What's new

Discussion Sex MUGEN 2.0 General Discussion Thread


sdriller05

New member
Joined
Jun 10, 2020
Messages
5
Reputation score
0
Question about GRF_Ero_Tung character. Inside the folder, there is an explanation about NTR KO animation in one of the txt file. I used a translator.
About NTR_KO

If you have 98756625 (NTR dog) with your opponent during the match-over, you will have NTR_KO.
If there is a mange (9180100-9180104) of NTR Bao, then NTR mange will also be performed.
If you have an NTR preg KO (927319568), you can move to NTR preg KO.

If you're watching NTR_SEX (98750000), or if you're watching NTR_SEX (98750100).
    You can show them how frustrated they are.

Voice can be handled with (pause 94218, 21-23 screams 8755150, 0)
May I ask how can I check which condition/skills activate this KO animation?
 
Last edited:

Handy

Jungle Girl
Joined
Oct 3, 2016
Messages
80
Reputation score
56
Don't suppose anyone familiar with kuro (kuromaru_lite, to be specific) could help me out here?
I've been editing an existing victim to have compatibility with him, I fixed up her relevant sprites and got the 19231, 19232 and 19234 animations are all set up and working but I'm having an issue getting the sprites to fit together properly for 19234, pic related
View attachment 32179
Not sure how to go about making things fit together (most notably how to get his legs in front and have his cock actually visually enter her, lol) and any help would be appreciated. I'm pretty new to this! Also did anyone ever make a version of lite/a dog agg with his animations that uses the internal shots/impreg cutins? I can't find one, been thinking about editing one together since it's a shame to have those sprites available but not worked in for any aggressors that have proper knotting animations.
Thanks in advance for anyone who can help me :)
Sprites are drawn in mugen like layers (you can think like this was photoshop). This means that you need to change sprite priority of the victim or the aggresor so that victim number is lower than aggresor. In mugen this is called "sprpriority", which is always located at the beggining of the defstate, in a explod or projectile. About the insertion, it can only be achieved if the sprites are split in two animations. With this i mean that the back leg should be one animation and the front leg with the body should be another animation. Being the backleg layer==dick layer==front leg layer to achieve insertion.
 

derakino999

Demon Girl Pro
Joined
Jun 12, 2010
Messages
1,469
Reputation score
618
I see now why my edited char has the same problem. Weird thing is, i really didnt edit almost shit, i just changed the number because the animation was already an official alternative implementation by the author (horuakuti).
So i can just a damn high ass or lower ass number for the leg/body respectively and thats it?
 

Ricky

Active member
Joined
May 5, 2018
Messages
127
Reputation score
27
ah
That in itself is a sort of difficult thing to do right now and i'm not talking about the language barrier, but rather the fact that the japs from mugenryona are sort of on edge when it comes to us westerners even more than your average jap (and this isn't just an unfounded stereotype), mostly because of certain people trying their best to seriously piss them off (Bison and Hip-Ernov-Arts mostly)...

I actually had a nice chat with the mugenryona admin who told me that he warned those two multiple times not to spam, not to shitpost, not to modify other people's work (he meant not to steal) among the other things that they just keep doing over and over again all the while ignoring any and all warnings (now that i think about it the second guy did that sort of stuff even here before he somehow disappeared... was he banned or something???)...

So you can see how that could have caused the relations between the two sides to become somewhat... strained at best...
ah man and it was already bad with the bot spam they had to change their verification to post I thought they would be mad if people were just requesting idk it was like that
 

Handy

Jungle Girl
Joined
Oct 3, 2016
Messages
80
Reputation score
56
I see now why my edited char has the same problem. Weird thing is, i really didnt edit almost shit, i just changed the number because the animation was already an official alternative implementation by the author (horuakuti).
So i can just a damn high ass or lower ass number for the leg/body respectively and thats it?
You should just try changing something like 4 for aggresor and 3 for victim. There is a limit to i think to -5 to 5. Any higher could have random behaviour. generally the numbers are higher because for example in 2 vs 2 or more matches, you would want that the sprites are drawn on top of the other players so you can see the animations.
 

derakino999

Demon Girl Pro
Joined
Jun 12, 2010
Messages
1,469
Reputation score
618
Impressive, you're very handy! Awesome man
Had i know it was this fucking easy....
 

Handy

Jungle Girl
Joined
Oct 3, 2016
Messages
80
Reputation score
56
Question about GRF_Ero_Tung character. Inside the folder, there is an explanation about NTR KO animation in one of the txt file. I used a translator.

