Jump to content

RicePigeon

Administrator
  • Posts

    3,952
  • Joined

Reputation Activity

  1. Upvote
    RicePigeon got a reaction from ・yoonybin・ in Reminder regarding blacklisted websites [UPDATED 10/30/23]   
    Reminder regarding blacklisted websites
    While Mugen Free For All strives to provide a warehouse directory for all M.U.G.E.N content made throughout the engine's existence, various creators across the world may choose to adopt different methods of hosting. While many of these sites are safe, some are not. Over the past few months, we've noticed a growing number of such sites, which we have had to remove. Either due to ethical/moral concerns over monetizing free content, or due to security exploits, we have had to blacklist these websites. We ask that you do not link to any of these blacklisted websites, as these links will be deleted on sight and the person responsible will be infracted, with repeat violations warranting further disciplinary action if necessary. If you notice any of these links, we ask you to please use the report to staff function so that we may address them accordingly.
     
    The following websites/urls have been blacklisted due to known security vulnerabilities and/or unethical practices:
    2shared Adb.ug Adf.ly Cashfly Ceestyy.com Coinurl Destyy.com Easyurl.net Festyy.com Gestyy.com Link4ad.com Linkbucks Mugenarchive Sh.st Shortenurl.tk Shorte.st Urlcash as well as any website listed here  
    The following websites/urls, while not blacklisted, are discouraged due to requiring user registration:
    4shared  
  2. Like
    RicePigeon got a reaction from GVA in [IZ Style] Momiji Inubashiri released (08/01/19)   
    08/01/19: (Incident Zero) Momiji Inubashiri released

    The 14th Incident Zero character, the wolf tengu sentry Momiji Inubashiri, has been released.
     
    Link: http://ricepigeon.neocities.org
     
    First release.
  3. Thank You
    RicePigeon got a reaction from gui0007 in Touhou: Gensokyo Reloaded (04/09/22: Game Update to Version 3.0.3.1)   
    After almost 2 years, the team is finally pleased the announce the long-await release of Gensokyo Reloaded version 3.0.0!
     

     
     
    Complete with various system tweaks, character rebalancing, complete UI overhaul, and a new playable character!
     

     
     
    Link: https://onedrive.live.com/?authkey=!ANLfFnmtdFLhQ3U&id=E7B291CB4009EF92!2297&cid=E7B291CB4009EF92
     
  4. Wow
    RicePigeon got a reaction from トゥイニー1998 in So why exactly am I muted ?   
    There's nothing wrong with honesty and hearing conflicting opinions, but there is something wrong with being disruptive.
  5. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [IZ Style] Toyosatomimi no Miko released, Three characters updated (09/04/21)   
    06/28/20: (Incident Zero) Yuuka Kazami updated
    IZ Yuuka has been updated to include several gameplay changes that were introduced in her GR counterpart.
     
    5y: Recovery frames increased by 2f. Flower Parasol Charge: Command changed to D,DF,F+x/y/z (236x/y/z), velocity on all versions increased. Flower Parasol Charge: Armor now reduces damage by 80%. Flower Parasol Charge [X ver]: Recovery decreased by 2f, no longer possesses armor. Flower Parasol Charge [Y ver]: Active frames decreased by 2f, recovery frames decreased by 2f. Flower Parasol Charge [Z ver]: Startup, Active & Recovery frames increased by 1f. Flower Parasol Charge [Z ver]: Now has more than 1 hit of armor, armor now only activates against projectiles. Soil Tilling: Now has a followup command that can be used before the final hit (214x/y/z & 236x/y/z). Flowers in the Wind: No longer Yuuka's Unique Skill. Command changed to F,D,DF+X/Y/Z (623x/y/z). Properties changed. Fantastic Spring Flowers: Now acts as Yuuka's Unique Skill. Now has a static 24f startup. Projectile now tracks opponent's position. Flytrap: Now places opponent in a dizzy state rather than a crumple animation. Damage decreased (120/140/160 -> 80/90/100). "Reflowering of Gensokyo": Can now hit opponents in Flytrap's dizzy state.
  6. Upvote
    RicePigeon got a reaction from IDGCaptainRussia in More stuff from the archive plz   
    Just had to delete several posts over someone trying to stir drama. I don't mind people discussing Mugen Archive as long as it's kept civil; making throwaway accounts for the sole purpose of flaming other users and telling them to go kill themselves will not be tolerated at any level. Don't let it happen again.
  7. Thank You
    RicePigeon got a reaction from gerarc21 in Have anyone been playing Naruto clash of ninja years ago?   
    Moved to the proper section, as this is not a release.
  8. Upvote
    RicePigeon got a reaction from GTFoxN6Y in Prepare yourself, fighters! Ultimate MUGEN Crusader is gonna crusade MUGEN!   
    Moved to the edits section.
     
