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Universal/Anime Trash Buffer System (Read 1466 times)

Started by Websta, September 23, 2019, 12:55:28 pm
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Universal/Anime Trash Buffer System
#1  September 23, 2019, 12:55:28 pm
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This is the buffer system I've been using for years now, might as well explain how the thing works.

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

Put this in the Statedef -3

Code:
[state -3]
type = Helper
trigger1 = numhelper(9000) = 0
name = "Buffer System"
id = 9000
pos = 0,0
postype = p1
stateno = 9000
helpertype = normal
keyctrl = 1
pausemovetime = 9999999
supermovetime = 9999999

The reason keyctrl is there is because this buffer does motions independently of the root.

Now for the buffer system

Code:
;---------------------------------------------------------------------------
;BUFFER SYSTEM
[Statedef 9000]
type    = A
movetype= I
physics = N
ctrl = 0
anim = 1;  <- THIS IS A BLANK ANIMATION

[State 0]; <- MAKES SURE THE BUFFER SYSTEM IS ALWAYS FACING THE OPPONENT
type = turn
trigger1 = p2dist x < 0

[State 0]
type = bindtoroot
trigger1 = 1
pos = 0,0
[State -2]
trigger1 = 1
type = DisplayToClipboard
ignorehitpause = 1
text = "ID = %d Time = %d rootID = %d"
params = var(1), var(2), root,var(2)


;-------------



[State 0]; <- BUFFER TIME FOR MOVES, THIS VARIABLE SET SAYS HOW LONG A MOVE STAYS IN THE BUFFER
type = varset
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = command = "up"; <- THIS IS FOR BUFFERING JUMPS
trigger8 = command = "upfwd";  <-
trigger9 = command = "upback"; <-
;trigger10 = command = "x+y"
;trigger11 = command = "x+y+z+a"
var(2) = 15:   <- THIS TIMING CAN BE CHANGED TO MAKE THINGS MORE LENIENT OR MORE STRICT
[State 0]; <- THE TIMING HERE IS SHORTER BECAUSE THIS IS FOR RUNNING AND BACKDASHING
type = varset
trigger1 = command = "fwd"
trigger2 = command = "back"
trigger3 = command = "down"
var(2) = 5
[State 0]
type = varset
triggerall = root,animelemtime(1) = 0
trigger1 = root,stateno = [130,139]
var(2) = 2
[State 0]; <- THIS MAKES SURE THE THE BUFFER TIMER RUNS DOWN
type = varSet
trigger1 = var(2)>0
var(2) = var(2)-1

[State 0]; <- THIS KILLS THE BUFFER TIME WHEN THE MOVE STARTS
type = varset
trigger1 = root,animelemtime(1) = 0
trigger1 = root,stateno = [200,2999]; <- INCREASE THIS RANGE IF YOUR MOVES USE STATES 3000+
var(2) = 0
;----
[State 0]; <- THIS RESETS THE ID THATS BEING BUFFERED WHEN THE TIMER RUNS OUT
type = varset
trigger1 = var(2) = 0
var(1) = 0
[State 0] ; <- THIS RESETS THE TIMER WHEN NEUTRAL/STARTING TO JUMP/LANDING
type = parentvarset
trigger1 = var(2) = 0
trigger2 = root,stateno != 40
trigger3 = root,stateno != 0
trigger4 = root,stateno != 52
var(2) = 0


;---------------------------
;--------------------
;NORMAL MOVES
;--------------------

[State 0]
type = varset
triggerall = command != "QCF_x";  <- YOU DONT WANT THIS BUFFERED DOING THIS MOTION
trigger1 = command = "x"
var(1) = 1;  <- THIS IS THE ID OF THE MOVE BUFFERING
[State 0]
type = varset
triggerall = command != "QCF_y"
trigger1 = command = "y"
var(1) = 2
[State 0]
type = varset
triggerall = command != "QCFQCF_z"
trigger1 = command = "z"
var(1) = 3


;--------------------
;SPECIAL MOVES
;--------------------

[State 0];  <- JUST GIVING MOTIONS IDs
type = varset
trigger1 = command = "QCF_x"
var(1) = 30;  <- THIS IS THE ID OF THE MOVE BUFFERING
[State 0]
type = varset
trigger1 = command = "QCF_y"
var(1) = 31
[State 0]; <- THIS IS A SUPER MOTION
type = varset
trigger1 = command = "QCFQCF_z"
var(1) = 32

;--------------------
;SYSTEM
;--------------------

[State 0];  <- BUFFERING JUMPS
type = varset
triggerall = var(1) != [60,62]
triggerall = root,stateno != 40
trigger1 = command = "holdupfwd"
var(1) = 60
[State 0];  <- BUFFERING JUMPS
type = varset
triggerall = var(1) != [60,62]
triggerall = root,stateno != 40
trigger1 = command = "holdupback"
var(1) = 61
[State 0];  <- BUFFERING JUMPS
type = varset
triggerall = var(1) != [60,62]
triggerall = root,stateno != 40
triggerall = command != "holdupfwd"
triggerall = command != "holdupback"
trigger1 = command = "holdup"
var(1) = 62

