I want to learn how to do IA Downgrade, but I did not find anything about searching in google, is there any tutorial?
I want to learn how to do IA Downgrade, but I did not find anything about searching in google, is there any tutorial?
It's the same process as "upgrading" AI.
Just so happens that so-called AI coders are noobs and call things good which are completely broken when they fight characters of equal footing/from similar games.
Thanks, i'il search for this
Did you mean AI? Maybe you can downgrade damage/life instead of AI.
Yep, but i want to learn how to downgrade, i have chars in my mugen who are so much strong in difficulty Easy 1, i'ts a pain dude.
Erasing AI controllers randomly, might be helpful.
(Then, AI will move less accurately.)
Last edited by Bluuer; Mar 07, 2019 at 00:15.
In order to manipulate a character's AI, one has to find "ChangeState" controllers for the AI.
ChangeState controllers for AI, are used to look like the following code:
[state 1]
type=ChangeState
trigger1=var(59) ; AI controllers used to have a "variable" as an AI switch. If the switch is ON, then the AI is activated.
trigger1=AILevel ; Characters newer than 1.0 version of MUGEN, usually have an "AILevel" trigger. This also acts as an AI switch.
trigger1=Random<50 ; Some of AI controllers have a "Random" trigger. (To give randomness on the AI.)
trigger1=P2Dist X (or P2BodyDist x) ; This makes AI detect distance between itself, and the enemy. AI controllers almost always have it.
With the information presented above, one may find the AI controllers.
Then, one can modify AI movement or AI difficulty, by editing or removing the AI controllers.
I mean to be a Devil's advocate, and I have to issue a challenge here because a monolithic approach to this is literally a mistake.
I don't mean to be a jerk, but these things have to be more specific
1. trigger1=var(59)
Beyond the use of "trigger1" vs. "triggerall" (and yes that difference is significant), I've seen several tutorials refer exclusively to var(59) which itself is bad. Yes, generally with older creations most coders used var(59) as the most commonly used AI var, but that's not always the case. To break it down into statistics, I'd say like 65% of creations use var(59) and the rest do not. In terms of "learning" (keyword) I remember when I first started out I would constantly look for var(59) and made tons of mistakes because the AI var was sometimes var(7), var(36), and some were fvars. That's important, because it is misleading and if some of the triggers have "off-name" vars, screwing with var(59) in odd contexts can screw other things up so it is best to give pointers regarding how to actually identify which vars are actually related to AI along with a disclaimer.
On another note, even the placement of the AI can make even something as simple as this complicated. Some AI is located in random positions in the CNS as opposed to the CMD and leads to disorganization.
Third, it is literally better to tell someone to try to identify ChangeStates that don't involve the directive "command =" but even then, because AIs can be located in the CNS, even that bit of advice can be highly unreliable.
2. trigger1=Random<50 ; (To give randomness on the AI.)
NO! Absolutely not. Mugen's implementation of random is poor and using the random trigger as directed in any context produces total inconsistencies, minus the fact that most Mugen Creators don't experiment with it enough to truly understand how it works and see how poorly implemented it is (although Mugen itself is amazing).
Take warusaki3. Each of his creations use random < 200 for their basic attacks each of which operate at similar distances, but as one can see, warusaki3's creations repeat the same moves and combos over and over again. Numbers like "less than 200" per tick essentially means "all the time" for a given condition and contradicts "randomness" in any regard.
Then you have conditions like:
State 200
random <= 499
State 400
random > 499
When tested with triggers like animelem = 1 or time = [2,3], you find that even though those 2 together total 100%, often the triggers don't activate and "nothing" is registered.
Last edited by Bluuer; Mar 06, 2019 at 21:47.
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