    Also @GTFoxN6Y , could we not use such a gigantic font size for every single post? It's starting to become obnoxious and a few people have already complained about it.
  9. Upvote
    RicePigeon got a reaction from Joey S. in Prepare yourself, fighters! Ultimate MUGEN Crusader is gonna crusade MUGEN!   
    Moved to the edits section.
     
    Also @GTFoxN6Y , could we not use such a gigantic font size for every single post? It's starting to become obnoxious and a few people have already complained about it.
  10. Like
    RicePigeon got a reaction from Mugenation in Touhou: Gensokyo Reloaded (04/09/22: Game Update to Version 3.0.3.1)   
    After almost 2 years, the team is finally pleased the announce the long-await release of Gensokyo Reloaded version 3.0.0!
     

     
     
    Complete with various system tweaks, character rebalancing, complete UI overhaul, and a new playable character!
     

     
     
    Link: https://onedrive.live.com/?authkey=!ANLfFnmtdFLhQ3U&id=E7B291CB4009EF92!2297&cid=E7B291CB4009EF92
     
  11. Like
    RicePigeon got a reaction from PlasmoidThunder in Touhou: Gensokyo Reloaded (04/09/22: Game Update to Version 3.0.3.1)   
    After almost 2 years, the team is finally pleased the announce the long-await release of Gensokyo Reloaded version 3.0.0!
     

     
     
    Complete with various system tweaks, character rebalancing, complete UI overhaul, and a new playable character!
     

     
     
    Link: https://onedrive.live.com/?authkey=!ANLfFnmtdFLhQ3U&id=E7B291CB4009EF92!2297&cid=E7B291CB4009EF92
     
  12. Like
    RicePigeon got a reaction from GeorgeMP in Touhou: Gensokyo Reloaded (04/09/22: Game Update to Version 3.0.3.1)   
    After almost 2 years, the team is finally pleased the announce the long-await release of Gensokyo Reloaded version 3.0.0!
     

     
     
    Complete with various system tweaks, character rebalancing, complete UI overhaul, and a new playable character!
     

     
     
    Link: https://onedrive.live.com/?authkey=!ANLfFnmtdFLhQ3U&id=E7B291CB4009EF92!2297&cid=E7B291CB4009EF92
     
  13. Like
    RicePigeon got a reaction from Nep Heart in Touhou: Gensokyo Reloaded (04/09/22: Game Update to Version 3.0.3.1)   
    After almost 2 years, the team is finally pleased the announce the long-await release of Gensokyo Reloaded version 3.0.0!
     

     
     
    Complete with various system tweaks, character rebalancing, complete UI overhaul, and a new playable character!
     

     
     
    Link: https://onedrive.live.com/?authkey=!ANLfFnmtdFLhQ3U&id=E7B291CB4009EF92!2297&cid=E7B291CB4009EF92
     
  14. Like
    RicePigeon got a reaction from Nep Heart in [IZ Style] Toyosatomimi no Miko released, Three characters updated (09/04/21)   
    03/27/20: (Incident Zero) Sumireko Usami released

    The 15th Incident Zero character, the human psychic Sumireko Usami, has been released. Along with Sumireko are several changes to the Incident Zero system that will be added
    to the remaining characters over the next few days. Special thanks to Blade/Darkart and Pin for the sprites.
     
