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Messages by Zer0degreez

    

Re: MUGEN Video thread

 October 04, 2021, 10:59:59 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Decided to take on this crazy todo AI patch with kim. AI is super tough
    

Re: MUGEN Video thread

 March 26, 2021, 07:14:11 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Fighting Haohmaru with ryu and rasetsumaru with evil ryu.
    

Re: All Chars Update(2018 & Beyond)

 March 26, 2021, 12:45:11 am View in topic context
 Posted by Zer0degreez  in All Chars Update(2018 & Beyond) (Started by DW May 31, 2018, 06:25:07 pm
 Board: Your Releases, older Mugen

Kyosuke and Robert have been updated. Their updates are as follows:

Robert:

-Kamekaze updated his AI. So this only refers to the "Divine" version.

Kyosuke:

-AI added by Kamekaze
-EX Cross Cutter can now absorb a hit and is a bit stronger
-Shadow Cut Kick has some invul on startup
-EX Shadow Cut Kick has invul up to the apex
-MAX Super Shadow Cut Kick has more invul on startup
-A few miscellaneous tweaks



Just like my other chars who have had AI applied to them, there is a "DW" version of Kyosuke now that retains his compatibility to winmugen . The only difference is AI applied. Now, I know Kyosuke is a low tier char. Though Kame brought up some good points when making the AI. Along with I remember Extravagant bringing this up in his release thread. Bottom line is, Kyosuke needed some help lol. (EX)Shadow Cut Kick is his best move, though has no invul in source. Unlike almost all other AA/DP attacks.

He gets snuffed out often with just about everything he does. So, I decided to give him the above buffs to help him out a bit. He'll trade now instead of getting snuffed with SCK. While the EX version will beat out things now, along with MAX SSCK too. Overall you'll still have to spend meter to get his best results... But such is the life of a low tier lol. Still, this should help him out a good deal.


Great buffs! Its always good to see creators take initiative and add tools to chars they might have not had in source material

Made a video fighting both rob and kyo and the AI is a great balance between challenging and fun to fight. 
    

Re: MUGEN Video thread

 March 26, 2021, 12:03:41 am View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Had alot of fun fighting these 2 AIs. Kamikaze and Divinewolf did a great job with kyosuke and rob
    

Re: MUGEN Video thread

 March 25, 2021, 02:10:55 am View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

[youtube]https://www.youtube.com/watch?v=PcGoNdD-uFM&ab_channel=zer0Degreez[/youtube]

Taking on the Yun and Yang by KarmaCharmeleon. Very enjoyable AI to fight

Good fight !
Is this normal speed ? looks a tad bit fast to me, don't use Mugen's speed up setting its garbage, I suggest leaving the gamespeed on normal.

King, Rock and Terry VS Chun, Yun and Yang.
[youtube]https://youtu.be/HjYfMUdQFwg[/youtube]

Yea its slightly faster i only have it on fast 1. Idk i played normal speed for a long time and idk it felt too slow for me.

Also its not TOO much faster but chun-li is just a fast character in general so put that in the mix and the game looks super fast lmao
    

Re: MUGEN Video thread

 March 24, 2021, 06:56:23 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Taking on the Yun and Yang by KarmaCharmeleon. Very enjoyable AI to fight
    

Re: MUGEN Video thread

 March 23, 2021, 11:21:07 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Been having some fun using this Balrog So i decided to try and take on this tough ass AI with balrog
    

Basic juggle system to get me started

 March 04, 2021, 04:17:59 am View in topic context
 Posted by Zer0degreez  in Basic juggle system to get me started (Started by Zer0degreez March 04, 2021, 04:17:59 am
 Board: M.U.G.E.N Development Help

This might be too much to ask and I apologize. I am fairly decent when it comes to Mugen coding and I want to know how to code a simple juggle system in Mugen so I can make certain moves combo.
    

Re: MUGEN Video thread

 May 02, 2020, 10:48:56 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Back with a new vid. Taking my Iori out for a spin against DivineWolf Akuma
    

Re: Rapids2019

 May 01, 2020, 09:54:20 pm View in topic context
 Posted by Zer0degreez  in Rapids2019 (Started by Charles_2011 May 01, 2020, 06:56:28 pm
 Board: Your Releases, 1.0+

Does this stage only work for MUGEN1.1?
    

Re: MUGEN Video thread

 May 01, 2020, 09:42:10 pm View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



Quarantine got me firing up MUGEN again lol.
    

