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rockocalypse

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Posts posted by rockocalypse

  1. I was doing a battle in M.U.G.E.N, Simul vs single. Metal Mario by Kouzyoutyou2621 Vs. Bloody Motaro by JEHOVANSS teaming with Darth Vader by googoo64 (yes, THAT googoo64... heheheh)

     

    So the match starts and somewhere along the line Vader decides to fly away off screen and Motaro stays and is killed. I watch the screen as Vaders flying Sound plays 400 times and Mario tries to hit nothing. But, all of a sudden, Vader comes back on screen to finish the job. At this point im glad, my match will have a real finish! But...whats this? Motaro who had been sitting down in his dead state for at least 20 seconds.... his lifebar refills! and he starts attacking again!!!!!!!!!!!! :O Thats never happened to me with Bloody Motaro or any other character. 

  2. I figured out it's not only regen, it's actually some sort of code that sets his health back to full after he gets hit. But I have no idea what that looks like. I found something in his cns that says

     

     

    "[state ]

    type=lifeset
    trigger1=!ishelper
    value=lifemax-sysvar(2)
    ignorehitpause=1"
     
    and then
     
     
    [state ]
    type=targetlifeadd
    trigger1=ishelper(1)
    trigger1=numtarget
    trigger1=root,anim=3000
    trigger1=root,animelemtime(6)=0
    value=-target,lifemax
    absolute=1
    ignorehitpause=1
     
     
    I dont know if any of this stuff matters, but it seems to change his life. Somehow
     
    [state ]
    type=lifeset
    trigger1=Name!="Dr.Manhattan"
    value=alive <<< (Does that mean it keeps him alive always?)
    ignorehitpause=1

     

    [state ]
    type=lifeadd
    trigger1=anim=191
    value=20
    ignorehitpause=1

     

     

    That's all the life modifiers in his normal plain CNS. Not to mention the other two. Do I just need to remove anything that says Lifeadd and Lifefull?

  3. I recently downloaded Pkrs' Dr. Manhattan and was wondering which part of his coding I need to remove to stop his insanely over powered regeneration or t least lower it greatly. I went into the .cns (just the regular cns, not 2) and I took out any instance of the "life add" coding but he still does it. I can post the text if needed.

  4. I think this is by Kirbey... I got here from the link at Mugen wikia that says this is from Kirbey so.... blame them not me if it's wrong. (the reason you couldnt acess it from the wikia was because you had to delete a part of the url they linked you to so you could access the drive as someone who isn't the owner.) :P the folder is also sorta hidden in the drive itself. NOTE:if you download from google chrome, it will tell you the file is a nope nope. But just go to your downloads (Ctrl+J) and click recover malicious file and then say hurt me plenty. You'll be fine.

    https://onedrive.live.com/?cid=C68F765B31750DEF&id=C68F765B31750DEF%21184 (havent tried the character out yet, but its in a folder called "monster characters can be bad" so..... O.o ohhh.

  5. Awesomely done. I haven't actually checked out any of these creations in test play or anything but I'm very thrillled we've an active creator making things from obscure off the wall games :D Also, good and fun original characters are also SOMEWHAT of a rarity due to the original spriting and all the work it takes so I look forward to seeing more from you and others in the future. I will for sure be checking out Pulseman on release and I may just have to take SpaceMouse and Sparkster out for a spin :D

  6. Woah, Chester the cheetah and Tempo! :O (I dont know what tempos source is) but both of these characters look promising, something to look forward to this independence day. Pretty risky....err. ballsy of you to give yourself a deadline like that :P

  7. I argued with myself if this should go to the request or discussion section and I don't have to tell you which side I agreed with. Sorry if I made an error in judgment on that one. 

     

    I'd like to hear/see your guy's list of characters that are already in MUGEN that...

     

    1.Have Knight armour or helms on.

     

    2. Are fusion characters or more then one character fighting at a time.

     

    3. Are based on turtles

     

    4. Are kung fu man edits (preferably wild and outrageous ones)

     

    5. Are good edits of SF characters or Megaman characters (By edit I mean a purposeful variation of the character from their source game I.e Black Guile or Power Gear)

     

    Links are appreciated but if you just give me the name I will search for it :D

  8. It's never as simple as you think it's gonna be in coding. That being said, having the ; around the command means that the human can't ever execute the move from what Im now to understand. so what if I just add the ";" to every command to make them all non-human controlled? Will the AI automatically take over those commands?

     

    (I am for a sure using 1.0. Im going to test my theory.)

     

    Edit: My theory was terrible. all it did was make the character float to one side of the stage with no animations. I think this is way over my head XD

  9. So, for instance, this command is

    ;Throw Fire

    [state -1, Throw Fire]
    type = ChangeState
    value = 1200
    triggerall = var(40) = 0
    triggerall = power >= 1000
    triggerall = command = "y"
    triggerall = command != "holddown"
    trigger1 = statetype = S
    trigger1 = ctrl
     
    So to make it all AI I change it to
    ;Throw Fire
    [state -1, Throw Fire]
    type = ChangeState
    value = 1200
    triggeall = AILevel != 0
    triggerall = var(40) = 0
    triggerall = power >= 1000
    triggerall = command = y (no more quotations)
    triggerall = command != holddown (no more quotations)
    trigger1 = statetype = S
    trigger1 = ctrl

    trigger1 = random <= 30 

    would these be the right changes to make the AI control the command in place of the human?

  10. found a video with links and info on the game that could be useful. If anyone can get it to translate properly we could be in good shape :D (go to youtube to watch it so you can see the links and the description describing them)

  11. If I have character Y and I want to take the ability of it being human controlled away and have him just be his AI All the time, is there a universal way to go about it? Like a certain file or line of coding I can delete to make him be AI always? Or does the sort of thing vary from character to character? 

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