    Link: http://ricepigeon.neocities.org
     
    First release.
  15. Upvote
    RicePigeon got a reaction from Dumanios in Pokémon   
    Don't link to blacklisted websites, please.
  16. Upvote
    RicePigeon got a reaction from Cook4251 in ~ NEWS RULES (Updated 12/20/19) ~   
    After recent events, we had to update the news rules to be consistent with our general policy on nsfw characters, specifically on loli/shota characters.
  17. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in ~ NEWS RULES (Updated 12/20/19) ~   
    After recent events, we had to update the news rules to be consistent with our general policy on nsfw characters, specifically on loli/shota characters.
  18. Upvote
    RicePigeon got a reaction from Ori-Ori in ~ NEWS RULES (Updated 12/20/19) ~   
    After recent events, we had to update the news rules to be consistent with our general policy on nsfw characters, specifically on loli/shota characters.
  19. Like
    RicePigeon got a reaction from N_N in Charizard updated (12/26/19)   
    12/13/19: Charizard released


    Breaking away from Touhou characters for the first time, the fully evolved fire-type Kanto starter, Charizard has been released.
     
    Link: http://ricepigeon.neocities.org
     
    First release.
  20. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [GR Style] Ten characters updated (11/25/21, Thanksgiving Update)   
    12/02/19: (Gensokyo Reloaded) Twelve characters updated
    GR Chen, GR Cirno, GR Eirin, GR Kanako, GR Mamizou, GR Marisa, GR Mokou, GR Patchouli, GR Reimu, GR Sanae, GR Utsuho, and GR Youmu have been updated.
     
    [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Cait Sith of Mayohiga": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Palette remapping now functions correctly when the character turns. Fixed various angledraw errors on certain effects. "Heaven Spider's Butterfly Catching Web": Explosion now occurs on immediate contact if blocked. "Heaven Spider's Butterfly Catching Web": Now freezes the timer if the move successfully hits. "Heaven Spider's Butterfly Catching Web": Damaage multiplier for Sulfuric Acid is now consistent with other attacks (10%->15%). "Heaven Spider's Butterfly Catching Web": Move now always deals full Sulfuric Acid damage providing the first hit connects. "Heaven Spider's Butterfly Catching Web": Block damage decreased (100->77). "Heaven Spider's Butterfly Catching Web": No longer applies additional Sulfuric Acid damage on block. "Heaven Spider's Butterfly Catching Web": Added missing flask breaking effect. "Roche Limit": Fixed an issue where the move wasn't dealing additional Sulfuric Acid damage. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Bunbuku Hot Soup Bathtub": Now freezes the timer if the move successfully hits. "Band of 808 Tanuki": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. "Sungrazer": Now freezes the timer if the move successfully hits. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. 6z: Active frames on first hit increased (1f->2f). [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Palette remapping now functions correctly when the character turns. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Updated command input detection in regards to turning. [System] Adjusted head position. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Adjusted head and mid positions. Fixed visual issue where the tech recovery palfx was only being applied for a single frame. Control Rod [Level 3]: Recovery frames are now flagged properly. Hell Geyser: Geysers now flag recovery frames peroperly. "Creeping Sun": Recovery frames are now flagged properly. "Giga Flare": Recovery frames are now flagged properly. [System] Juggle system now functions independently of M.U.G.E.N's default juggle system. Lotus Stance Cut: Additional projectile spawned during "Secret of Life and Death" now uses a seperate juggle value. "Secret of Life and Death": Timer countdown now ignores hitpause, buff duration is 25% longer to compensate for this.
  21. Haha
    RicePigeon got a reaction from Amaterachu1 in [WIP] Diary - Feb 6   
    Three years ago I said that I was going to expand my boundaries as a MUGEN author and work on something that wasn't related to Touhou. Over the past few days, I've decided to start fulfilling that promise.
     

     
    So what inspired this? About 3 years ago (around the same time Gladiacloud was releasing his Pokemon characters and were being subsequently edited), some people expressed that there will never be any good Pokemon characters so I half-jokingly responded that I would take the task. Ultimately these plans were shelved in favor of working on Touhou: Incident Zero and I didn't get a chance to revisit them until now.
     
