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Messages by Redben

    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 12, 2021, 02:32:06 PM View in topic context
avatar  Posted by Redben  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Well you don't want any nothitbys or hitbys in play at all. That said it sounds like the character has super armour as well and you've managed to break it.

If its using the helper style super armour... give up. Or recode it yourself from the sff and air file. Fixing that is almost as much as coding it anyway.

Yep, it indeed uses helper style super armor.
Giving up is the way to go.
    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 08, 2021, 05:09:38 PM View in topic context
avatar  Posted by Redben  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Press ctrl+c to turn on clsns. What colour are they? Are they actually there? Blue means you're missing. Teal means nothitby or hitby are in effect. No hitboxes means you havent hit the anim its using with your new hitboxes

Update:
 After filling all the values of HitBy and NotHitBy states the issue still persists: only that currenty the attacks of the opponents do connect but without applying any damage to the char in question nor putting them in a get hit state; as the latter never enters such a state but instead just continues as if nothing happenned; as if the attacks connect solely with the tael/blue boxes and the char animation itself is independent from said boxes.
    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 07, 2021, 10:44:00 PM View in topic context
avatar  Posted by Redben  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Press ctrl+c to turn on clsns. What colour are they? Are they actually there? Blue means you're missing. Teal means nothitby or hitby are in effect. No hitboxes means you havent hit the anim its using with your new hitboxes

I manually added tael colored clsns to the animations. I've just noticed that many HitBy's values are empty (i.e: value =       ) which may be the source of the problem. I'll fill them up and see if the issue is solved.
    

Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 01, 2021, 01:02:15 PM View in topic context
avatar  Posted by Redben  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

I've added Clsn2Default to all animations of the character and even deleted every single NotHitBy in all cns yet it still is untouchable.

When General attempts to grab the char, he simply grabs empty space and after he finishes the grab move animation he gets hit by the char's projectile. Which means there is a specific coding at play that prevents the char from being touched even if the opponent's move lands.

The char in question is Legend of The Golden Witch by "Aegis."
    

Re: How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25)

 September 29, 2021, 01:30:35 PM View in topic context
avatar  Posted by Redben  in How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25) (Started by Redben September 28, 2021, 12:39:43 PM
 Board: M.U.G.E.N Development Help

If its not a playsnd value. Export the sound. Increase or reduce the volume. Import the sound.

That's a lot of work if one intends to change many sounds in that situation. I wonder if it's possible to transform a hitsound into a playsnd and thus use the volumescale to alter it. I'll of course check it once I have some free time but I just thought of throwing it out here if someone can confirm it for the viewers in the meantime.
    

How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25)

 September 28, 2021, 12:39:43 PM View in topic context
avatar  Posted by Redben  in How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25) (Started by Redben September 28, 2021, 12:39:43 PM
 Board: M.U.G.E.N Development Help

How can I decrease or increase the volume of a hitsound that uses the char's own snd file? The hitsound is in the Hitdef.
    

Re: Coding for AI to implement two (or more) moves randomly and interchangeably.

 June 02, 2021, 09:30:23 AM View in topic context
avatar  Posted by Redben  in Coding for AI to implement two (or more) moves randomly and interchangeably. (Started by Redben June 01, 2021, 10:54:11 PM
 Board: M.U.G.E.N Development Help

So, either 1200 or 200 with each one being 50% chance, right?

value = ifelse(random<500, 200, 1200)


Thanks a lot. So if I want to add 1100 with the same chance as the other two it would be like this:

value = ifelse(random<500, 200, 1200,1100)

 or should it be smth like this:

 value = ifelse(random<333, 200, 1200,1100) ?
    

Coding for AI to implement two (or more) moves randomly and interchangeably.

 June 01, 2021, 10:54:11 PM View in topic context
avatar  Posted by Redben  in Coding for AI to implement two (or more) moves randomly and interchangeably. (Started by Redben June 01, 2021, 10:54:11 PM
 Board: M.U.G.E.N Development Help

If I want the AI to apply for example move number 1200 and move number 200 interchangeably, what should I put in the "value" in the changestate of the two moves?

