command="OniYaki2",1,2))
ignorehitpause=1

[State 1100, VarSet]
type=VarSet
trigger1 =AILevel&& !time
var(10)=Ifelse(random<200,1,2)
ignorehitpause=1

[State 1100, Anim]
type = ChangeAnim
trigger1 = !time
value = 1100+var(10)+ Var(11)*10000
ignorehitpause=1

[State 220, Swing Snd]
type=playsnd
trigger1=animelem=4
value=1,2
channel=3

[State 220, Swing Snd]
type=playsnd
trigger1=animelem=4
value=41,0
channel=4

[State 123, Dust Helper]
type = Helper
trigger1 = AnimElem=4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 1100, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 1100, NotHitBy]
type = NotHitBy
trigger1 = animelemtime(4)<0
value = SCA
ignorehitpause = 1

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4) = 1
StateType = A
physics = N

[State 1100, Voice]
type = PlaySnd
trigger1 = !Time && var(11) != 1
value = 0,8
channel = 0

[State 1100, Voice]
type = PlaySnd
trigger1 = !Time && var(11) = 1
value = 0,1100
channel = 0

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
y = ifElse(!var(10), -7.5, ifElse(var(10) = 1, -9, -10.5))

[State 1100, VelAdd]
type = Veladd
trigger1 = AnimElemTime(4) >= 2
y = 0.55

[State 1100, PosAdd]
type = PosAdd
trigger1 = Animelem=2
x = 16

[State 1100, PosAdd]
type = PosAdd
trigger1 =animelem=4
x = 32

[State 1100, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Oni Yaki Front Flames"
ID = 1105
stateno = 1105
pos = 0,10
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = .5
size.yscale = .5


[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)!=2&&animelem=3
priority=4, Hit
attr=A, SP
damage=Ifelse(var(20),76,76+8*var(10)), 10
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)!=0&&animelem=2
attr=A, SA
damage=Ifelse(var(20),33,45), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 9), ifElse(var(20), 3, 9)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=1&&animelem=3
attr=A, SA
damage=Ifelse(var(20),43,43), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=2&&animelem=3
attr=A, SA
damage=Ifelse(var(20),33,15), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.32, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.49
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 0
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 1005, High]
type=hitdef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=var(10)=2&&animelem=4
attr=A, SA
damage=Ifelse(var(20),43,35), 5
animtype=Hard
hitflag=MAF
guardflag=MA
pausetime=ifElse(var(20), 3, 7), ifElse(var(20), 3, 7)
sparkNo=-1 + 0 * (var(33) :=8013)
guard.sparkNo=-1 + 0 * (var(34) :=8001)
sparkXY=-10 + 0 * (var(35) :=100), var(36) :=-78
hitsound=S2+10*var(44),2
guardsound=s130,1
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.16, -8.81
ground.cornerPush.velOff = 0
guard.velocity = -12.64
guard.cornerPush.velOff = 0
air.velocity = -2.16, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
airguard.ctrltime=12
airguard.velocity=ifelse((var(20)),-4,-8),-3
forcestand=1
palFX.time = 30
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 1100, flames]
type = helper
trigger1 = movehit && numtarget && !numhelper(7180)
trigger1 = !(target, time) && (target, movetype = H)&&(enemynear,stateno=[5000,5050])
helpertype = normal
stateno = 7180
ID = 7180
name = "flames"
postype = p2
ownpal = 1
facing = -1
ignorehitpause = 1
pauseMoveTime=255

[State 1100, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemtime(7)>= 0
movetype = I

[State 0, ChangeState]
type = ChangeState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 1101
;----------------------------------------------------------------------------------------------
;Landing
[StateDef 1101]
type = S
physics = N
moveType = I
velSet = 0,0

[State 1100, Anim]
type = ChangeAnim
trigger1 = !time
value = 1132+var(10)
ignorehitpause=1

[State 1100, Anim]
type = ChangeAnim
trigger1 = !time && Var(10)=3
value = 1132
ignorehitpause=1

[State 1201, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 52, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 52, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8106
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1201, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
    

Re: It does not connect the blows

 September 14, 2018, 06:14:34 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help




Example
    

Re: It does not connect the blows

 September 14, 2018, 05:21:22 PM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

I've already tried it with the hitdef but it has not worked

Is there another way to connect the blows?
    