    While the gameplay won't directly be based on Gensokyo Reloaded or Incident Zero, it will take a few system mechanics that I've learned & adopted over those past years and incorporate them; no groove or level 3 select here, but will have a Z-Move mechanic that functions similar to how the Ultra gauge functions in Street Fighter 4.
  22. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [GR Style] Ten characters updated (11/25/21, Thanksgiving Update)   
    08/25/19: (Gensokyo Reloaded) Seven characters updated
    GR Chen, GR Cirno, GR Mamizou, GR Marisa, GR Meiling, GR Patchoulu, & GR Reimu have been updated with a few changes.
     
    [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. Dharmapala's Rampage: Can now only connect with standing oppoennts. "Flight of Itaden": Adjusted recovery animation. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. Narrow Spark [X version]: Fixed an issue where the move couldn't be tech recovered. "Sungrazer": Various adjustments to how the cinematic's effects are handled. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Royal Flare": Sounds effects no longer continue to play if Patchouli is hit mid-attack. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. "Fantasy Nature": Various adjustments to how the cinematic's effects are handled.
  23. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [GR Style] Ten characters updated (11/25/21, Thanksgiving Update)   
    09/26/19: (Gensokyo Reloaded) Six characters updated
    GR Meiling, GR Lie Meiling, GR Mima, GR Reisen, GR Remilia, and GR Sanae has been updated with a few changes.
     