How to add start up invincibility frames or invincibility frames

 April 28, 2020, 06:07:46 pm View in topic context
 Posted by Zer0degreez  in How to add start up invincibility frames or invincibility frames (Started by Zer0degreez April 28, 2020, 06:07:46 pm
 Board: M.U.G.E.N Development Help

Im looking to add some invincibility frames or start up invincibility frames to certain moves. Mainly DPs. I used to have an idea of how to do it but i havent fiddled with MUGEN in quite some time.
    

Re: MUGEN Video thread

 March 20, 2020, 04:18:51 am View in topic context
 Posted by Zer0degreez  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

Eliza vs King.
[youtube]https://www.youtube.com/watch?v=oQ3rw3qXHQM[/youtube]
I had to calm myself for the 3rd. King is a monster and she gives zero fucks for projectiles.

Nice battle.

Your eliza is pretty good
    

Disabling quick rise and air/ground tech?

 February 22, 2019, 01:26:39 am View in topic context
 Posted by Zer0degreez  in Disabling quick rise and air/ground tech? (Started by Zer0degreez February 22, 2019, 01:26:39 am
 Board: M.U.G.E.N Configuration Help

Is there anyway to do this? I tried putting a changestate on 5110 on the common1.cns and that went to state that is an exact replica of 5110 with a time trigger at the end. It works but only if p2 doesn't press anything, which means that somewhere in between you can still press buttons. Any one have a solution to this?
    

Re: Super Armor using Hitoverride

 August 15, 2018, 09:57:26 pm View in topic context
 Posted by Zer0degreez  in Super Armor using Hitoverride (Started by Zer0degreez August 15, 2018, 02:52:01 pm
 Board: M.U.G.E.N Development Help

so I borrowed a code from someone else after looking at Buu and I have activated the super armor so I thought I was done but I've come across another problem.  I applied the super armor to state 1530 and in 1530 it has a change anim that changes it to anim 1531 (this is the whiff or when p2 blocks) but when p2 tries to hit them after blocking, p1 is completely invincible to his attacks.  Is there anyway to fix this? Sorry for putting solved.

Here is the whole 1530 code

Code:

[Statedef 1530]
type    = S
movetype= A                     
physics = N 
anim = 1530                   
juggle = 0                   
ctrl = 0                                               
poweradd = -500                   
sprpriority = -1
facep2 = 1

   
[State -1, Attack_Taker]
type = Helper ;<-----acts as the bodyguard of YOU. The actual armor.....a helper.
triggerall = !NumHelper(9393) ;&& var(30)=1  ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this portion of this trigger nulled.
trigger1 = MoveType != H
stateno = 9393 ;<----stateno of helper definitions
id = 9393


[State -2, ]
type = assertspecial
trigger1 = 1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as is.
flag = noairguard
flag2 = nostandguard
flag3 = nocrouchguard

[State -1, Player_NotHit_During_Armor]
type = HitBy
trigger1 = NumHelper(9393) || NumHelper(9394) ;<---Player (YOU) are only hitby the below parameters when these helpers (the actual armor) is active.
;trigger2 = var(30)=1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as nulled.
value = SCA,AT

[State -1, SprPriority_During_Armor_When_Idle]
type = SprPriority
trigger1 = movetype=I ;<----YOUR sprite priority is the below parameter if your movetype is idle
;trigger2 = var(30)=1 ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger as nulled.
value = -1

[State -1, damage_during_armor]
type = LifeAdd
trigger1 = NumHelper(9393)
trigger1 = Helper(9393),gethitvar(hitcount)=1 ;<----cannot be on the same line as the 1st trigger1 for some odd reason...
value = -Helper(9393),GetHitVar(Damage) ;<----gives damage that the helper bodyguard takes to YOU
kill = 1 ;<----controls whether you can be killed when above helper is active



           

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(10) = 3

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(14) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
fvar(32) = 0

[State -2, VarAdd]
type = VarAdd
trigger1 = anim = 1530
trigger1 = time > 1
trigger1 = command = "holda" || command = "holdb" || command = "holdc"
fvar(32) = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = !(gametime % 2)
time = 1
color = 0
mul = 256, 224, 0
add = 128, 128, 128
ignorehitpause = 1

[State 0, ExFX]
type = explod
trigger1 = !time
anim = 8210
sprpriority = 3
postype = p1
pos = 20, -85
scale = 0.5, 0.5
pausemovetime = -1
supermovetime = -1
ownpal = 1

[State 1050, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = time = 1
value = 2000, 0

[State 1000, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 40 && var(3) = 1
trigger1 = Time = 0
value = SC, AT
time = 2