I'm pretty much looking for smth like this:

value = 1300+(Random%2=1)*50  <--- this is for move 1300 and 1350. I need smth similar but for moves that are further apart from each other and for them to be used randomly and interchandeably.
    

What is wrong with this coding?

 May 04, 2021, 11:31:06 PM View in topic context
avatar  Posted by Redben  in What is wrong with this coding? (Started by Redben May 04, 2021, 11:31:06 PM
 Board: M.U.G.E.N Development Help

The game dies parsing the following trigger:

trigger2=const(size.z.width)!=8901*GameTime+ID||!Anim

Can anyone think of a problem with this? Thank you.
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 12:19:12 PM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

I have done what NotAGoodName suggested and it worked for power, life, attack and defense; for these superpause/explode codings cover all of them at the same time. Apart from that you can change anything else and it won't be a problem.
Thank you very much everyone.
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 10:12:29 AM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

Deleting the sprite doesn't do anything. The game is still stopped and slightly darkened but this time without the writing.

I tried to look for that writing in the animation section and use the number to find it in the cns and hope to figure out the source of it but to no avail; that writing does not exist in the animations.
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 09:53:38 AM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

Thank you guys for answering; all I edited was basic stuf such as def/attack values, guardflags...etc.
I will try deleting the sprite itself and see if it solves the problem.

I myself have never seen such a protection before and never knew they existed as well. It would've been fine if the character didn't have ridiculous defense and attack values.
    

Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 06:57:34 AM View in topic context
avatar  Posted by Redben  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 AM
 Board: M.U.G.E.N Development Help

This is a peculiar problem. Any slight modification of any cns file of ZERO Rugal by "ALLIES" lead into this screen showing up whenever he is used:



The announcer still says "round 1 fight," and I am still capable of modifying the round by clicking on F2 and emptying P2 lifebar or clicking on "enter" to fill both lifebars and powerbars.. all while that same position with that same screenshot stays still and the game doesn't move forward.

PS: the warning more or less says "this char has been modified by bad intentions."
    

Re: Can someone read this Chinese screenshot plz? It's related to a MUGEN char

 May 02, 2021, 01:30:13 AM View in topic context
avatar  Posted by Redben  in Can someone read this Chinese screenshot plz? It's related to a MUGEN char (Started by Redben May 02, 2021, 01:18:54 AM
 Board: M.U.G.E.N Development Help

Your image links to a file on your local machine.  We cannot view that image.
You need to upload it somewhere online and link the image from there.

Done.
    

Can someone read this Chinese screenshot plz? It's related to a MUGEN char

 May 02, 2021, 01:18:54 AM View in topic context
avatar  Posted by Redben  in Can someone read this Chinese screenshot plz? It's related to a MUGEN char (Started by Redben May 02, 2021, 01:18:54 AM
 Board: M.U.G.E.N Development Help

    

Please delete this topic

 April 20, 2021, 03:19:18 PM View in topic context
avatar  Posted by Redben  in Please delete this topic (Started by Redben April 20, 2021, 03:19:18 PM
 Board: M.U.G.E.N Development Help

This topic has been solved and isn't useful to stay in this page for visitors and only takes space; please delete it.
    

Animation is ok in the fighter factory but looks weird in the game.

 April 09, 2021, 11:07:39 AM View in topic context
avatar  Posted by Redben  in Animation is ok in the fighter factory but looks weird in the game. (Started by Redben April 09, 2021, 11:07:39 AM
 Board: M.U.G.E.N Development Help

The effects and projectiles look fine in the fighter factory when I open this character; but for some reason within the game itself they always look akin to when I click on "shared palette" in the sprites' section and it messes them up; but that's how they look within the game even if I don't do it.
I have noticed that for all the projectiles and effects of the character the first image of each group of sprites is not 'a shared palette' wheras the rest of the images of the group are shared; and whenever I try changing that it just messes up the coloring again. Maybe that has something to do with the problem; but I don't know how to fixe it.
    

