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The MUGEN Docs Master Thread (Read 448628 times)

Started by JustNoPoint, September 08, 2015, 05:51:36 pm
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The MUGEN Docs Master Thread
#1  September 08, 2015, 05:51:36 pm
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This board is an experiment to enhance the MUGEN Docs.
To view the MUGEN 1.0 Docs that are being updated to work in conjunction with this forum click here

As new threads are made in this board this sticky will be updated with their link. To more easily find a topic.

Please attempt to discuss Ctrl/triggers, etc as they are posted. Add examples if you choose. Discuss the bugs, undocumented features, and all around make them less vague and/or more detailed.
If you have specific questions about a ctrl/trigger, whatever is posted here feel free to ask in the thread as well. There is no rule against necro bumping here. Or double posting with more info.

All Docs are 1.0 and are the same as 1.1 unless noted otherwise. In the event something is different in both versions you will see 1.0 +1.1b while some may only note they are 1.1b if they are 1.1b exclusive.

ReadMe.txt
mugen.cfg 1.0 + 1.1b
select.def
Overview
Contents and Files
Coordinate space notes
Languages and localization
Looping BGM guide
Mugen 101: Things you need to know
SFFv1 SFFv2 SFFv2.1
The Sprite Standard
The DEF file
Air Format 1.0 + 1.1b
The CMD file
StateDef - 2 and StateDef - 3
Character Tutorial 1
Character Tutorial 2
Character Tutorial 3
Character Tutorial 4
Stage/backgrounds Tutorial
M.U.G.E.N Console 1.1b exclusive
Update History
MUGEN Crashes Compilation
Hardcoded things in MUGEN


About Triggers
This is an alphabetical index of function-type triggers. For details on use of function-type triggers in expressions, see the expression documentation. Unless otherwise specified, we will use P1 to represent the player who is evaluating the trigger, and P2 to represent his opponent (usually the closest opponent when in team mode).

Some triggers are nonstandard and cannot take expressions as their arguments. These are marked with a (*) in the index. Some triggers are deprecated; these are marked with a (**). Use of these triggers is not encouraged, as support for them may be removed in future versions of the engine.

Old-style triggers, marked (***), appear only in clauses of the form (trigger) (relational operator) (value). See section 8 of exp.doc for more details.

Triggers used for math are marked with (math).

For all triggers, bottom will be returned if the trigger is redirected to a nonexistent destination, or if the ID number for the redirection evaluates to bottom. This is not listed in the error conditions for each trigger.

Abs (math)
Acos (math)
AILevel
Alive
Anim
AnimElem(*,***)
AnimElemNo
AnimElemTime
AnimExist
AnimTime
Anim VS AnimElem VS AnimElemNo VS AnimElemTime VS AnimTime
Asin (math)
Atan (math)
AuthorName(*,***)
BackEdge 1.1b Exclusive
BackEdgeBodyDist
BackEdgeDist
BottomEdge 1.1b Exclusive
CameraPos 1.1b Exclusive
CameraZoom 1.1b Exclusive
CanRecover
Ceil (math)
Command (*,***)
Cond (math)
Const (*)
Const240p
Const480p
Const720p
Cos (math)
Ctrl
DrawGame
E (math)
Exp (math)
Facing
Floor (math)
FrontEdge 1.1b Exclusive
FrontEdgeBodyDist
FrontEdgeDist
FVar
GameHeight
GameTime
GameWidth
GetHitVar(*)
HitCount
HitDefAttr(*,***)
HitFall
HitOver
HitPauseTime
HitShakeOver
HitVel
ID
IfElse (math)
InGuardDist
IsHelper
IsHomeTeam
LeftEdge 1.1b Exclusive
Life
LifeMax
Ln (math)
Log (math)
Lose
MatchNo
MatchOver
MoveContact
MoveGuarded
MoveHit
MoveType(*,***)
MoveReversed
Name(*,***)
NumEnemy
NumExplod
NumHelper
NumPartner
NumProj
NumProjID
NumTarget
P1Name(*,***)
P2BodyDist
P2Dist
P2Life
P2MoveType
P2Name(*,***)
P2StateNo
P2StateType
P3Name(*,***)
P4Name(*,***)
PalNo
ParentDist
Pi (math)
Pos
P2BodyDist VS P2Dist VS Pos
Power
PowerMax
PlayerIDExist
PrevStateNo
ProjCancelTime
ProjContact(*,***)
ProjContactTime
ProjGuarded(*,***)
ProjGuardedTime
ProjHit(*,***)
ProjHitTime
Random
RightEdge 1.1b Exclusive
RootDist
RoundNo
RoundsExisted
RoundState
ScreenPos
ScreenHeight 1.1b Exclusive
ScreenWidth 1.1b Exclusive
SelfAnimExist
Sin (math)
StateNo
StateType
StageVar(*,***)
SysFVar
SysVar
Tan (math)
TeamMode(*,***)
TeamSide
TicksPerSecond
Time
TimeMod(*,**,***)
TopEdge 1.1b Exclusive
UniqHitCount
Var
Vel
Win

