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Алексей

Legendary Savior
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Posts posted by Алексей

  1. Hello everyone,

     

    It's been brought to my attention and suggested that MFFA have a thread like this that allows people to be screened for Author, Evaluator or Creator status. This is something that Ryon used to handle exclusively, but we'll review each case and see if the claims are true. There's really only one thing that matters most about this:

    The user in question must have released quality work. (Quantity isn't a factor here as much and for Evaluators it would apply to more how often they provide excellent feedback)

     

    If the this doesn't apply to you, you're unlikely to receive your desired group. Now as far as the meaning behind these. They're somewhat ambiguous, so allow me to explain:

    Creator - A user who creates content for mugen. It could be stages, characters, and/or screenpacks.

    Author - A user who creates edits and lower tiers of content for mugen. Palettes, sound packs, character edits, and/or stage edits.

    Evaluator - A user who provides constructive criticism and feedback to creators and authors.

     

    Please try to provide some examples of the user's work – ideally the work(s) that you believe they deserve the rank for.

     

    Let the suggesting begin!

     

    P.S. I shouldn't have to say this, but... don't suggest yourself. It's about suggesting others who you feel deserve the rank on these forums.

  2. 10 minutes ago, Captain Papyrus said:

    Well, I made a patch for Quilava, which changes Flamethrower into 45 particles with 2 damage each.

    Not sure if that helps...

    Nah, it really doesn't. Because the system has changed, so has Quilava. No worries. I'll figure something out.

  3. Just now, Ricepigeon said:

    Depends on how many hits. Using the actual damage formula from gen 6, attacks that hit multiple times do do slightly more maximum damage than a single-hit attack of equivalent base power (ie: 4 Hit Rock Blast (25x4) vs Stone Edge (100)), but I doubt it'll have that severe of an impact.

    Well Flamethrower has 90 hits in it, for 1 damage per particle.

  4. 14 minutes ago, Ricepigeon said:

    I forgot if there's damage dampening involved but if there isn't you could just divide the base damage by the number of hits.

    I have attack=100 and defense=100 (mugen values) standard and Lifeadd has absolute=1 so it should be ignoring defense (mugen value). Yep, that's exactly how it is. Each particle does a part of the final base damage, but then each hit will have its own calculation, including type-effectiveness. That's probably why it's able to OHKO Venusaur.

  5. 32 minutes ago, Ricepigeon said:

     

    Under Gen 6 mechanics;

    • 252+ SpA Quilava Flamethrower vs. 252 HP / 252+ SpD Venusaur: 168-200 (46.1 - 54.9%) -- 60.5% chance to 2HKO
    • 252+ SpA Blaze Quilava Flamethrower vs. 252 HP / 252+ SpD Venusaur: 254-300 (69.7 - 82.4%) -- guaranteed 2HKO
    • 252+ Atk Quilava Flame Wheel vs. 252 HP / 252+ Def Venusaur on a critical hit: 168-200 (46.1 - 54.9%) -- 60.5% chance to 2HKO
    • 252+ Atk Blaze Quilava Flame Wheel vs. 252 HP / 252+ Def Venusaur on a critical hit: 252-296 (69.2 - 81.3%) -- guaranteed 2HKO

     

    So yeah, Quilava's STAB attacks shouldn't be doing anywhere near OHKOs on normal Venusaur, even with the boost from Blaze. The damage will be even less with my proposed idea of reducing super effective damage from 200% to 150% due to how fast paced PCEA is compared to the source games.

    I think it's because each particle of fire is being calculated as it's own attack. Basically, each time you do damage the result is seen as base damage (with STAB applied if applicable). I'm also not sure how to remedy that without just converting it to a single-hit move.

  6. 4 hours ago, Captain Papyrus said:

    Hrrm...I guess so...

    I guess I'm just a bit disappointed that most of my Eeveelutions could possibly lose Quick Attack.

    Or even worse: That my Jigglypuff could possibly lose its Super Smash Bros moveset. Now that's really something that I do not want to lose.

    I'm only changing things if I see they're not balanced with the new system. I was doing some testing yesterday and Quilava's Flamethrower is able to destroy Venusaur and even Flame Wheel if it crits. The idea is to get as close to the way real pokemon games work as possible, while still fitting the unique parts of PCEA into the mix.

  7. 2 hours ago, Captain Papyrus said:

    Ugh...I thought I was...

    Alexei, why? :(

    Well the devs of the game are the ones editing the system. There's different ranks if you will and you're in the middle rank. Under that is tester/streamer and under that is user. So, not too bad, right?