Re: Adding blue boxes to a char leads to error and game crashing.

 March 31, 2021, 09:07:19 AM View in topic context
avatar  Posted by Redben  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

Ok so... there is a lot of boxes here. Do you really need that many? I mean, this is ridiculous...


Also, in the second elem you have "Clsn2: 3", which should be 3 boxes, but you have 17 instead. Honestly, this whole animation is weird...

Problem solved. All I had to do was replace "Clsn2 : 3" with "Clsn2: 17" to make it fit that many boxes.

As for wether this many boxes is needed.. well, the character in that animation is very round, gotta cover these edges ;)
    

Re: Adding blue boxes to a char leads to error and game crashing.

 March 30, 2021, 03:05:09 PM View in topic context
avatar  Posted by Redben  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

No. There is an error in anim 221. View it in text and paste all of it here

Here's the coding of anim 221 in the air file:

[Begin Action 221]
Clsn2: 17
 Clsn2[0] = 126,-356,156,-290
 Clsn2[1] = 109,-292,144,-263
 Clsn2[2] = 103,-266,126,-238
  Clsn2[3] = -192, -372, 136, -251
  Clsn2[4] = -319, -253, 35, -48
  Clsn2[5] = -96, -416, 42, -338
  Clsn2[6] = -128, -396, 81, -338
  Clsn2[7] = -249, -340, -183, -224
  Clsn2[8] = -282, -300, -237, -209
  Clsn2[9] = -337, -208, -314, -44
  Clsn2[10] = -308, -55, -13, -1
  Clsn2[11] = -18, -159, 24, -29
  Clsn2[12] = -47, -128, 76, -91
  Clsn2[13] = -13, -86, 53, -69
  Clsn2[14] = -18, -190, 51, -103
  Clsn2[15] = 3, -175, 149, -144
  Clsn2[16] = -2, -148, 0, -144
0, 12, 0, 0, 40
Clsn2: 3
 Clsn2[0] = 132,-355,157,-298
 Clsn2[1] = 115,-307,146,-272
 Clsn2[2] = 103,-280,128,-246
  Clsn2[3] = -192, -372, 136, -251
  Clsn2[4] = -319, -253, 35, -48
  Clsn2[5] = -96, -416, 42, -338
  Clsn2[6] = -128, -396, 81, -338
  Clsn2[7] = -249, -340, -183, -224
  Clsn2[8] = -282, -300, -237, -209
  Clsn2[9] = -337, -208, -314, -44
  Clsn2[10] = -308, -55, -13, -1
  Clsn2[11] = -18, -159, 24, -29
  Clsn2[12] = -47, -128, 76, -91
  Clsn2[13] = -13, -86, 53, -69
  Clsn2[14] = -18, -190, 51, -103
  Clsn2[15] = 3, -175, 149, -144
  Clsn2[16] = -2, -148, 0, -144
0, 13, 0, 0, 40








And here's where anim 221 appears in the cns file:


;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;ƒJƒGƒ‹Œ`‘Ô
[Statedef 221]
type     = S
movetype = A
physics  = S
juggle  = 4
poweradd= 0
ctrl = 0
anim = 221
sprpriority = 3

[State Damage]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 11000

;[State 20, 1]
;type = VelAdd
;trigger1 = 1
;x = 1

;[State Armor]
;type = Turn
;trigger1 = P2bodydist X < 0
;trigger1 = vel x = 0

[State 0, 1]
type = turn
trigger1 = P2Dist X < -20

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)-1.0

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)+1.0

[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 222
value = 222

[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 223
value = 223

[State 20, 4]
type = ChangeAnim
triggerall = vel x = 0
trigger1 = Anim != 221
value = 221

;[State -2, ]
;type = EnvShake
;trigger1 = animelem = 4
;trigger2 = animelem = 8
;time = 10
;ampl = -3

[State 240, 1]
type = PlaySnd
trigger1 = (time%40) = 0
triggerall = vel x != 0
value = 8, 6