Don't forget your Trigger Redirections!
parent
root
helper
helper(ID)
target
target(ID)
partner
enemy
enemy(n)
enemyNear
enemyNear(n)
playerID(ID)




CNS Format
The CNS file of a player serves two purposes:

It defines the variables of that player, such as walking speed, drawing scale factor, and so on.
It contains the states of the player, which describe all the moves that the player can do. States are the building blocks that you can use to create simple as well as complicated moves.
Like many other character files, the CNS is a text file that you can edit with any text editor.

In the CNS file, a semicolon (;) is considered a "comment" character. Any text on the same line after the semicolon will be ignored by the program. The CNS is mostly case-insensitive, i.e. "MyName" is treated the same as "myname" and "mYnAMe". The one exception is the command trigger (covered in detail in the CMD documentation).

Some terminology
Player Variables
States
Introduction to States
Life and power
Control
Game-time and state-time
Position, velocity and acceleration
Juggling
Basic Parts of a State
Details on StateDef
type
movetype
physics
anim
velset
ctrl
poweradd
juggle
facep2
hitdefpersist
moveHitPersist
hitcountpersist
sprpriority
Details on State Controllers
Controller Format

Triggers
Trigger Logic

Trigger Persistency
Commonly-used controllers
Common states (common1.cns)
Special State Numbers
Expressions
Data types

Arithmetic Operators
Precedence and associativity of operators
Expression syntax
Condition- and function-type triggers
Trigger redirection
Bottom
Special Forms
Avoiding warnings
Expressions in trigger arguments
Expressions in state and state controller parameters
Organizing for efficiency

Trigger and Controller alternatives
Last Edit: February 15, 2017, 05:14:23 pm by Just No Point
Re: The MUGEN Docs Master Thread
#2  September 08, 2015, 06:25:29 pm
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About State Controllers

All state controllers have two optional parameters, "persistent" and "ignorehitpause". These must be set to integer constants. Unless otherwise specified, any other numeric state controller parameter can be specified with an arithmetic expression.

In all cases, if setting a parameter with an expression, you should be careful that the expression does not evaluate to bottom, as in this case the parameter will be set to 0.


AfterImage
AfterImageTime
AllPalFX
AngleAdd
AngleDraw
AngleMul
AngleSet
AppendToClipboard
AssertSpecial
AttackDist
AttackMulSet
BGPalFX
BindToParent
BindToRoot
BindToTarget
ChangeAnim
ChangeAnim2