[State -2, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State -2, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1530
trigger1 = var(50) = 0
trigger1 = command != "holda" && command != "holdb" && command != "holdc"
trigger1 = time > 0
trigger2 = var(50) = 1
trigger2 = p2BodyDist X =[-20,20]
trigger2 = time > 0
trigger3 = AnimTime = 0
value = 1531
persistent = 0

[State 1100, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)
triggerall = var(23) != 1530
trigger1 = anim = 1531
trigger1 = p2BodyDist X = [ceil(-20*const(size.xscale)),ceil(23*const(size.xscale))]
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = S, SA
getpower = 0,0
givepower = 0,0
animtype  = back
air.animtype  = back
damage = ceil((140+fvar(32))*fvar(0)*fvar(23)*fvar(28)*fvar(31)*fvar(33)),ceil(21*fvar(23)*fvar(31))
priority = 5,Hit
hitflag = MAF
guardflag = M
pausetime = 0,18
guard.pausetime = 0,18
sparkno = -1 + 0 * (var(43) := 8013)
guard.sparkno = -1 + 0 * (var(42) := 8001)
sparkxy = -15 + 0 * (var(46) := 155), var(47) := -100
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 16
ground.hittime = 16
guard.hittime = 14
guard.slidetime = 14
guard.ctrltime = 14
ground.velocity = 0,-14.0*const(size.yscale)
guard.velocity = -8.8*const(size.xscale)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.type = Low
air.hittime = 16
air.velocity = -1.0*const(size.xscale),-9.0*const(size.yscale) 
fall = 1
fall.recover = 0
fall.envshake.time = 20
fall.envshake.freq = 80
fall.envshake.ampl = -4
air.fall = 1
air.recover = 0
yaccel = .70*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 4
forcestand = 1
P2facing = 1
id = 1530
sprpriority = -1 

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(23) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(56) = 0

[State 350, 3]
type = posadd
triggerall = anim = 1530
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
trigger4 = animelemtime(5) = 0
trigger5 = animelemtime(6) = 0
trigger6 = animelemtime(7) = 0
trigger7 = animelemtime(8) = 0
trigger8 = animelemtime(9) = 0
trigger9 = animelemtime(10) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = posadd
triggerall = anim = 1531
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
trigger3 = animelemtime(3) = 0
trigger4 = animelemtime(4) = 0
x = 8*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = anim = 1530
trigger1 = time = 0
x = 4.4*const(size.xscale)

[State 350, 3]
type = velset
trigger1 = anim = 1531
trigger1 = animelemtime(10) = 0
x = 0

[State 350, 3]
type = velmul
trigger1 = anim = 1531
trigger1 = animelemtime(8) >= 0
x = .90

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = anim = 1531
trigger1 = AnimElem = 1
value = 0, 3
channel = 0

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
triggerall = anim = 1530
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 12
value = 5100, 0

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
triggerall = anim = 1531
trigger1 = AnimElem = 4
value = 5100, 0

[State 1000, 3]
type = EnvShake
triggerall = anim = 1530
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
trigger3 = animelemtime(12) = 0
time = 3
freq = 120
ampl = 3

[State 1000, 3]
type = EnvShake
triggerall = anim = 1531
trigger1 = animelemtime(4) = 0
time = 3
freq = 120
ampl = 3

[State 350, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = anim = 1531
trigger1 = AnimElem = 3
value = 1, 2

[State 810, Explod]
type = Explod
trigger1 = anim = 1530
trigger1 = time%2 = 0
trigger1 = animelemtime(1) > 0
trigger2 = anim = 1530
trigger2 = time%2 = 0
trigger2 = animelemtime(3) < 0
anim = 6250
postype = p1
pos = 0, 0
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 810, Explod]
type = Explod
triggerall = anim = 1531
trigger1 = time%2 = 0
trigger1 = animelemtime(5) >= 0
trigger1 = animelemtime(10) < 0
anim = 6250
postype = p1
pos = 0, ceil(-5*const(size.yscale))
velocity = 0, 0
accel = 0, 0
bindtime = 1
ownpal = 1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 200, Ctrlset]
type = Ctrlset
trigger1 = anim = 1531
trigger1 = AnimelemTime(14) = 1
value = 1

[State 920]
type = StateTypeSet
trigger1 = anim = 1531
trigger1 = AnimelemTime(7) = 0
movetype = I

[State 350, 12]
type = ChangeState
trigger1 = anim = 1531
trigger1 = AnimTime = 0
value = 0
ctrl = 1

and here is the super armor code itself.

