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Attempting a Standard  (Read 21909 times)

Started by Mercykiller, March 15, 2004, 11:17:40 pm
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Re:Attempting a Standard
#41  May 10, 2004, 09:16:43 pm
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messatsu mentioned something like that somewhere... :)
Re:Attempting a Standard
#42  May 10, 2004, 11:58:24 pm
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I'll actually be copy-pasting their code so you won't have to physically download a character to see if it is compatible.


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Re:Attempting a Standard
#43  May 18, 2004, 12:03:53 pm
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Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Last Edit: May 18, 2004, 12:06:51 pm by Guild Master
Re: Attempting a Standard
#44  August 11, 2004, 02:12:49 am
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If I get Scrap / Destruction to work with my chars they will all include another anim for "Torsoless"  Maybe other chars could have that?
Re: Attempting a Standard
#45  August 11, 2004, 11:17:01 pm
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Maybe...


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Re: Attempting a Standard
#46  August 12, 2004, 01:09:08 am
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So i should put my only legs anims on 29995 and 29996 right?
Re: Attempting a Standard
#47  August 12, 2004, 01:42:32 am
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Yeah these would have been more helpful earlier because my chars sound kinda plain hitting each other because I couldnt use the metal clash sounds against organic people.
It'll probably be a while before I implement any of them though I want to finish other things first.
Also it would be helpful if you could have it available as a txt file as well so we dont have to keep coming back to look at it.
Re: Attempting a Standard
#48  August 12, 2004, 01:52:20 am
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Ya know, I just noticed, too many of those numbers are consecutive between categories.  I think it'd be better to break them up, like 805500# for gender, 805501# for age, 805502# and 805503# for type, and so on, with no two categories using numbers identical except for the ones place, and with no categories having consecutive tens places if the first category is anywhere near full (or potentially could become significantly more thorough in the future).  You never know when someone might decide the current categories are insufficient, and want to add their own traits to the standard.  And (less significantly, but still), that way, corresponding traits in different categories (e.g. stone body and stone blocking) could be nicely aligned (for lack of a better word at the moment).
Heck, to be completely safe, maybe each category should use different hundreds place digits.
Might even want to provide a range of, say, 1000, in case anyone wants to specify a specific age.
(Too bad Mugen doesn't let you detect the system clock.  Might be silly yet kinda cool to trigger stuff based on the opponent's birthday.)
I believe all of the few folks who've actually used this so far are still around, so I don't think it's too late to modify it.
Still quite busy.

(Yes, I intend to deal with that stuff eventually, but kinda can't just yet, sorry. :/ )
Last Edit: August 12, 2004, 01:56:48 am by Winane
Re: Attempting a Standard
#49  August 12, 2004, 07:24:37 pm
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Weapon:
8055054 - Unarmed
8055055 - Bladed
8055056 - Piercing
8055057 - Blunt
8055058 - Magic
8055059 - Projectile (guns, etc)

what if he uses a indestructible mystical metal hammer? Blunt?
Die Vögel singen nicht mehr...
Re: Attempting a Standard
#50  August 12, 2004, 09:15:25 pm
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Wouldn't weapon type only work if the character has one weapon? Or do we just put in all the types that apply?
Re: Attempting a Standard
#51  September 13, 2004, 02:47:47 am
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Ya know, I just noticed, too many of those numbers are consecutive between categories.  I think it'd be better to break them up, like 805500# for gender, 805501# for age, 805502# and 805503# for type, and so on, with no two categories using numbers identical except for the ones place, and with no categories having consecutive tens places if the first category is anywhere near full (or potentially could become significantly more thorough in the future).
I believe the list is thorough enough.  Things like age and what not can be added to the end.  Yes, I figured that 10 or even 5 would be enough to cover an entire category.  :-[

Quote
@Messatsu: I changed up the Armor, Blocking with, and Weapon types just a little by adding in a few entries.
Acknowledged. :)


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Re: Attempting a Standard
#52  December 14, 2004, 03:34:30 pm
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Wrestling is the one after the last one.  Orochi brought this up to me and apparently I forgot to update.  So Drunken Boxing would be the one after wrestling.


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Easy to remember: it's like BRasil. ^_^
#53  December 14, 2004, 07:23:28 pm
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And BTW it's Obreck. ;)
Re: Attempting a Standard
#54  December 19, 2004, 08:05:28 am
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imho, one AI option should be "none" :P

Morda

Re: Attempting a Standard
#55  December 19, 2004, 01:22:09 pm
I believe that would be 8055090, sir.

And are states for Blue Mary's joint locks in that list?  It's kinda big, and I don't believe I saw them in it. ???
Re: Attempting a Standard
#56  December 19, 2004, 04:03:03 pm
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Also, please state that the 5130 and 5131 animations require states that it goes with, like you did with the locked sticky. :P


For those who want to find out about the states needed with 5130/5131:
http://www.mugenguild.com/forumx/index.php?topic=17667.0

For 5132-5133, I will modify the current 5130-5131 state in the coming days to accomodate it.
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Last Edit: December 19, 2004, 04:06:56 pm by Silent Keiyuuki :3
Re: Attempting a Standard
#57  January 29, 2005, 12:02:24 am
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are there any pocket fighter standards?

ripping some missing sprites for p.s.gouki i noticed it would be fun to use the "squashed" special anim

and what about for lord raptor's basketball special?
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Re: Attempting a Standard
#58  January 29, 2005, 01:09:40 am
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Anything that is not on this list when you use it it will be the new standard.

I will be using that "squashed" special anim for my game as well ^_^
Re: Attempting a Standard
#59  February 02, 2005, 10:56:51 pm
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what about a standard var for custom state handling?
when i was making ryu's denjin hadouken, i checked most of the chars i had and none used the sysvars, so i used sysvar(4)  (the last) to determine the dizzy time
so far it's caused no bug, though this might change :P
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Re: Attempting a Standard
#60  March 04, 2005, 10:39:23 am
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i sugest a standard anim to detect chars that are immune to throws
that way other chars won't attempt to throw them

also, some moves cause the opponent to go to a custom state, if he's immune to throws those moves will miss
having that anim as a condition for the "p2getp1state" should fix it
i remembered this because my gouki's misogi misses those guys :P

being the creators of abyss and the best apocalypse part of this community it should be no problem
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