ChangeState
ClearClipboard
CtrlSet
DefenceMulSet
DestroySelf 1.0 + 1.1b
DisplayToClipboard
EnvColor
EnvShake
Explod 1.0 + 1.1b
ExplodBindTime
ForceFeedback
FallEnvShake
Gravity
Helper 1.0 + 1.1b
HitAdd
HitBy
HitDef
HitFallDamage
HitFallSet
HitFallVel
HitOverride
LifeAdd
LifeSet
ModifyExplod
MoveHitReset
NotHitBy
Null
Offset
PalFX
ParentVarAdd
ParentVarSet
Pause
PlayerPush
PlaySnd
PosAdd
PosFreeze
PosSet
PowerAdd
PowerSet
Projectile 1.0 + 1.1b
RemapPal 1.0 + 1.1b
RemoveExplod
ReversalDef
ScreenBound
SndPan
SelfState
SprPriority
StateTypeSet
StopSnd
SuperPause
TargetBind
TargetDrop
TargetFacing
TargetLifeAdd
TargetPowerAdd
TargetState
TargetVelAdd
TargetVelSet
Trans 1.0 + 1.1b
Turn
VarAdd
VarRandom
VarRangeSet
VarSet
All things Variables. A Variables Tutorial
VelAdd
VelMul
VelSet
VictoryQuote
Width
Zoom 1.1b Exclusive

Spoiler: Deprecated State Controllers (click to see content)



Background / stage documentation
Overview
Description of stage settings

Info Group 1.0 + 1.1b
Camera Group 1.0 + 1.1b
PlayerInfo Group
Bound Group
StageInfo Group
Shadow Group 1.0 + 1.1b
Reflection Group
Music Group
Description of background elements
Format or background elements
Static background elements
Animated background elements
Parallaxing background elements
Advanced Parameters
Other background element types
Background controllers
Simple Example




Storyboard documentation
Overview
Terminology

Getting Started
Cutscenes Events

Trying It Out
Viewing Storyboards
Storyboard Basics
Testing Your Storyboard
Parameter Reference
Info Parameter Reference
SceneDef Parameter Reference

Scene Parameter Reference



Font Documentation
Overview
Terminology

FNT v2 def file
Bitmap fonts

ASCII character reference
TrueType Fonts
Last Edit: March 15, 2017, 07:10:12 am by Odb718
Re: The MUGEN Docs Master Thread
#3  September 08, 2015, 09:47:49 pm
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Feel free to remove this post afterwards, I don't want to ruin the organization for this at all.

I was gonna propose something like this a few weeks back, but I didn't have a detailed plan on how it should be done. This seems effective.
I skimmed over the first post, but it seems very similar to what I had in mind. The only difference being, I was gonna suggest creating a sort of trial for new users to help them become accustomed to coding in general. Perhaps that could be a separate thing under Mugen Dev Help?
I do understand that this is for new and experienced people.

There is a also a baby typo in the first post (could be more, haven't read it thoroughly)
Quote
If you wish to discuss a certain document, trigger, whatever in MUGEN post in this thread and I'll male the post for it.
Re: The MUGEN Docs Master Thread
#4  September 08, 2015, 10:05:21 pm
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Thanks. Fixed the typo. If I didn't want anyone to post I'd have locked the thread so you're perfectly fine :)

You can still make the trial. I was doing similar in the MFG SF board and intend to expand on it. I don't even know if this will get a lot of attention but figured it wouldn't hurt to give it a shot.

I've got a lot of ideas to try and help ease people into creation that may feel overwhelmed. This is just one of them. I'm sorta baby stepping it. Trying to build a certain momentum not only on the boards but for myself.

If you created a trial or anything that you think could assist people just let me know and I'll try and promote it accurately.
Re: The MUGEN Docs Master Thread
#5  September 08, 2015, 10:07:35 pm
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Re: The MUGEN Docs Master Thread
#6  September 08, 2015, 10:13:18 pm
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I added those 2 triggers threads if you wanted to basically repeat what you said in each.
Re: The MUGEN Docs Master Thread
#7  September 08, 2015, 10:21:39 pm
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:yes: :yes: :yes: :yes: :yes: :yes: :yes: :yes:
This is a great idea!
:yes: :yes: :yes: :yes: :yes: :yes: :yes: :yes:

If I may make a suggestion, I think you should get a topic going for Trigger Redirections.  If that was already planned, than I suggest posting it sooner rather than later :)

This topic will surely have discussion, because it is very useful, and not adequately detailed in the documentation IMO.


