Posted by mkfreak89
in Resize Fonts (Started by mkfreak89 January 06, 2023, 05:19:37 am
Board: M.U.G.E.N Configuration Help
Board: M.U.G.E.N Configuration Help
Thanks in Advance.
I mean A.i at "Lucky"... Sorry if it put confused sorry!That´s just A.i´s timer, i think...Can you specify where I should add "lucky" ?
Edit :Or call it just "lucky"...
That´s just A.i´s timer, i think...Can you specify where I should add "lucky" ?
Edit :Or call it just "lucky"...
;Pretty kick
[Statedef 1040]
type = A
movetype= A
physics = N
juggle = 1
anim = 1600
ctrl = 0
sprpriority = 2
[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 2,12
channel = 3
;volumescale = 200
[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50
[State 0, ex]
type = Explod
trigger1 = time = 0
ID = 1400
anim = 888
removetime = 90
ignorehitpause = 1
[State ]
type = Hitdef
trigger1 = !movecontact
trigger1 = p2statetype != C || p2stateno = [120,159]
damage = 120,20
pausetime = 0,0
attr = S,NA
guardflag = M
hitflag = MAFD
animtype = high
air.animtype = back
priority = 1, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
guard.dist = 92
forcestand = 1
[State 1000, 7]
type = playsnd
trigger1 = time = 0
value = 4,16
volumescale = 120
channel = -1
[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 1600 && animelem = 2
x = 5
[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
x = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1
[Statedef 1041]
type = A
movetype= A
physics = N
juggle = 1
anim = 1601
ctrl = 0
sprpriority = 2
[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 4,10
channel = 3
[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50
[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype = Back
damage = 150, 20
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime = 30
ground.velocity = -4,-8
air.velocity = -4,-8
air.hittime = 17
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 5
;[State 0, VelAdd]
;type = VelSet
;trigger1 = anim = 1441 && animelem = 1
;x = 5
[State 0, TargetVelSet]
type = Targetstate
trigger1 = moveguarded
value = 1999
persistent = 0
[State 0, VelAdd]
type = VelSet
trigger1 = anim = 1601 && animelem = 5
x = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
the state 1040 does not have a hitflag in the def, put this in and define what hits
hitflag = MAF
triggerall = !movecontact && animelem = 4 <----also you dont need the !movecontact
trigger1 = !movecontact
just use
trigger1 = animelem = 4
You should just null the state out or better yet just remove the targetstate. If you want it to act like a normal block then removing it should be all you need to do
Hope this helps
MGMURROW
Nice job on the color separation!
Not really, no, because it varies by each character, hence why I said no universal standard exists. I did give you a very basic example, however, such as guard AI chantestates will make an AI block too much if the changestate is too high up.
I mostly draw from Muteki's guide of AI coding, which generally has AI changestate order in statedef -1 look something like this.Spoiler, click to toggle visibilty
If you want a character to perform something more often, just increase the value of their random triggers and put that specific AI changestate higher in statedef -1. Likewise, if you want an AI to perform something less frequently, just put the changestate lower in the statedef -1 ordering and lower its random value. Trust me, there is no shortcut, it takes me 1 to 2 months to actually complete an AI and I've been making AI since June of last year, although the result does end up making them particularly brutal to deal with.
The chances of an AI performing specific actions is very much dependent on not only the values of random triggers, but the ordering of their changestates since MUGEN parses state controllers from top to bottom (therefore, AI changestates that are higher up are more likely to occur. If you've seen an AI block too much, for example, it may be due to their guard changestate being placed too high). There's other major nuances such as conditions that will allow a changestate to occur (i.e.: p2dist/p2bodydist, what statetype and movetype P2 is in, stateno that P1 and/or P2 are in, etc) that will also. There is no such thing as a universal method in achieving this, it's a very trial and error kind of thing that will have you spend hours testing frequency of how the AI chooses actions.
I was doing other things
if you need help, let me know
Thank You but i usually work alone on it.
Also i saw some stages on your multiverse project they look preety cool.
if you like some stage, I can send to you
It would be cool to see a samurai in MK like the one resurrected in the MK movie.
I was doing other things
if you need help, let me know
you are still working on it?
I liked the dark and dismal ambiance