Code:
[State 9393, ]
type = BindToRoot ;<---binds this helper to the player. YES Cyanide, you can bind helpers to players if the x and y parameters are omitted. As far as this code goes anyway. Don't believe? Null this, turn on debug mode/clsn mode, and see...
trigger1 = 1
ignorehitpause = 1

[State 9393, ChangeAnim] ;<---copycat's YOU, the player's, animation. Root = YOU, Parent = Helper that spawns another helper.
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim
[State 9393, ]
type = HitBy ;<----This helper can only be hit by the below parameters
trigger1 = 1
value = SCA,AA,AP

[State 9393, ]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow ;<----shadows don't appear when something is invisble but i put this trigger here anyway.

[State 9393, ]
type = HitOverride ;<----Changes Helper state 9393 to 9394 if hit by the below parameters. When this occurs, this state (9393) will not exist anymore.
trigger1 = 1
attr = SCA,AA,AP
stateno = 9394
time = -1
slot = 0

[State 9393, ]
type =DestroySelf
trigger1 = root,movetype = I ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this sctrl nulled.

;Excel Armor End ;<----Effects go here
[Statedef 9394]
type = U
movetype = H ;<---getting hit status
physics = N
ctrl = 0

[State 9394, ]
type = BindToRoot
trigger1 = 1
ignorehitpause = 1

[State 9394, ChangeAnim]
type = ChangeAnim
trigger1 = selfanimexist(root,anim)
elem = root,animelemno(0)
value = root,anim

[State 9394, ]
type = NotHitBy
trigger1 = 1
value = SCA

[State 9394, ]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow

[State 9394, ]
type = ChangeState ;Solidifies single hit attacks from doing multiple hits
trigger1 = 1 
value = 9393

[State 9394, ]
type = DestroySelf
trigger1 = root,movetype = I ;<---gets rid of this helper state after enemy attack lands with some space in between to prevent a single hit from happening more than once. Should be fine as is. Thanx to Cyanide for this portion.
;trigger2 = (root,var(30)!=1) ;<----Mode variable goes here. If Armor is active all the time or if you do not have a mode var, keep this trigger nulled.










    

Super Armor using Hitoverride

 August 15, 2018, 02:52:01 pm View in topic context
 Posted by Zer0degreez  in Super Armor using Hitoverride (Started by Zer0degreez August 15, 2018, 02:52:01 pm
 Board: M.U.G.E.N Development Help

I'm sorry that you guy have to see this question asked numerous times but I'm better when people just show me once and I'll get it. How exactly would I code super Armor using hitoverride and not cause the move to repeat itself? I'm trying to make one of the characters moves have super armor and I've tried myself but I don't know how exactly to go about it.
    

NOThit by code not working

 August 15, 2018, 10:42:06 am View in topic context
 Posted by Zer0degreez  in NOThit by code not working (Started by Zer0degreez August 15, 2018, 10:42:06 am
 Board: M.U.G.E.N Development Help

I downloaded a custom Hugo by shinrei the other day and I noticed his roll was not invincible to normal attacks. I copy and pasted a code that makes them invincible to everything and it still wasn't working. Any reason as to why this would happen?
    

Re: T.Hawk (Pots Style) by Varo Hades - Updated 8/5/18

 August 11, 2018, 07:58:39 am View in topic context
 Posted by Zer0degreez  in T.Hawk (Pots Style) by Varo Hades - Updated 8/12/18 (Started by BahamianKing242 August 03, 2018, 09:57:10 pm
 Board: Edits & Addons 1.0+

This is one of the best T.Hawks out right now, good job! But I have one question. I want to make Condor Spire 2 able to cancel into supers/hypers. Everytime I go into the super cancel check in the -3 states and put trigger23 = StateNo = 1400 && MoveContact = [1,20] it doesn't seem to work. Would you know anyway of making this work?
    

Re: Adding a larger window for teching throws

 August 01, 2018, 10:24:31 am View in topic context
 Posted by Zer0degreez  in Adding a larger window for teching throws  (Started by Zer0degreez August 01, 2018, 09:52:35 am
 Board: M.U.G.E.N Development Help

Thank you so much! I just wanted to make teching more possible in VS matches because I mainly play mugen with friends and throws were unreactable lol.
    

Adding a larger window for teching throws

 August 01, 2018, 09:52:35 am View in topic context
 Posted by Zer0degreez  in Adding a larger window for teching throws  (Started by Zer0degreez August 01, 2018, 09:52:35 am
 Board: M.U.G.E.N Development Help

I want to know how to edit a character and make a larger window to tech grabs. I'm referring to pots style characters like Infinite, Divinewolf, Jmorphman. Where do I go to accomplish this task?  I know where the code is, it's usually in the 820 or 810 where the throw and throw breaks, I just need to find where to make the window bigger. Thanks for all your help.