Mugen ai tutorial simple
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#Mugen ai tutorial simple code#
The purpose of this code is to set variable 59 to a value of 1 when ever the computer performs one of the s listed above. This sctrl should be placed directly under the title.
#Mugen ai tutorial simple series#
Notice that the commands are series of button presses completed within 1 game tick. while a human is controlling the character. The purpose of this code is to create a series of commands that a human player would not be able to perform but the computer will easily be able to complete in order to avoid accidentally activating the A.I. The code seen below should be place above any other code in the CMD file. due to its simplicity and effectiveness, although other means can produce much more exacting results. The following is the most popular method for programming A.I. By stating that this move can only be performed while the character is in a less than 3000 then your basically saying this move can not be performed during another hyper or while your character is getting hit.) (*Hint: In a typical mugen character, 0 through 999 are normal states, 1000 through 1999 are special states, 3000 through 3999 are hyper states and 5000 through 5999 are get hit states. Trigger1 = random = Perform this move 10% of the time Trigger1 = power >= 1000 Hyper Bar has at least 1000 power Triggerall = stateno = 150 P2's distance is greater than 150 Triggerall = p2statetype != L P2 is not lieing down Trigger1 = p2bodydist x = 4 difficulty level is 4 or higher Trigger1 = p2bodydist x = 3 difficulty level is 3 or higher Trigger1 = random = performed 40% of the time Triggerall = AILevel >= 3 difficulty level is 3 or higher Hard Shoryuken following fireball with opponent jumping over fireball Here is some code for anti-air move like a Shoryuken. For a special attack you may chose a different range such as for the move to still be activated 20% of the time but not to compete with the normal attacks.) Light punch, light kick or any other normal move that may be chosen by a real player should all use the same random values. you'll want to have similar moves use similar random values. In essence, the move is performed 10% of the time, but durring a different 10% than a move with 'random= or random =. (*Hint: This version of 'Random' means that the move is only performed while a number between 0 and 100 is chosen from a range of 0 through 999. Value = 1000 change to which is throwing a projectile Trigger1 = statetype != A character is not jumping Trigger1 = p2movetype != H P2 has not been hit Trigger1 = p2bodydist x >= 130 P2 is futher than 130 distance fomr character Triggerall = random = performed 10% of the time* Trigger1 = random = 3 difficulty level is 3 or higher Trigger1 = movehit = 1 move has connected (P2 was hit) Trigger1 = stateno = 420 character is doing a crouch hard punch which is a launcher Trigger1 = (p2bodydist X = 3 difficulty level is 3 or higher Triggerall = Random = 4 difficulty level is 4 or higher* For more details refer to List of Triggers.Īll of the following code would work in tandum to create a relistic guarding opponent. There is also always a line that states 'triggerall = (Ctrl)' which means the character has to be in a position to control their character (note bring thrown or hit). This simply means that the move will only work when the players are both in a fighting state and when the computer's A.I. Take note that each code contains the same line 'triggerall = (roundstate = 2) & (var(59) != 0)'. The most important part of this code are the Triggers. Below is an explanation of how a variety of codes could work. activation, you can make a series of sctrls to tell the computer when to perform each statedef(action). Triggerall = (roundstate = 2) & (var(59) = 0)
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Although it is not necessary to use a variable (var) for the new "AIlevel" code, creating boolean trigger simplifies the process: If var(59) is being used in your caracter already for another purpose then you will need to chose a different number. will be turned on.Īlso note that the following code uses var(59). The more difficult the game setting then the more often the A.I. The easier the difficult the more often the custom A.I. on and off in random sequences according to the game difficulty. The purpose of this code is to allow the program to turn the A.I. The following sctrl should be placed directly under the title. This tutorial will help you set up a very difficult AI (level 8) then use other portions of code to allow mugen to decrease the difficulty level according to the level selected through the in-game options screen.