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BigPimp




Posts : 782
Join date : 2012-05-01
Age : 33
Location : Russia

Quick AI patch tutorial Empty
PostSubject: Quick AI patch tutorial   Quick AI patch tutorial EmptyJanuary 28th 2021, 4:16 am

So i was always bummed out when characters in 1 mugen game have vastly different AI
and i found a quick and good way to add it. works great so far (but only tested on Marvel/Capcom characters)
all code parts are taken from IMT marvel characters, so this custom AI will be basically the same, which is used in AvX/Project X

so, first of all, you have to make sure character doesnt have any custom AI in place. if it does, you will need to replace it
it sounds difficult, if you never edited AI before, but its actually pretty easy, since most of the characters have the same AI code pattern. but i would suggest to try this method on character with no custom AI first, and then, when you successful in that, go a step further and replace existing custom AI

1st part is really easy. it will make you no-AI character to have combos and proper defence
1st step of this 1st part is to just copy this text segment to the beggining of .cmd file, before all special/hypers input commands:

Spoiler:

second step is pretty similar. you need to copy this part AFTER [statedef -1] to the same .cmd file

Spoiler:

this is basically universal for every marvel/capcom character. only 1 part which could be not compatible is super jump. it uses value=700 here, but some characters may use value=900 or a completely different one. so you might need to change it (if you not sure what im talking about, just put mugen in debug mode when testing character's new AI, and if you get an error messages "character changed to invalid state 700" you will need to search this "700" in the second text segment, and replace it with a proper super jump value for this character. if you dont know or cant find this proper value, just completely remove super jump part from 2nd text segment, this one:
Spoiler:

so, thats it for basic AI. in the next message i will describe how to put in AI specials/hypers


Last edited by BigPimp on January 28th 2021, 2:06 pm; edited 6 times in total

candido159, yolomate and Splash like this post

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BigPimp




Posts : 782
Join date : 2012-05-01
Age : 33
Location : Russia

Quick AI patch tutorial Empty
PostSubject: Re: Quick AI patch tutorial   Quick AI patch tutorial EmptyJanuary 28th 2021, 4:18 am

this part is a little more difficult, since it requires more of a personal touch
basically, there are 2 templates, 1 for specials, 1 for hypers. make sure you understand and can perform tutorial from the 1st message, before going to this one

so, here is a template for hyper:
Spoiler:

for it to work, you need to put it somewhere after [statedef -1] (just like 2nd text segment in 1st tutorial)
preferably, i would suggest to put if AFTER AI guard states. just search for "Main Standing Special" in that 2nd text segment from the 1st tutorial. thats where you need to put you custom AI hypers and specials

but thats not it. as you may know, specials and hypers are not as universal, as basic moves. in each special and hyper you will need to edit at least 2 lines. 1st line is the most important, it refers to which hyper/special character will use. im talking about "value=3000" line. usually capcom/marvel character hypers are coded under 3000-4000 values. you will need to find exact correct values for each hyper for your character and edit value line for each hyper template you have copy-pasted. so if, lets say, character has 3 hypers, 1st is 3000, 2nd is 3100, 3rd is 3200, the code segment for working hypers will be:

Spoiler:

now, the second line you will need to edit in this template is "p2bodydist x > 100". basically it refers to, at what distance character AI will be able to use this hyper. edit it accordingly (meaning you want projectle hypers to be used from the distance, and close up hypers from upclose)

so, thats pretty much it. the only other line you might want to edit is "StateType != A". it means that character AI cannot use this hyper while in the air. you need to replace it with "StateType = A" if you coding a hyper, which can be used ONLY in the air. or remove "StateType != A && " completely, if we talking about a hyper which can be used BOTH from the air and from the ground. (in most cases those hypers still have different states, because of different animations, so you will probably just need to copy-past a separate template for air version of the same hyper)

putting in AI specials is pretty much the same, you just need to use this template instead:
Spoiler:

also. a little additional note here. "random < 100" refers to how often character will spam this special/hyper, the higher the number, the more often it will try to perform it. hypers will require 1000 power though, so just leaving them all at 100 is good enough in most cases
and you can also add any custom triggers for any more complicated/unique specials/hypers. but that basic code provided by AvX/Project X template is good enough for most cases


Last edited by BigPimp on January 28th 2021, 4:58 am; edited 4 times in total

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Shining

Shining


Posts : 4994
Join date : 2013-03-26
Age : 44
Location : Italy

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PostSubject: Re: Quick AI patch tutorial   Quick AI patch tutorial EmptyJanuary 28th 2021, 4:33 am

Interesting, useful post... I will try in my two face
He needs AI
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candido159




Posts : 1219
Join date : 2013-05-16
Age : 25

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PostSubject: Re: Quick AI patch tutorial   Quick AI patch tutorial EmptyJanuary 28th 2021, 9:28 am

Very helpful for some people who'd like to make full game. Maybe in the future I will and will definitely use this as guide Very Happy thanks Bigpimp cheers
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crosspotts1.0

crosspotts1.0


Posts : 4982
Join date : 2013-04-15
Age : 32
Location : GLEN BURNIE maryland

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PostSubject: Re: Quick AI patch tutorial   Quick AI patch tutorial EmptyJanuary 28th 2021, 1:03 pm

Archive this page some where here
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volzzilla

volzzilla


Posts : 10259
Join date : 2012-05-02

Quick AI patch tutorial Empty
PostSubject: Re: Quick AI patch tutorial   Quick AI patch tutorial EmptyJuly 1st 2022, 7:08 pm

@BigPimp so basically to patch a char like this, delete the current AI, and add these files like you mentioned.

any tips on the deleting old AI part you can add please?
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