  8. I think Quick Attack is a very useful attack – more so here than in the real pokemon games. It can be used a nice interrupt when timed properly and as a result, just adds another level of tactics to a character. If every character has super powerful moves – that are coded properly and fairly – then they loose a bit of tact and/or could be considered unfair. It's about balance and soon we'll be balancing the real damage formulas of pokemon with the unique elements of PCEA such as ATB. Remember, Speed isn't a real stat in PCEA. It's adapted to ATB recovery rate. The quicker your ATB recovers, the quicker you attack, therefore the quicker you are.

  9. 57 minutes ago, Ricepigeon said:

    Pretty much what Alexei said, the more exposure leads to more people finding flaws and pointing them out. I never really paid much attention to the project until now and I had a lengthy little chat with Alexei about it yesterday, and pointed out some of the more nitty gritty Pokemon details that he didnt know about, like double weaknesses for dual types, how certain abilities work, and the fact that damage calculations in the Pokemon games actually use a scaling modifier that is randomly generated between x0.85 and x1.0, among other things, including a proposed revamp of how Pokemon types are stored in PCEA.

    Exactly. I know I messed up the original system in terms of accuracy, and there was much criticism of it, but that's exactly why it needs to change and without tears too lol.

  10. 3 hours ago, leonlight said:

    i've started noticing that the project is getting more and more popular thanks to streamers...i don't know if this will help improve the game or just get critics to instult it...leading to talented people not wanting to keep the awsome work 

    It wouldn't be any different than critiques in other works really. Hope that the criticism is constructive and ignore it if it's not. Really it's the best thing you can do.

  11. On 12/14/2015 at 6:43 AM, GarchompMatt said:

    Ah good, the spoiler tag's back.

    Would it be possible to give the spoilered content a transparent background? On the Deviant theme, the text colour blends in with the spoiler background, making it impossible to read without highlighting it.

    Ugh, quotes are ugly too apparently in the editor. IPS really needs to stop f*cking with my theme. >:(

     

    Sample spoiler:

    Spoiler

    GT764_1_778763.jpg

     

    With some other stuff...

     

  12. Ok.....Ummm.....Could you please explain this so that someone who doesn't try to mess with the MUGEN files too much could understand? This is kinda making me interested in trying to code a conversation between Seravy's Yukari and Felix2011's Spongebob.
    And I apologize if this site is against Necroing threads, I kinda just have a question on top of the one who posted the thread.

    We do have rules against necro-bumping. They're more strictly applied in the News and Releases sections though. Here I see no harm.

    To be honest, I thought I did explain it like that. Since it's something that requires you to know or be familiar with CNS, I'm not sure how I could explain it any better. Your best bet is to delve right in and see what you can do without any help, using the documentation of course to help you along. If you can't wrap your head around something, feel free to post a new thread explaining your hardships and showing your attempts.

  13. I'd like to point out that having a site like mine, MugenCoder, isn't going to decrease costs by much unless you're paying for that chat plugin here on IPS Board. If that's the case, maybe finding a free chat alternative would be better? Something 3rd party or even off-site if need be.

  14. Yes, how many AI commands are there? You only need like 25~50 or so if you're going down that route. Remove all the others, starting from the bottom going up until you have only a max of 50 (assuming those are the bulk of your commands). You'll also have to find and remove the places they're used.

  15. That happens when there is no limitation to the activation of AI. Good AI activation methods will make sure that roundstate=2 before allowing it to activate. Roundstate is the state of your round. When it's equal to 0, it's in the pre-intro, 1 is the intro, 2 is the fight after it's started, and 3 is the end of the round.

    So assuming that an AI Activation method looks something like this in 1.0:

    ; Turn on the AI when ailevel>=0 (AI is active) and the fight as started (past intro)
    [State , AI Activation]
    type = VarSet
    trigger1 = ailevel && roundstate=2
    var(59) = 1
    
    ; Turn off the AI if ailevel=0 (Player has control) or the fight hasn't started yet
    [State , AI Deactivation]
    type = VarSet
    trigger1 = !ailevel || roundstate!=2
    var(59) = 0

    That's for your reference. I'd not blindly copy and paste that, but the idea is you use roundstate=2 to limit the activation until after the round actually starts.

  16. While I've never run into that issue before, it's pretty obvious that you have too many commands. Reduce the amount. That's the only way to fix this. File extensions don't really matter that much in mugen. All your CNS files could be called .txt if you wanted and it wouldn't matter. They're all just text files in the end anyways.

  17. The main problem here is that your State 191 doesn't actually have a ChangeState in it. Nothing is sending it to State 0 (standing state) from what I can see and all the rest of that code (the other states) have no relevance because there's nothing going to those states either.

    I'd add a simple ChangeState to State 191 and see where that takes you. This should suffice:

    [State ]
    type = ChangeState
    trigger1 = !animtime ; When you animation has reached the end
    value = 0 ; Go to state 0, ie. Stand
    ctrl = 1 ; Give control of the character

     

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