May I ask how can I check which condition/skills activate this KO animation?
im guessing that the aggresor use the trigger animexist to check if the animation is inside the victim. If the animation exist in the victim, it would activate the NTRKO mode. If not it would do what it normally does with any other no compatible character.
 

sdriller05

New member
Joined
Jun 10, 2020
Messages
5
Reputation score
0
im guessing that the aggresor use the trigger animexist to check if the animation is inside the victim. If the animation exist in the victim, it would activate the NTRKO mode. If not it would do what it normally does with any other no compatible character.
Thanks. Inside the folder, there is a txt file for NTR, "reference_air.txt" Then, if I copy and paste the contents of that txt file to victim's air file, would it initiate NTR ending? I just tested this but this just flows to gangbang ending...
 

derakino999

Demon Girl Pro
Joined
Jun 12, 2010
Messages
1,469
Reputation score
618
You should just try changing something like 4 for aggresor and 3 for victim. There is a limit to i think to -5 to 5. Any higher could have random behaviour. generally the numbers are higher because for example in 2 vs 2 or more matches, you would want that the sprites are drawn on top of the other players so you can see the animations.
Hey bro, where is the actual sprpriority thing for a particular animation?
I searched every single notepad openable file by both the group number and the begin action (no) numbers and i didn't even find that number not even one instance
 

Dizzytwister

Lurker
Joined
Mar 22, 2015
Messages
11
Reputation score
1
Hey bro, where is the actual sprpriority thing for a particular animation?
I searched every single notepad openable file by both the group number and the begin action (no) numbers and i didn't even find that number not even one instance
I'm not sure if his advice is for your question, though ill admit i'm not sure what he's talking about. As for making the animation work, 19234 is for the explod layer, as in it is what you want to show up in front of the dog while 19231 plays. At least, that is what I assume, though I had never encountered an error like yours. As for alignment, the dog animations, for whatever insane reason, ignore animation offset. This meaans that you have to add offset to the sprite itself rather than adjust the animation. This also means that if you want to have a seprate alignment for the futa dog animation, you need to copy every sprite and align them individually. At Least, this is my ameteure experience editing a character for Kuromaru, and should be taken with a grain of salt.
 

Handy

Jungle Girl
Joined
Oct 3, 2016
Messages
80
Reputation score
56
Thanks. Inside the folder, there is a txt file for NTR, "reference_air.txt" Then, if I copy and paste the contents of that txt file to victim's air file, would it initiate NTR ending? I just tested this but this just flows to gangbang ending...
First of all im going to recommend that you start using fighter factory in its latest version. It is easier to edit characters with that program. Second, It is not a thing of just copy and paste. Are you sure that the victim that you are editting has the sprites to work with erotung aggresor? . If you copy the content of the aggresor to victim it would not work. Because the animations inside the aggresor are most likely to be different than the victim. Im not sure what you want to do, are you trying to find a compatible victim with the aggresor or are you trying to modify another victim to make it work with the aggresor?.

Hey bro, where is the actual sprpriority thing for a particular animation?
I searched every single notepad openable file by both the group number and the begin action (no) numbers and i didn't even find that number not even one instance
Same recomendation that i make above about the software. You need to search for spritepriority in the aggresor states. Sprpriority can be found in a statedef, as a common state or as a explod. Most likely it would be in a statedef. Begin action its an indication of an animation, you need to modify the states. To find the state that you need, first you should find the animation number(in fighter factory you can actually see the animation, so it would be easier to locate). then use it to search for the corresponding state that has that animation number. In summary, Locate dog animation, use it to track the state that use that animation number, modify sprpriority in the statedef or in a state that has type = sprpriority or the explod(im guessing how the aggresor is programed). Change it to a higher number and the sprite should show over the victim ones. make a back up, save and test it in the program or in your mugen.
I'm not sure if his advice is for your question, though ill admit i'm not sure what he's talking about. As for making the animation work, 19234 is for the explod layer, as in it is what you want to show up in front of the dog while 19231 plays. At least, that is what I assume, though I had never encountered an error like yours. As for alignment, the dog animations, for whatever insane reason, ignore animation offset. This meaans that you have to add offset to the sprite itself rather than adjust the animation. This also means that if you want to have a seprate alignment for the futa dog animation, you need to copy every sprite and align them individually. At Least, this is my ameteure experience editing a character for Kuromaru, and should be taken with a grain of salt.
Well, the problem is that the sprites are not a perfect profile doggystyle animation. Probably all the agressors are programed to work with a perfect profile doggystyle(for example gettags doggystyle animations). To make this work he has to split the victim sprites in two animations, add that animation as an explode in the victim states inside the aggresor. Then he would need to modify sprpriority in the explods and states to show up correctly. You should add a obscure animation number so that it would not broke the aggresor against other victims. If you just want the dog to show in front of the victim, just edit sprite priority and thats it. The other one was if you want to achieve the pegging.
 

