Jump to content

llyyr

Author
  • Posts

    4,029
  • Joined

  • Last visited

Reputation Activity

  1. Like
    llyyr got a reaction from CHAOS DRAGON in How to code fly?   
    This is an tutorial maybe?

    Okay here is the code i use.
    I will explain codes line by line.
    ;----------------------------------------------------------------------------------
    ; go to fly mode
    [statedef 999] ;< Statedef, this is the process to go in fly from standing.
    type = A ;< Make sure you use A = Air as type
    movetype = I
    physics = N
    juggle = 0
    velset = 0,0
    ctrl = 0
    anim = 999 ;< Enter the anim you want

    ;go up (whether you are in ground or air before you went to this state, you go up)
    [state 0, VelSet] ;< This is for make the character go up till the Anim ends
    type = VelSet
    trigger1 = 1
    x = 0
    y = -3

    [state 0, ChangeState] ;< This Change state is to go to Fly Stand state after you are flying
    type = ChangeState
    trigger1 = animtime = 0
    value = 1000
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly stance
    [statedef 1000] ;< This is fly stance
    type = A ;< Make sure you use A = Air as type
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    anim = 1000 ;< here enter the number of anim which you want as Fly idle
    velset = 0,0

    ;limit for flying up
    [state 0, PosSet] ;< This is to limit the character not to go too high, if you remove it then it won't be fair gameplay.
    type = PosSet
    trigger1 = pos y <= -180 ;< Limit -180 is ideal for it
    y = -180

    ;fly stance float up
    [state 0, VelSet]
    type = VelSet
    trigger1 = gametime%30 = [0,14] ;< This is to make the character float in AIR to make it look more real
    x = 0
    y = -1

    ;fly stance float down
    [state 0, VelSet]
    type = VelSet
    trigger1 = gametime%30 = [15,29] ;< This is to make the character float in AIR to make it look more real
    x = 0
    y = 1

    ;turn
    [state 0, Turn] ;< Simple Turn, When P2's distance is X <-10
    type = Turn
    trigger1 = P2dist X < -10

    ; fly dash forward
    [state 0, ChangeState] ;< This is the command for fly dash forward.
    type = ChangeState
    trigger1 = command = "FF"
    value = 1100
    ctrl = 1

    ; fly dash backward
    [state 0, ChangeState] ;< This is the command for fly dash backward.
    type = ChangeState
    trigger1 = command = "BB"
    value = 1105
    ctrl = 1

    ;fly forward ;< This is the command for fly forward.
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "holdfwd"
    value = 1020
    ctrl = 1

    ;fly backward ;< This is the command for fly backward.
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "holdback"
    value = 1021
    ctrl = 1

    ;fly up ;< This is the command for fly up
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "holdup"
    value = 1040
    ctrl = 1

    ;fly down ;< This is the command for fly down
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "holddown"
    value = 1041
    ctrl = 1

    ;go back to jump/fall state ;< This is the command for jump to ground if you Won in air, you know no one will like to have the win pose in AIR
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = Win = 1
    value = 50
    ctrl = 1

    ;go back to damage fall state ;< If you get hit then this will happen.
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = Life = 0
    trigger2 = roundstate = 3
    value = 5050
    ctrl = 1

    ;go back to fly land state
    [state 0, ChangeState] ;< This is to come down from Fly mode
    type = ChangeState
    trigger1 = pos y >= 0
    value = 1047
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly fwd
    [statedef 1020] ;< Fly walk fwd
    type = A
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    ;anim = 1020 ;< I have commented out the anim because i didn't had an Fly walk fwd so i use the Fly idle Anim for it
    velset = 0,0

    [state 0, Turn]; < Turn
    type = Turn
    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet or The speed to fly walk fwd
    type = VelSet
    trigger1 = 1
    x = 4
    y = 0

    [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding fwd
    type = ChangeState
    trigger1 = command != "holdfwd"
    value = 1000
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly bkd
    [statedef 1021] ;< fly Walk Back
    type = A
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    ;anim = 1021 ;< I have commented out the anim because i didn't had an Fly walk back so i use the Fly idle Anim for it
    velset = 0,0

    [state 0, Turn] ;< Turn
    type = Turn
    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet or The speed to fly walk back
    type = VelSet
    trigger1 = 1
    x = -4
    y = 0

    [state 0, ChangeState] ;< This change state is to go back to the fly idle state if you are not holding back
    type = ChangeState
    trigger1 = command != "holdback"
    value = 1000
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly up
    [statedef 1040] ;< Fly Up
    type = A
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    ;anim = 1040
    velset = 0,0