It does not connect the blows

 September 14, 2018, 08:40:56 AM View in topic context
 Posted by soilworksoilwork  in It does not connect the blows (Started by soilworksoilwork September 14, 2018, 08:40:56 AM
 Board: M.U.G.E.N Development Help

Hello everyone
I feel somewhat desperate TT

I want to connect the blows while a character is in the air falling, but it does not hit, it goes through and does not connect the blow.

for example:

- Crouched with a strong kick, the character makes him fall and in the air I want to connect him with a special, but he crosses it and does nothing.

- with a special I raise it in the air and it is falling, I make it a special or a blow and it does not connect, it goes through it.

but instead with a special EX, a Super or Super MAX, if you connect the blows as they fall

Why does that happen and how can I make my blows connect as they fall?

Thank you
    

Re: Roster Showcase

 March 24, 2018, 05:35:27 AM View in topic context
 Posted by soilworksoilwork  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 PM
 Board: M.U.G.E.N Discussion

    

Re: M.U.G.E.N Screenshots V3

 January 04, 2015, 10:10:36 PM View in topic context
 Posted by soilworksoilwork  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion



    

Re: MUGEN Video thread

 August 24, 2014, 02:56:28 AM View in topic context
 Posted by soilworksoilwork  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: Sprites Hi-Res

 October 07, 2013, 04:41:16 AM View in topic context
 Posted by soilworksoilwork  in Sprites Hi-Res (Started by soilworksoilwork August 30, 2013, 08:27:56 PM
 Board: Edits & Addons 1.0+

mr.infinite tutorial I find interesting, is very similar to the method that I use, with the difference, I apply other filter sets.
besides the blow up alien skin plugin.
the result is somewhat different
the I generate palette directly from photoshop, and add it from the FF3.


     Posted: October 07, 2013, 06:07:55 AM
--------------------------HR V2 + HQHi-Res coming soon----------------------------
- More Sharpness
- less distorted faces

Spoiler, click to toggle visibilty
    

Re: Shine! Iori Yagami Released!

 October 06, 2013, 03:00:16 AM View in topic context
 Posted by soilworksoilwork  in Shine! Iori Yagami Released! (Started by QuickFist October 03, 2013, 07:52:33 PM
 Board: Your Releases, 1.0+

I love this iori, I look forward to the next update :)
    

Re: (Future MUGEN) HD sprites

 September 16, 2013, 05:29:02 PM View in topic context
 Posted by soilworksoilwork  in (Future MUGEN) HD sprites (Started by soilworksoilwork September 13, 2013, 07:49:01 AM
 Board: Graphics

    

Re: (Future MUGEN) HD sprites

 September 15, 2013, 03:35:41 PM View in topic context
 Posted by soilworksoilwork  in (Future MUGEN) HD sprites (Started by soilworksoilwork September 13, 2013, 07:49:01 AM
 Board: Graphics

Not to mention that it causes a huge mess, palette-wise.

You're right with the theme of the color palettes, the palette I get photoshop no problem, but when editing the apletas to give variety of colors, there is more work.

as you can see in some pictures, I redefined the edges, removing artifacts.
What costs a lot is to prevent loss of detail in the faces of the characters, it is impossible to keep them intact, the only way to be redrawn.

The rest of the details is more important for some than for others
but for me details faces is important.
I'll keep working on it

regards
    

Re: Sprites Hi-Res

 September 15, 2013, 03:20:23 PM View in topic context
 Posted by soilworksoilwork  in Sprites Hi-Res (Started by soilworksoilwork August 30, 2013, 08:27:56 PM
 Board: Edits & Addons 1.0+

apparently can not be viewed the images from photobucket :/
Once you finish the pack following characters in HR,'ll fix the subject of catches using another server.
and then I start up the characters to another server, MEGA
whom have mediafire account, I would do a favor to go up this work on their servers, so may reach more people :)

regards
    

Re: Sprites Hi-Res

 September 13, 2013, 10:03:27 PM View in topic context
 Posted by soilworksoilwork  in Sprites Hi-Res (Started by soilworksoilwork August 30, 2013, 08:27:56 PM
 Board: Edits & Addons 1.0+

-The second option is by MEGA but some have problems with that server
for now I will use 4shared.

These sprites in HR is extra material for use by your projects, if they want to look better.
It's hard work, I agree, but it all costs and I can not work give them all done
I searched how to automate it even more, but I can not for the problems with the color palettes, the pociciones of the characters and also collision boxes, this is done it manually and I have no time to do all that for you.

I'm not offended that you ask, I also I have that restlessness friend ;)

and sorry for not being able give more :(

regards