derakino999

Demon Girl Pro
Joined
Jun 12, 2010
Messages
1,469
Reputation score
618
Same recomendation that i make above about the software. You need to search for spritepriority in the aggresor states. Sprpriority can be found in a statedef, as a common state or as a explod. Most likely it would be in a statedef. Begin action its an indication of an animation, you need to modify the states. To find the state that you need, first you should find the animation number(in fighter factory you can actually see the animation, so it would be easier to locate). then use it to search for the corresponding state that has that animation number. In summary, Locate dog animation, use it to track the state that use that animation number, modify sprpriority in the statedef or in a state that has type = sprpriority or the explod(im guessing how the aggresor is programed). Change it to a higher number and the sprite should show over the victim ones. make a back up, save and test it in the program or in your mugen.
Thanks bro. I
I am already using FF, however, i am surprised, as i was looking in the victim's files, that because since other victims work properly i thought it was an issue of the victim, not the aggressor's?
I looked the victim's animation number inside the same victim's files.
Was that wrong?

Btw, not relevant i think but my problem is viceversa (agressor shows on top of part of the victim's leg where her leg should be the one on top)
 

sdriller05

New member
Joined
Jun 10, 2020
Messages
5
Reputation score
0
First of all im going to recommend that you start using fighter factory in its latest version. It is easier to edit characters with that program. Second, It is not a thing of just copy and paste. Are you sure that the victim that you are editting has the sprites to work with erotung aggresor? . If you copy the content of the aggresor to victim it would not work. Because the animations inside the aggresor are most likely to be different than the victim. Im not sure what you want to do, are you trying to find a compatible victim with the aggresor or are you trying to modify another victim to make it work with the aggresor?.
Thank you for your answer. The developer of aggressor character "GRF_Ero_Tung" prepared a txt file of sample air file contents for NTR KO. Something like
;NTR 犬やられ(このアニメがあればNTR_KOが発生します)
[Begin Action 98756625]
19330, 0, -2,-18, 16
19330, 1, -2,-18, 5
19330, 2, -2,-18, 20
19330, 1, -2,-18, 4
19330, 0, -2,-18, 4
19330, 1, -2,-18, 2
19330, 2, -2,-18, 2
.....
So I was curious if I copy and paste these sample air file contents to the victim's air file, then if it could trigger NTR KO. I assumed those sample air file contents are designed for victims. But you're right, my knowledge to Mugen is really really tiny and it seems that I need to search for more.
 

Dizzytwister

Lurker
Joined
Mar 22, 2015
Messages
11
Reputation score
1
Thank you for your answer. The developer of aggressor character "GRF_Ero_Tung" prepared a txt file of sample air file contents for NTR KO. Something like

So I was curious if I copy and paste these sample air file contents to the victim's air file, then if it could trigger NTR KO. I assumed those sample air file contents are designed for victims. But you're right, my knowledge to Mugen is really really tiny and it seems that I need to search for more.
I doubt that copy pasting the code will work, as I haven't seen any characters that use the 19330 sprite group, but that info is important for developing an animation for the scene. The state will call for the victim's 98756625 animation, so you just need to put something there to see it, though I don't have the character in front of me, so I might be missing some nuances.
 

senjuvilis

New member
Joined
Apr 20, 2020
Messages
15
Reputation score
5
Hi. I want to edit Lieselotte's piledrive position to be a few pixels lower on y axis relative to agressor's position. I tried lowering it frame by frame within FigherFactory's animation section, but couldn't see any difference. Then I ran debug mode and wrote down some statedef numbers and searched them in cns files, but couldn't find them.
 

sdriller05

New member
Joined
Jun 10, 2020
Messages
5
Reputation score
0
I doubt that copy pasting the code will work, as I haven't seen any characters that use the 19330 sprite group, but that info is important for developing an animation for the scene. The state will call for the victim's 98756625 animation, so you just need to put something there to see it, though I don't have the character in front of me, so I might be missing some nuances.
Thanks for the explanation. I downloaded the character from HCM, his name is Tung Fu rue

Inside the folder, there is a different folders for NTR KO and other KO options.
 