    [state 0, Turn] ;< Turn
    type = Turn
    trigger1 = P2dist X < -10

    [state 0, VelSet] ;< VelSet for the speed of Fly Up.
    type = VelSet
    trigger1 = pos y > -180 ;< I am using the pos trigger to stop to play the fly up anim when reaching the Limit. (Change the 180 if you have changed the limit.
    x = 0
    y = -4

    ;limit for flying up
    [state 0, PosSet]
    type = PosSet
    trigger1 = pos y <= -180
    y = -180

    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command != "holdup"
    value = 1000
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly down
    [statedef 1041] ; Fly down
    type = A
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    ;anim = 1041
    velset = 0,0

    [state 0, Turn]
    type = Turn
    trigger1 = P2dist X < -10

    [state 0, VelSet] ; The speed of fly down
    type = VelSet
    trigger1 = pos y < 0
    x = 0
    y = 4

    ;go back to jump/fall state
    [state 0, ChangeState] ; If you are landing with by pressing "down" then this will take it to the landing state
    type = ChangeState
    trigger1 = pos y >= 0
    value = 1047
    ctrl = 1

    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command != "holddown"
    value = 1000
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly landing
    [statedef 1047] ;< Airplane is landing
    type = S
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    ;anim = 1047 ;< I have commented this out because i didn't had an fly land
    velset = 0,0

    [state 0, PosSet] ;< You know PosSet
    type = PosSet
    trigger1 = pos y >= 0
    y = 0

    [state 0, ChangeState] ;< This is to take the character to the Jump Land state.
    type = ChangeState
    trigger1 = Animtime = 0
    value = 52
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly dash forward
    [statedef 1100] ; Fly Dash Fwd
    type = A
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    anim = 1100 ;< Anim to the Fly dash Fwd
    velset = 0,0

    [state 0, VelSet] ;< Speed of Fly Dash Fwd
    type = VelSet
    trigger1 = time = 0
    x = 5

    [state 0, VelAdd]
    type = VelAdd
    trigger1 = 1
    x = 0.1

    [state 0, ChangeState] ;< To stop him
    type = ChangeState
    trigger1 = frontedgebodydist < 2
    trigger2 = command != "holdfwd"
    trigger3 = command = "BB"
    value = 1000
    ctrl = 1

    ;---------------------------------------------------------------------------
    ;fly dash backward
    [statedef 1105] ; The fly dash back is same as the fly dash forward
    type = A
    movetype= I
    physics = N
    juggle = 0
    poweradd= 0
    ctrl = 0
    anim = 1105
    velset = 0,0

    [state 0, VelSet]
    type = VelSet
    trigger1 = time = 0
    x = -5 ;-0.2

    [state 0, VelAdd]
    type = VelAdd
    trigger1 = 1
    x = -0.1 ;-2

    [state 0, ChangeState]
    type = ChangeState
    trigger1 = backedgebodydist < 2
    trigger2 = command != "holdback"
    trigger3 = command = "FF"
    value = 1000
    ctrl = 1
    ________________________________________________________________________________________________
    ;If you want to make the character fly even after getting hurt then make the 5000s state's type "A"
    ----------------------------------------------------------------------------------------------------------------------------------------------------------

    EVERYTHING WHICH IS COMMENTED OUT IS IN RED COLOR.

    I hope this helps, credit to sgn15 because he told me how to code fly.

    TO make Fly Attacks copy the codes and make the type = A.
    And do something like this in you CMD

    ;---------------------------------------------------------------------------
    ;Fly
    [state -1, Fly] ;< This is the Fly code command
    type = ChangeState
    value = 999
    trigger1 = command = "c"
    trigger1 = statetype != C
    trigger1 = ctrl

    ;flying Light Punch
    [state 0, ChangeState] ;< There are fly attacks
    type = ChangeState
    trigger1 = command = "x"
    value = 2000
    ctrl = 1

    ;flying Strong Punch
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "y"
    value = 2100
    ctrl = 1

    ;flying Light Kick
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "a"
    value = 2300
    ctrl = 1

    ;flying Strong Punch
    [state 0, ChangeState]
    type = ChangeState
    trigger1 = command = "b"
    value = 2400
    ctrl = 1

    ;Now an example of the CNS code of the fly attacks:

    ; Fly Light Punch ;< This is an example
    [statedef 2000]
    type = A
    movetype= A
    physics = S
    juggle = 1

    velset = 0,0
    ctrl = 0
    anim = 200

    [state 2000, 1]
    type = HitDef
    trigger1 = AnimElem = 2
    attr = A, NA
    damage = 23, 0
    animtype = Light
    guardflag = MA
    hitflag = MAF
    priority = 3, Hit
    pausetime = 8, 8
    sparkno = 0
    sparkxy = -10, -56
    hitsound = 5, 0
    guardsound = 6, 0
    ground.type = High
    ground.slidetime = 5
    ground.hittime = 11
    ground.velocity = -4
    airguard.velocity = -1.9,-.8
    air.type = High
    air.velocity = -1.4,-3
    air.hittime = 15

    [state 2000, 2] ;< Now this is very important if you don't do this then you will be standing in air
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 1000 ;< In the value add the statedef number of the fly idle to make him fly after the attack finishes
    ctrl = 1
  2. Upvote
    llyyr reacted to Ryon in RECENT CHANGES 2015/06   
    As of recent we have done several changes.
     
    We have removed the Capcom and SNK sections from the warehouse.
    - The reasons behind this is because in our collections is majority of those companies games, so there is no point having a board around.
     
    Of course Im sure your wondering about the edits of the capcom/snk characters well.
    We have added Capcom Edits and SNK Edits to the EDITS section.
    - Because there are so many edits of characters, this helps organize them better, while allowing us to remove the other 2 sections.
     
    I have also added Stage Collections board.
    - We had a few stage collections located in the characters collection, so to make it fair I moved them to stages.
     
    We have removed the Spanish Russian and Role Playing Boards within Random Chatter.
    - Removed more clutter, I kept the Role Playing Paradise topic which has 1700 Replies, and I kept the largest Spanish board topic.
     
    My long term goal of MFFA is to return it to its "Golden Age".
    Less Clutter.
    Less Gimmicks.
    Less Mimicry.
    More Mugen.
    More Friends.
    More Caring and Sharing.
     
    Now 1 MAJOR issue all of you will have with this, That I've prepared a flame shield.
    Boards will be deleted.
    Topics and Posts are Removed.
     
    Post Count will go down. I know a lot of you are really concerned about these numbers.
    Its part of the systems recount and resynchronizing that I do every now and then.
     
    Another thing I'm THINKING about, this is just a thought.
    Returning the Rank system to Ranks, not Levels.
    New Member
    Raging Member
    Violent Member
    etc
    etc
     
    YOUR THOUGHTS?
  3. Upvote
    llyyr got a reaction from Demitri in Seravy's A.I. Guide   
    Where is the TL;DR version?
  4. Upvote
    llyyr got a reaction from Cook4251 in -- PUBLIC FEEDBACK ON STAFF ACTIONS --   
    I would just like to interject this for a moment, there is an ignore function. Go to My Settings → 'Ignore' Preferences → After that I believe it is pretty self explanatory.
  5. Upvote
    llyyr reacted to UnoShe in Uno Tag Team Patcher ver. 2.1 - 05/26/2016 (Type-K Patch Updated - 11 June 2016)   
    ================================
         Uno Tag Team Patcher ver. 2.1
    ================================
      now on Portable Version



    Information

        Project: Uno Tag Team Patcher
        Author: UnoShe
        Release Date: 26 May 2016
        Version: 2.1


    This tool is made for my Uno Tag System. This will patch your characters to enable tag team matches in (Simul) team mode.
    Also, I have added the "Mugen AI" tool that will let you control your partner character without pressing CTRL + 3 or 4 in every round.
     
     
    Patches Included
    Uno Tag System [type-K] ver. 1.3 Uno Tag System [type-R] ver. 4.0 Uno Tag System [type-S] ver. 4.0


    Updates
     
    May 26 2016 (v2.1):
    ° Added d-pad option on Tag and Assist in
          Command Settings.
    ° Default AI var input added on multi-patch
           menu.
    ° Added 3 new background images.
     
    May 21, 2016 (v2.0):
    ° Includes Uno Tag System [Type-K] and updated versions of the previous Uno tag
    ° Added Multi-character patching function
    ° You can now change the default joystick command
    for the tag system.
    ° Added background selection for the tool.
    ° Removed flash screen logo at startup
    ° You can now mixed-up characters with different tag type patched.
    ° Fixed some minor errors that i forgot what errors are those
     
    May 10, 2015 (v1.2):
       ° Now retrieves the Anim and State values previously defined in the tag system if re-patching a character.

    May 09, 2015 Update(v1.1.2):
       ° Fixed AI and Command bug for certain characters(e.g. GM's chars and Spidey by Seth Zankuten).
       ° I made just a little modification with the interface.