I'm sure you know where it is... a subtopic down towards the bottom of "Expressions" documentation

Re: The MUGEN Docs Master Thread
#8  September 08, 2015, 10:43:50 pm
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I added it. Let me know if there is a better way to segment these out. I realized I need to be differentiating which doc each comes from. Like Trigger Redirection should say CNS

All the Triggers should say Trigger in their title.

Also to remind anyone reading any of these threads that if you have a question about any of the subjects to feel free to ask in thread!
Last Edit: September 08, 2015, 10:50:07 pm by Just No Point
Re: The MUGEN Docs Master Thread
#9  September 09, 2015, 05:53:46 pm
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@altoiddealer: Where's all that great Trigger Redirection discussion you promised??? .V.

Going to go ahead and add the rest of the Anim Triggers today. Thanks already for all the detailed posts on each trigger thus far! (Won't be using AnimElem)
Re: The MUGEN Docs Master Thread
#10  September 10, 2015, 02:29:47 am
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@Just No Point: I didn't "promise" anything!   :beatnik:

Ok I posted a useful technique in the Redirection thread to take advantage of the "Player(ID)," redirection.

Last Edit: September 10, 2015, 02:51:11 am by altoiddealer
Re: The MUGEN Docs Master Thread
#11  September 10, 2015, 04:16:58 pm
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As someone who is trying to cross the border between lurker and creator.. I vastly appreciate what is starting to happen here..  I'll be paying close attention to this as I want to know ALL the knowledge.   ^_^   Or... anything that doesn't go right over my head...  (Anything with MATH written after it.)  x3
Delving within the depths of a castle full of evil.. or at least lost or even trapped within one.. That's where you'll find me.
Re: The MUGEN Docs Master Thread
#12  September 10, 2015, 04:31:25 pm
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If something isn't made clear feel free to ask in the threads too. Their second purpose is to be for someone with a question.
I hope this aids you!
Re: The MUGEN Docs Master Thread
#13  September 10, 2015, 04:44:39 pm
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Dude, you're amazing. Now I can understand M.U.G.E.N more! :D
Re: The MUGEN Docs Master Thread
#14  September 10, 2015, 05:01:54 pm
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If something isn't made clear feel free to ask in the threads too. Their second purpose is to be for someone with a question.
I hope this aids you!

It IS.  Very much so.. I've already started to change some of my AI triggers because of it.  I just know that some I won't get.. not because Mugen but because Math..  I.E. Acos (math) trigger isn't just basic math.. it's trigonometry.  Not something I've studied in about 10 years.. nor do I want to, honestly.   lol    Maybe I'll break out some old textbooks later.  xD
Delving within the depths of a castle full of evil.. or at least lost or even trapped within one.. That's where you'll find me.
Re: The MUGEN Docs Master Thread
#15  September 10, 2015, 05:09:54 pm
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My school didn't even offer trigonometry :P
That's why I'm being sure to promote the math triggers the most in Doc of the Day.
@Bea: Can you try to keep an eye on this board every so often and help explain some of the math triggers to those of us mathmatically challenged? :)
Last Edit: September 10, 2015, 08:59:05 pm by Just No Point
Re: The MUGEN Docs Master Thread
#16  September 10, 2015, 09:51:35 pm
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Bea

Re: The MUGEN Docs Master Thread
#17  September 10, 2015, 10:46:04 pm
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My school didn't even offer trigonometry :P
That's why I'm being sure to promote the math triggers the most in Doc of the Day.
@Bea: Can you try to keep an eye on this board every so often and help explain some of the math triggers to those of us mathmatically challenged? :)

I will try to. Keep in mind that I am now a grumpy old woman now, so instead of explaining them, I might beat them into your brains with my cane. :P
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Re: The MUGEN Docs Master Thread
#18  September 10, 2015, 11:37:15 pm
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Re: The MUGEN Docs Master Thread
#19  September 13, 2015, 01:19:57 am
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Added new ones a bit early as because I wake up way too early and have to get ready for work so I wouldn't be able to add any. Here's hoping I get to make the Doc of the Day.
Re: The MUGEN Docs Master Thread
#20  September 16, 2015, 05:40:42 pm
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I'll be prioritizing threads that have pending questions for DOC of the Day. I see RicePigeon and Kamekaze have questions pending. Hopefully that'll gauge someone that may happen to click it and know the answer.