[State 230, 3];Œ³‚É–ß‚é
type = ChangeState
triggerall = power >= 2000
trigger1 = command = "z"
value = 222
ctrl = 1

[State 230, 3];‹à‰Ý
type = ChangeState
trigger1 = command = "y"
value = 230
ctrl = 0

[State 230, 3];”O“®
type = ChangeState
trigger1 = command = "x"
value = 250
ctrl = 0

[State 230, 3];•ßH
type = ChangeState
trigger1 = command = "a"
value = 240
ctrl = 0

[State 230, 3];Žñ
type = ChangeState
trigger1 = command = "b"
value = 225
ctrl = 0

[State 230, 3];i‰»
type = ChangeState
triggerall = power >= 1000
trigger1 = command = "c"
value = 260
ctrl = 0

[State 230, 3]
type = ChangeState
trigger1 = win
value = 180

[State 230, 3]
type = ChangeState
trigger1 = lose
value = 170

;---------------------------------------------------------------------------
;ƒJƒGƒ‹“f‚«o‚µ@
[Statedef 222]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 0,0
anim = 2402
sprpriority = 0

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
;value = 10, 1
value = 20, 7

[State 221]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Hard
damage    = 30
hitflag = MAFDP
guardflag = MA
pausetime = 10,10
sparkno = 3
sparkxy = -10,-71
hitsound   = S9,0
;guardsound = S9,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
envshake.time = 15
envshake.ampl = -10

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;[State 700, ƒGƒtƒFƒNƒg];
;type = Explod
;trigger1 = NumExplod(230) = 0
;trigger1 = time = 0
;anim = 2100
;;facing = -1
;postype = p1
;pos = 110,-80
;sprpriority = 2
;ownpal = 1
;removetime = 50
;ID = 230
;scale = 0.5,0.5

[State 230,5]
type = Projectile
trigger1 = AnimElem = 2
projanim = 2400
projhitanim = 2400
projremanim = 2401
projhits = 1
Projemisstime = 30
projID = 2101
projscale = 0.5,0.5
Projshadow = 100,10,100
offset = 50,-130
sparkno = 3
hitsound = 5, 4
guard.sparkno = s1
guardsound = s2, 1
guardflag = HA
;velocity = (p2dist X)/20, (p2dist Y)/20
velocity = 10,4
projremovetime = 60
attr = S, SP       
damage = 100,10         
animtype = Hard   
pausetime = 0,60
hitflag = MAF         
priority = 7, dodge 
palfx.time = 10
palfx.color = 64
palfx.invertall = 0
palfx.add = -50,50,50
;palfx.mul = 0,0,0
palfx.sinadd = 150,50,-50,10
invertall = 1
fall = 1

;---------------------------------------------------------------------------
;Žñ@
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 200
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 0

[State Damage]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP
time = -1
stateno = 11000

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 30, 0+random%2

[State 20, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2Dist X < 160
trigger1 = Anim != 225
value = 225

[State 20, 4]
type = ChangeAnim
triggerall = time = 0
trigger1 = p2Dist X >= 160
trigger1 = Anim != 226
value = 226

[State 221]
type = HitDef
trigger1 = (Time%10) = 0
attr = S, SA
animtype  = Hard
damage    = 15
hitflag = MAFDP
guardflag = MA
pausetime = 10,10
sparkno = 3
sparkxy = -10,-71
hitsound   = S0,0
guardsound = S0,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
envshake.time = 15
envshake.ampl = -10

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 221
ctrl = 1
    

Adding blue boxes to a char leads to error and game crashing.

 March 26, 2021, 10:19:12 PM View in topic context
avatar  Posted by Redben  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

Whenever I add blue boxes to No Face by "googoo64" I get "Library error message: Error in clsn2 in [Begin Action 221] elem 1" and the game crashes. Does this have to do with him not having getting hit animations? If so then I guess I should add hyper armor to him right? But I remember once I tried to add a "second" blue box to a hyper armored Dracula and I got the same problem.