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 [ 5 posts ] 
Help with MUGEN: Balance and AI with Fighter Factory. 
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Joined: Sat May 16, 2009 1:44 pm
Posts: 6555
Location: Florida
Country: United States (us)
Gender: Male
Currently Playing: UNIST
Story about why I need it if you care at all: show
I used to do Livestreams with me playing MUGEN and a friend of mine enjoyed it and he often invited other people, and it was fun as it was a bit of a lively place. Haven't done it in a while but he recently messaged me asking if I still do it and I said I don't, but I considered doing it again. He asked me to and I'm getting some characters, stages, et cetera so I can stream again. He requested a character I used to have, Lucy Diclonius (Elfen Lied) and I didn't mind it, but now that I'm playing against her, I realize just how broken she is and I'm doing a little bit of editing. I've already lowered her health, attack, and defense to low amounts so she's a high risk, higher reward kind of character. However, she has two cheap moves she can use if used in a row. One that raises her special bar to max in exchange for all but 1 of her health, and another attack that instant-kills in exchange for her full special bar. I'd like to remove this from the AI because they are too perfect (and removing AI cheating makes her a dumbass) and do it right when they are at low enough HP, then follow it up very few frames later for her instant-kill.

Tl;dr a character has an instant kill and a move that raises her special bars to max and I want to remove both of these, plus find a way to remove usage from AI if possible.

Basically, what the move does is it grabs an opponent (the hitbox is the entire stage) and it picks them up, and it keeps on attacking them (unsure if it actually does damage, you can't see the healthbars) with a background changing to every hit. At the end, the screen flashes a couple of colors and the target is no longer there, and instead there is a bloody skeleton on the ground. I found the animation to the background and the bloody skeleton, and I'm sure these two animations are only used for this particular attack. Would I just put a ; before every single line of the code? If so, would that cause errors with something like the AI?

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Sat Jun 29, 2013 8:11 pm
YIM
Oooh boy.
Brings back bad memories.
I would change the hitbox to a far smaller area.
It shouldn't cause errors to the AI unless you are removing the move altogether.


Sun Jun 30, 2013 3:55 pm
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Joined: Sat May 16, 2009 1:44 pm
Posts: 6555
Location: Florida
Country: United States (us)
Gender: Male
Currently Playing: UNIST
Clubby the bear wrote:
Oooh boy.
Brings back bad memories.
I would change the hitbox to a far smaller area.
It shouldn't cause errors to the AI unless you are removing the move altogether.

Is it simple to remove it? I'm not exactly a fan of brutal fighting, and seeing my characters ripped to shreds isn't exactly something I enjoy. XD Would there be any way to pinpoint the attack to remove it as a whole? I tried to remove it myself but I somehow got rid of her idle stance too.

_________________


Mon Jul 01, 2013 4:09 pm
YIM
Look into the code and try to find the name of the move. Delete the attack code, and it should be fine.


Mon Jul 01, 2013 4:13 pm
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Joined: Sat May 16, 2009 1:44 pm
Posts: 6555
Location: Florida
Country: United States (us)
Gender: Male
Currently Playing: UNIST
I can't seem to find it because the person who made this coded the names as really weird things, almost unorganized.
"Just like in the anime"
"TSO DAN-EH"

I found the move that lowers the HP, but putting ; before it didn't do anything (I do this just in case it deletes something important)
Desperate Risk or whatever: show
;===========================================================================
;Desperate Risk is a fun little thing I threw in. At the cost of setting your
;life at 1, you can gain a whole power bar! Of course, the AI uses it too when
;it gets desperate, in an attempt to use the Rip-apart KO move, so take
;this into account.

;[State -1, Desperate Risk]
;type = Changestate
;value = 660
;triggerall = var(59) = 0
;triggerall = command = "Desperate Risk"
;triggerall = statetype = S
;triggerall = ctrl = 1
;triggerall = power != 3000
;triggerall = stateno != 660
;triggerall = life != 1
;triggerall = life <= 200
;trigger1 = ctrl

;===========================================================================

I also did this to the OHKO Rip-apart:
OHKO: show
;[State -1, Foolish Humans . . . ]
;type = ChangeState
;value = 7000
;triggerall = var(59) = 0
;triggerall = command = "OHKO rip-apart"
;triggerall = statetype != A
;triggerall = alive = 1
;triggerall = power >= 3000
;triggerall = stateno != 7000
;trigger1 = ctrl

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Mon Jul 01, 2013 4:22 pm
YIM
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