    [System] Minor adjustments to certain sprite alignments and common anims. [System] Adjusted head and mid positions. Revamped file structure. Sprites realigned. Overhauled much of the character's code. [System] Adjustments to common state hurtboxes. [System] Adjustments to common state animations. [System] Miscellaneous common state fixes and adjustments. [System] Updated Recovery frame flags to current standards. [System] Updated Hitdef triggers to current standards. [System] Groundbounces & Wallbounces no longer allow opponents to quick getup upon landing. [System] Fixed timing issues with groundbounce angledraw and offset. [System] Replaced cornerpush system. [System] Air dashes now have a height restriction when ascending. [System] Cleaned up the combo condition. [System] Fixed numerous debug errors that would occur if P2 was somehow missing. [System] Fixed visual issue where the tech recovery explod was being affected by palfx. [System] Fixed IKEMEN exclusive visual issue where certain helpers would incorrectly generate a shadow. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. 5x: Revised hurtbox placements. 5x: Can no longer chain into 2x. 6y: No longer loses overhead properties when chained into. 5z: Revised hurtbox placements. 2x: Can now chain into itself. 2y: Can now chain into 5z and 6z. 2z: Revised hurtbox placements. j5y: Revised hurtbox and hitbox placements. j2y: Revised hurtbox placements. j5z: Lie's main hurtbox is now her regular aerial hurtbox throughout the attack. Throw: Both forward and backward variants now have brand new animations. Throw: Corrected inability to conserve forward dash momentum into the attack. Throw: Now applies 90% normal proration. Guard Cancel Counter: No longer gains counterhit bonuses. Black Dragon Rising: Can no longer carry momentum over from a forward dash. Black Dragon Rising: Landing state can now be cancelled into Spellcards if the move makes contact. Black Dragon Rising [X any Y versions]: Made it easier to hit low-profile opponents by extending the first hitbox down. Black Dragon Rising [Y version]: Lower body invulnerability changed to upper body invulnerability. Black Dragon Rising [Z version]: Vertical velocity decreased, landing recovery increased (14f-17f). Ultraviolet Flip [All versions]: Can no longer carry momentum over from a forward dash. Ultraviolet Flip [All versions]: Lie now transitions to her default aerial hurtbox upon becoming airborne. Ultraviolet Flip [No Followup]: Revised hurtbox placements. Ultraviolet Flip [X Followup]: Now only requires Lie to have reached the peak of the flip to activate. Ultraviolet Flip [X Followup]: Counterhit base damage reduced to be consistent with non-counterhit base damage (80->75), regular counterhit damage bonus will still apply. Ultraviolet Flip [X Followup]: Blast effect helper is now angled correctly, now destroys itself at the appropriate time. Ultraviolet Flip [Y Followup]: Corrected hitdef attribution that erroneously flagged the attack as a Normal. Ultraviolet Flip [Y Followup]: Revised hurtbox placements. Ultraviolet Flip [Z Followup]: Can no longer hit crouching or airborne opponents. Ultraviolet Flip [Z Followup]: Damage increased (118->120). Ultraviolet Flip [Z Followup]: Now applies 90% normal proration. Ultraviolet Flip [Z Followup]: Whiff landing recovery increased (10f->17f). Ultraviolet Flip [Four Star Sword Followup]: Now only requires Lie to have reached the peak of the flip to activate. Descending Dragon Slam: Hurtboxes revised, Lie now uses her regular standing hurtbox throughout the attack. Monochromatic Hurricane [Ground versions]: Hurtboxes cleaned up, Lie now uses her regular standing hurtbox while grounded. Monochromatic Hurricane [All versions]: Recovery frames are now flagged properly. Monochromatic Hurricane [X version]: Chip damage slightly increased (12->13). Monochromatic Hurricane [Air version]: Attack now functions the same regardless of button pressed, damage/block damage is now a consistent 60/12. Seven Star Sword [All versions]: Lie's recovery frames are now flagged one frame after the final orb is in motion. Seven Star Sword [All versions]: Block damage slightly increased (2->3). Seven Star Sword [All versions]: Fixed an issue where proration was being applied twice for subsequent projectiles. Seven Star Sword [X and Y versions]: Orbs are now properly bound to Lie for the entirety of their startup. Seven Star Sword [X and Y versions]: Recovery frames increased by 4f. Seven Star Sword [X and Z versions]: Changed orb spawning order. Seven Star Sword [X and Z versions]: Adjusted spellcard cancel timings. Seven Star Sword [Z version]: Damage per hit decreased (23x5->20x5). Seven Star Sword [Z version]: Recovery frames increased by 6f. Four Star Sword: Corrected bug that erroneously gave projectiles counterhit properties. Four Star Sword: Damage per hit decreased (25x2->24x2), block damage per hit increased (3x2->4x2). Four Star Sword: Fixed an issue where proration was being applied twice for the second projectile. Four Star Sword: Blast effect helper is now angled correctly, now destroys itself at the appropriate time. "Dichromatic Spark [Air version]: No longer turns to face the opponent. "Dichromatic Spark [Air version]: Lie starts falling 6f earlier, landing recovery increased (4f->10f). "Dichromatic Spark: Blast effect helper now destroys itself at the appropriate time. "Youkai Armageddon": Timerfreeze is now only applied if the move hits successfully. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed a minor error in the tick fix code. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code. [System] Fixed an issue where custom stated opponents were getting up a frame too early. [System] Fixed an issue where the tech recovery wasn't using all two-punch button combinations. [System] Miscellaneous common state fixes and adjustments. [System] Fixed various timing issues pertaining to Spellcard effects. [System] Opponents will now always go into the air recovery anim at the same time as the reset state. [System] Reset landing now grants opponents increased full invulnerability (2f->3f) and 6f extra grab invulnerability. [System] Added numerous state numbers that were missing from the tick fix code.
  24. Upvote
    RicePigeon got a reaction from Nep Heart in State Tree-based AI method   
    Considering the identical conditions, we look at both controllers and see that when the conditions are right, and see that both have a 50% chance of sending the player into either state, at least thats what it looks like on the surface. Remember the top-down processing order I mentioned before? With that in mind, lets follow the code again. Lets assume the conditions are right. We see that Shoryuken has a 50% chance of occuring on the first possible tick. But what about that other 50%? That other 50%, we check for the Hard Punch, which itself has a 50% chance of occuring. This means that we have a 50% chance of using our Shoryuken, a 25% chance of the Hard Punch, or nothing at all.

    If we want the AI to give the illusion of a human player, we want those odds to be roughly equal, so as to keep our opponent guessing like they would against a human player, as opposed to a predictable scripted AI. While it's impossible to make an AI that performs exactly as a human player would, we can at least remove the above problem from the equation. To do this, we need to take advantage of State Trees.