Dizzytwister

Lurker
Joined
Mar 22, 2015
Messages
11
Reputation score
1
Hi. I want to edit Lieselotte's piledrive position to be a few pixels lower on y axis relative to agressor's position. I tried lowering it frame by frame within FigherFactory's animation section, but couldn't see any difference. Then I ran debug mode and wrote down some statedef numbers and searched them in cns files, but couldn't find them.
Just to confirm, you're editing the baro missionary/piledriver animations? (Anim# 180110-180114)? From my short testing, Baro script ignores Y offset on the animation, similar to the doggystyle animation. As such, if you want to adjust positioning, you'll have to modify the sprite's offset instead. Searching the cns files will pull up nothing, as all the programming is on the aggressor side.
 

nosferatus

Member
Joined
Jul 22, 2018
Messages
91
Reputation score
10
Just as a heads up, a new Ero_Tung (2451 and 2452) has been uploaded to the uploader by Nanashi (I'd imagine it's him, which is strange since he usually keeps his GRF characters to himself despite showing them off). Ditto for the new Abaoker (2454 and 2455).

Both contain the new gangbang KO he's been working on (each file contains different popular aggressors in the gangbang, with Birdie featured in the second versions).
In addition, if scat is your thing (it's really, really not for me), Nanashi has an extra KO featuring Orc's typical scat stuff within those aggressors' KO.

While I actually prefer the original Ero_Tung and Abaoker due to their CG finishers instead, it's really cool that these aggressors are still being worked on, since because IMHO those two are among the top aggressors, along with TOBF and Mino (and obv some of the Kuro variations), especially if you prefer KO scenes, which is a big plus for me.
In fact, though I've already been editing a ton of my favorite characters for their KO finish, I'm currently working on clothing rip anims for those as well - It's a very prominent feature for GRF aggressors (e.g. Ero_Tung and others), and it's nice having additional compatibility for those victims.
I imagine that the ero jinmen he had was from Nanashi since his aggressor movements were the same as the grf mr bear so far I can't find it if someone has it I would be grateful to share it
 

senjuvilis

New member
Joined
Apr 20, 2020
Messages
15
Reputation score
5
Just to confirm, you're editing the baro missionary/piledriver animations? (Anim# 180110-180114)? From my short testing, Baro script ignores Y offset on the animation, similar to the doggystyle animation. As such, if you want to adjust positioning, you'll have to modify the sprite's offset instead. Searching the cns files will pull up nothing, as all the programming is on the aggressor side.
Yes, those are missionary/piledriver animations, but anim# are 12250-12253. What's the baro script? I'm a complete newbie. Is it related to some aggressors having 'Bara' in their names like 'Bara Monk' or ' Bara Zangief' ?
 

Emerald_Gladiator

Grim Reaper
Joined
Nov 30, 2013
Messages
752
Reputation score
343
Yes, those are missionary/piledriver animations, but anim# are 12250-12253. What's the baro script? I'm a complete newbie. Is it related to some aggressors having 'Bara' in their names like 'Bara Monk' or ' Bara Zangief' ?
No, it's related to the 4 basic animations that a litany of aggressors share (cowgirl, missionary/piledriver, doggy, and prone).
Unless you're a homosexual male, you probably don't want to go searching for bara.

180110 and 12250 anims are both common missionary/piledriver anims, and most aggressors will use one or the other for their attacks, defaulting to the other if the primary anims aren't available in the victim's anim file (or the aggressor will point to their own).

I imagine that the ero jinmen he had was from Nanashi since his aggressor movements were the same as the grf mr bear so far I can't find it if someone has it I would be grateful to share it
What do you want? (Ero Jinmen, GRF Mr Bear, or Ero_Tung)?
I'm sorry; I've got all three, but Nanashi (and others on Ryona Sakura) do NOT want their stuff reposted, and as I've said a few posts ago, their secondary passwords for their files are "Do_not_steal".
However, they should be still on the ryona sakura mugen site if you wanna dig ... for a long time, unfortunately.
If it helps, you're not missing much. Ero Jinmen is buggy, Mr Bear barely has any H moves; Ero_Tung is excellent though, and he should be easy to find on the ryona site if you scroll a few pages back.
 
Top