    May, 05 2015 Update(v1.1):
       ° Minimized errors and hope to have more compatibility for every character.
       ° Object reference error fixed
       ° Improves functionality.
       ° Supports adding blank animation for helpers.
       ° Added features: Warning prompt if the character is not compatible with the Uno Tag System.
       ° Added features: Indicates whether the Anim Numbers. and State Numbers. are valid for the character (values are colored RED if not valid).
       ° ReadMe updated.

    April 23 Update(v1.0.9):
       ° Null value on parameter name: encoding - error fixed.
       ° ReadMe updated.

    April 20 Update(v1.0):
    - Initial Release :)
     

    Screenshots:
    Uno Tag Team Patcher:


    Mugen AI:

     
     

    Download Links
     
    Tool:
    Mugen Archive Mediafire Prerequisite: http://www.microsoft.com/en-ph/download/details.aspx?id=17718
     
    Patches:
    Type-K v.1.4.1 (11 June 2016) Type-R v.4.1 (8 June 2016) Type-S v.4.1 (8 June 2016)  
     
     
    Instructions
     
    Place and extract the Uno Tag Patch files inside the "patches" folder and overwrite the old tag patches.
    Please re-patch every character again with this updated tag system. Thanks! :)



    See Read Me for more details.. Enjoy  ;D


    Mabuhay! 
     
  6. Upvote
    llyyr reacted to Ryon in Seravy's A.I. Guide   
    THERE IS NONE!
     
    Either read it or GTFO.
  7. Upvote
    llyyr got a reaction from Prodigal Trailblazer in The Genie Game   
    Granted, but now everyone has red names. I wish I could get the motivation to fix this.
  8. Upvote
    llyyr got a reaction from Galvatron in j   
    No it did not. I have shit taste in waifu choices, that is why.




  9. Upvote
    llyyr got a reaction from Galvatron in Ninja Slayer   
    Studio Trigger are using their profits from Kill la Kill wisely.
  10. Upvote
    llyyr got a reaction from LightFlare_Da_Realest in j   
    Sensei, fite me

    1v1 me in this thread.
  11. Upvote
    llyyr got a reaction from Dan in j   
    mfw
     

  12. Upvote
    llyyr got a reaction from Dan in j   
  13. Upvote
    llyyr reacted to The Unexpected Visitor in j   
  14. Upvote
    llyyr got a reaction from The Unexpected Visitor in j   
  15. Upvote
    llyyr got a reaction from Mister Fael in j   
  16. Upvote
    llyyr got a reaction from Sinnamon in j   
  17. Upvote
    llyyr reacted to RicePigeon in j   
    Isn't it awfully nice to have a penis?
    Isn't it frightfully good to have a dong?
    It's swell to have a stiffy, it's divine to own a dick!
    From the tiniest little tadger to the world's biggest prick!
    So three cheers for your willy or John Thomas!
    Hooray for your one-eyed trouser snake! Your piece of pork, your wife's best friend, your Percy or your cock.
    You can wrap it up in ribbons or you can slip it in your sock.
    But don't take it out in public or they'll stick you in the dock and you won't come back!
  18. Upvote
    llyyr reacted to LightFlare_Da_Realest in j   
    Two weeks tops! Nah. Jk. You could easily speed it up, DarkflareEX. But don't do it. I like the kid. Go easy on him.









  19. Upvote
    llyyr got a reaction from The Unexpected Visitor in j   
  20. Upvote
    llyyr reacted to Shinzaki in Quality Moments in the Chatroom   
  21. Upvote
    llyyr got a reaction from gui0007 in [Stage] Women's Shower Room (NSFW) by Abubu Nounanka released (02/03/2015)   
    One of the reasons why I still play mugen.
  22. Upvote
    llyyr got a reaction from Flowering Knight in [Stage] Women's Shower Room (NSFW) by Abubu Nounanka released (02/03/2015)   
    One of the reasons why I still play mugen.
  23. Upvote
    llyyr got a reaction from Wargame-kun in [Stage] Women's Shower Room (NSFW) by Abubu Nounanka released (02/03/2015)   
    One of the reasons why I still play mugen.
  24. Upvote
    llyyr got a reaction from Remzy in Quality Moments in the Chatroom   
    Plot Twist: Remzy is Illuminati .
  25. Upvote
    llyyr reacted to Kazagami in j   
    https://fbcdn-photos-e-a.akamaihd.net/hphotos-ak-xap1/v/t1.0-0/10533904_425035970988142_221381155111966171_n.jpg?efg=eyJpIjoidCJ9&oh=ad64defc415d5abb797e0f94c12f31b1&oe=552803F9&__gda__=1432814512_ca6baa79da52a1541741be780f3b5e00

    "They're adopted,"
×
×
  • Create New...