[State 0];  <- BUFFERING RUN
type = varset
trigger1 = command = "FF"
var(1) = 50
[State 0];  <- BUFFERING BACKDASH
type = varset
trigger1 = command = "BB"
var(1) = 51

;---------------------------

[State 0];  <- IF THERES NOTHING BEING BUFFERED, THE BUFFER TIMER DIES
type = parentvarset
trigger1 = var(1) = 0
var(2) = 0

;---------------------------
;FROM THIS SECTION ONWARDS ALL THIS TELLS THE ROOT WHAT CONDITIONS ARE REQUIRED FOR A MOVE HAPPEN
;---------------------------

;==========================
;NORMALS
;==========================


[State 0]
type = parentvarset
triggerall = var(1) = 1 && var(2) != 0: <- WHEN THIS ID IS ACTIVE, AND TIMER HAS NO RUN OUT YET
triggerall = root,statetype != A && root,command != "holddown"
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1;  <- CONDITIONS FOR WHEN ITS OKAY FOR THIS MOVE TO HAPPEN
trigger2 = root,stateno = [100,101]: <-
;----
var(2) = 1

[State 0]
type = parentvarset
triggerall = var(1) = 2 && var(2) != 0
triggerall = root,statetype != A && root,command != "holddown"
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
var(2) = 2

[State 0]
type = parentvarset
triggerall = var(1) = 3 && var(2) != 0
triggerall = root,statetype != A && root,command != "holddown"
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
var(2) = 3



;==========================
;SPECIAL MOVES
;==========================

[State 0, QCF_x]; <- EVERYTHING IS THE PRETTY MUCH THE SAME, JUST ADD WHAT CONDITIONS YOU WANT FOR THE MOVE TO WORK
type = parentvarset
triggerall = var(1) = 30 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
trigger3 = root,stateno = 200 && root,movecontact && root,numtarget:  <- BASIC NORMAL>SPECIAL CANCEL ON CONTACT
trigger4 = root,stateno = 210 && root,movecontact && root,numtarget;  <-
trigger5 = root,stateno = 220 && root,movecontact && root,numtarget:  <-
;----
var(2) = 30

[State 0, QCF_y]
type = parentvarset
triggerall = var(1) = 31 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
trigger3 = root,stateno = 200 && root,movecontact && root,numtarget
trigger4 = root,stateno = 210 && root,movecontact && root,numtarget
trigger5 = root,stateno = 220 && root,movecontact && root,numtarget
;----
var(2) = 31

[State 0, QCFQCF_z]
type = parentvarset
triggerall = var(1) = 32 && var(2) != 0
triggerall = power >= 1000; <- POWER REQUIREMENT BECAUSE ITS A SUPER
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
trigger2 = root,stateno = [100,101]
;----
trigger3 = root,stateno = 200 && root,movecontact && root,numtarget
trigger4 = root,stateno = 210 && root,movecontact && root,numtarget
trigger5 = root,stateno = 220 && root,movecontact && root,numtarget
var(2) = 32




;==========================
;SYSTEM
;==========================

[State 0];  <- JUMP CANCELING (YOU MIGHT WANT TO HAVE A LIMITER FOR THIS)
type = parentvarset
triggerall = var(1) = 60 && var(2) != 0
trigger1 = root,movecontact && root,numtarget
trigger1 = root,stateno = [200,499]
var(2) = 60
[State 0]
type = parentvarset
triggerall = var(1) = 61 && var(2) != 0
trigger1 = root,movecontact && root,numtarget
trigger1 = root,stateno = [200,499]
var(2) = 61
[State 0]
type = parentvarset
triggerall = var(1) = 62 && var(2) != 0
trigger1 = root,movecontact && root,numtarget
trigger1 = root,stateno = [200,499]
var(2) = 62


[State 0];  <- RUN BUFFER
type = parentvarset
triggerall = var(1) = 50 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
var(2) = 50
[State 0];  <- BACKDASH BUFFER
type = parentvarset
triggerall = var(1) = 51 && var(2) != 0
triggerall = root,statetype != A
trigger1 = (root,stateno = [0,52]) && root,ctrl = 1
var(2) = 51

The buffer system handles all the timing and commands, and when you conditions are met will tell the route what move ID to use.