    For those of you who aren't computer science geeks, a state tree is basically a graph of all states that a state machine, such as a mugen character can be in, and all possible outcomes or paths that machine can take. In our example, since we want to script our AI so as to not be so predictable, we want our AI to be able to perform several different options when conditions are right. For example, say the conditions are right for us to use an antiair attack, such as when an opponent is jumping in, we want to be able to do one of the following;
    Shoryuken Hard Punch Dash backward Roll forward Jump up If we followed the pattern of the AI code snippet above, these five different actions would each have a split of 50% - 25% - 12.5% - 6.25% - 3.125% in that respective order. Ideally, each of these should have a 20% chance. Thats where this code comes in;

    First, in your -2 state, make sure to add the following controller;
     
     


    This will spawn a helper that will make all AI based decisions for us. The idea is that we are going to have the helper look at all possible conditions, look at a list of all possible states our character can go in to, randomly choose one and pass it back to the player. Now, inside our helper, we'll have the following code. We'll go over each one step by step and explain what they do.
     
     

    This section contains the required Statedef for our helper state, and makes it so that the helper is always bound to the player and facing the player's direction. This way, we can simply call certain triggers without the need for redirection, such as p2dist x, pos y, and so forth.
     

    Our helper's RNG. Basically, our Helper will be producing a constant stream of random numbers each tick to be used for state selection. The reason we don't simply call random in each instance is because random reinitializes itself every time it is called. If you don't understand yet, don't worry, as this will make more sense later on.
     


    This is the meat of our AI decision making:
    <conditions>: refers to the set of triggers you would normally put in your AI's state controllers, such as p2dist x, statetype !=A, and so on. <number of outcomes>: refers to the total number of possible outcomes you want for your set of conditions. In our above example, we have a total of 5 outcomes, so this would be set to five. <stateno of outcome #X>: this is the stateno for each of your possible outcomes In this case, var(0) is the random number that we stored earlier. Var(1) stores the state number that we wish to pass back to the root. Var(2) is merely a flag for when we want our AI tree to decide which state to go to next, and dictates how long to hold that value for before we regenerate another outcome. We dont want to generate a stateno if we already have one generated. In this setup, higher AI levels generate outcomes more frequently, providing for quicker reaction times. Here is an example of this block of code in action;
     

     
     


    In this above example, we have five possible states that our AI controlled player can go into when the following conditions are true:

        player 2 is lying down
        player 1 is not attacking
        player 1 is not in the air

    For each set of conditions, such as antiair, a certain distance between p1 and p2 is reached, etc, you will repeat this process for each set of states. Let us continue.
     
     


    This piece of code is what allows the helper to pass the stateno back to player 1 once the meat of the work is done.
     
     


    This piece of code counts down Var(2), which doubles as a buffer. Once Var(2) reaches 0, we can generate another stateno for our root player. When this happens, we tell our root player that we do not currently have a state generated by setting the value to 0 (or any other sentinel value of your choosing).
     
     


    This destroys the helper if the player is not under the control of AI, since the helper is no longer necessary.

    We're almost done. Go back to your CMD file, and under each Changestate controller where you would normally add your AI code, change each one to include the following:
     
     


    Basically your global conditions, such as statetype, cancel ability, power requirements, etc should be moved to triggerall. Your trigger1s should be everything related to human control. For the AI control, remember Var(58), which we used to pass the stateno value back to player 1? This tells the player to change to that state ONLY when Var(58) is the same stateno value as the one in the controller here. In this case, this tells player 1 to only change to state 220 if the AI helper tells us to. You would repeat this for every single changestate in your CMD file.
  25. Like
    RicePigeon got a reaction from ramon garcia in Seravy's A.I. Guide   
    Something that this guide never addresses is that using random in your AI triggers is bad coding practice. The reason for this for two reasons;
    Mugen processes states in top-down order, including the negative states (-3, -2, and -1) Random returns a different value every time it is called Take the following code into consideration:



     
    Looking at each AI changestate at face value, you would think that each one has a 30% chance at activating (random<300 roughly equates to 30% chance). However, because mugen processes states in top-down order, if the first changestate occurs, the second changestate will never process. Thus, the second changestate in actuality only has a 21% chance of occuring (70% chance of the 1st changestate not occuring, plus the 30% chance that the 2nd changestate will occur). When you have multiple AI changestates with similar or identical trigger conditions, you will need to account for this. A common way to do this (and much better practice) is to instead store the result of random into a variable, and compare the variable to different ranges of values in order to determine which changestate should occur.
×
×
  • Create New...