Add this to the Statedef -2

Code:

;================================================================================
; ------- BUFFER SYSTEM--------
;================================================================================

[State -3]: <- IF YOU GET HIT, BUFFER SYSTEM SWITCHES OFF
type = varset
triggerall = var(2) != 60
triggerall = stateno != [120,159]
trigger1 = movetype = H
var(2) = 0
ignorehitpause = 0

;==========================
;NORMALS
;==========================

[State -3]; <- MAKES CHANGE TO THE STATE BASED ON THE BUFFER SYSTEM
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 1
value = 200
ctrl = 0
ignorehitpause = 0
[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 2
value = 210
ctrl = 0
ignorehitpause = 0
[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 3
value = 220
ctrl = 0
ignorehitpause = 0



;==========================
;SPECIAL MOVES
;==========================

[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 30
value = 1000
ctrl = 0
ignorehitpause = 0

[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 31
value = 1001
ctrl = 0
ignorehitpause = 0

[State -3]
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 32
value = 1010
ctrl = 0
ignorehitpause = 0



;==========================
;SYSTEM
;==========================


[State -3]; <- JUMP CANCELING
type = changestate
triggerall = movetype != H
triggerall = statetype != A
triggerall = roundstate = 2
triggerall = stateno != 40
trigger1 = var(2) = 60
trigger2 = var(2) = 61
trigger3 = var(2) = 62
value = 40
ctrl = 0
ignorehitpause = 0

[State -3]; <- RUN BUFFER
type = changestate
triggerall = movetype != H
triggerall = roundstate = 2
trigger1 = var(2) = 50
value = 100
ctrl = 0
ignorehitpause = 0
[State -3]; <- BACKDASH BUFFER
type = changestate
triggerall = movetype != H
triggerall = statetype != A
triggerall = roundstate = 2
trigger1 = var(2) = 51
value = 105
ctrl = 0
ignorehitpause = 0

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

This section causes to root to change to the correct state based on the ID that was buffered

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

The commands used here look like this:

Code:
[Command]
name = "QCF_x"
command = ~D, DF, F, x
[Command]
name = "QCF_y"
command = ~D, DF, F, y
[Command]
name = "QCFQCF_z"
command = ~D, DF, F, D, DF, z

the .cmd times
Code:
command.time = 15
command.buffer.time = 1




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

i know some stuff might not be super clear (never made a tutorial thing before)
If you need any explanations feel free to drop a comment
Last Edit: September 23, 2019, 04:34:12 pm by Websta
Re: Universal/Anime Trash Buffer System
#2  September 23, 2019, 01:19:46 pm
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Just a small feedback thingy: I think it is better to put the block of codes for Normal moves below SPECIAL MOVES. We know that MUGEN reads everything from above to below, which is, I assume, why you put "triggerall = command != "QCF_x"" in the buffer motion for a single button press (for normal attacks). By putting the said block of codes below SPECIAL MOVES, this will eliminate the need of writing extra line of codes, which will help in a long run (or I might miss something pretty important here).
Also, I think it will help if we have some examples for what kind of commands should we put in -1 and what could be the ideal command.time and command.buffer.time.
Otherwise, tis a pretty insightful thread! Thanks for sharing!
Re: Universal/Anime Trash Buffer System
#3  September 23, 2019, 01:24:48 pm
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By putting the said block of codes below SPECIAL MOVES, this will eliminate the need of writing extra line of codes, which will help in a long run (or I might miss something pretty important here).

Yea, you probably right, not sure why i didnt do it :/
disregard that, commands dont work without if you swap 'em for some reason

Also, I think it will help if we have some examples for what kind of commands should we put in -1 and what could be the ideal command.time and command.buffer.time.
Otherwise, tis a pretty insightful thread! Thanks for sharing!

the commands that you use can be any you feel comfortable with. and the command.time/command.buffer.time i left that at default (15/1)
i'll add the commands used to the top tho

Last Edit: September 23, 2019, 01:35:12 pm by Websta
Re: Universal/Anime Trash Buffer System
#4  September 23, 2019, 03:31:11 pm
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 A small flaw that I'd like to point out is that resetting the buffer whenever the root is in movetype = H would prevent moves that only work while guarding from working since guard hitstates are also movetype = H. Adding an extra trigger like root,stateno != [120,155] should fix that easily.
Re: Universal/Anime Trash Buffer System
#5  September 23, 2019, 04:07:53 pm
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you're right, turns out i missed that chunk when i was making the template

will add it back in
Re: Universal/Anime Trash Buffer System
#6  September 25, 2019, 11:32:46 am
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Forgot to ask about this at the first place but since your buffer system uses normal commands, how do you deal with charge/360/720/pretzel motion? MUGEN default buffer tends to screw these commands up (at least for keyboard players) and none of your characters have to deal with it so I have no idea what I should do in that case.
Re: Universal/Anime Trash Buffer System
#7  September 25, 2019, 11:55:47 am
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any commands that you'd normally use in your cmds should work