If you have posted an image in any of the Class threads you'll notice I edited your posts. All I did was upload the image to Guild's server so we won't have to worry about broken images in the future.

Unless Guild stops existing. Then I guess it wouldn't matter about where the image was hosted! :P
Last Edit: September 16, 2015, 06:00:37 pm by Just No Point
Re: The MUGEN Docs Master Thread
#21  September 18, 2015, 07:16:52 pm
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This is a lot cleaner with with special category tags. Nice job Just No Point!

-[Все слова это только слова.]-
Re: The MUGEN Docs Master Thread
#22  September 18, 2015, 07:39:53 pm
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Thanks! But thank XGargoyle for the suggestion. I would've stuck to the old method like a dumb dumb without him!
Re: The MUGEN Docs Master Thread
#23  September 18, 2015, 08:28:27 pm
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Explod
#24  October 02, 2015, 01:39:32 am
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What purpose does Explod serve?
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Re: The MUGEN Docs Master Thread
#25  October 02, 2015, 01:45:45 am
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I'm going to kill you -_-

If you're not going to follow the rules of this board then at least just ask in this thread if a doc hasn't been added yet.
I'll add explod when I get home.

You can read gamemakeanim for some details.
Re: The MUGEN Docs Master Thread
#26  October 02, 2015, 04:18:46 am
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Re: The MUGEN Docs Master Thread
#27  October 07, 2015, 12:09:21 am
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Had to end my posting early so this is a reminder to myself that when I complete the CNS stuff I was working on to go back and put links where applicable.
done
Last Edit: October 07, 2015, 03:47:19 am by Just No Point
Re: The MUGEN Docs Master Thread
#28  October 07, 2015, 03:52:26 pm
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You'll notice a new Child Board.
It leads to the 1.0 Docs

I have edited the docs to include various useful links and will be updating them with links to the threads here as well.

Right now the only altered page is the main index.
Thoughts? Questions? Feedback?

I have yet to decide how I want to proceed once we complete the 1.0 Docs.

We will want the 1.1b stuff added as well but I don't have a full plan to engage this. Suggestions?
Re: The MUGEN Docs Master Thread
#29  October 07, 2015, 05:06:08 pm
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The inclusion of the  MUGEN Docs 1.0  (Here you will find the Docs from MUGEN 1.0 There will be links to the MUGEN Class threads added)
makes the original intention of the board out of view. It kinda takes away from the people looking for basic help.
Maybe the link itself should be a sticky in the Mugen Class board?

The 1.1 stuff could also have a sticky that links to the specific threads, and have their own icon set(s).

If the child board is going to stay, I'd suggest trying to reduce how much space it takes up being displayed.. Like how  Tips, Tricks, Tutorials is only 2 lines. Mugen Class + Docs 1.0 is 8. Nine if you count returns. Maybe the "A more detailed look into MUGEN's docs. Discuss, add clarity and features, talk about bugs, ask specific questions." could be shortened so it's 1 line?
vVv Ryuko718 Updated 10/31/22 vVv
Re: The MUGEN Docs Master Thread
#30  October 07, 2015, 05:12:01 pm
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I guess it could just be a link in this thread at the top. I figured giving it a full board would set it apart more in importance and ease to get to. But maybe you're right. Maybe it's overkill.
Re: The MUGEN Docs Master Thread
#31  October 07, 2015, 05:17:13 pm
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Re: The sprite standard
#32  October 09, 2015, 06:10:49 am
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this is useful for someone like me that doesn't have any idae on how Mugen codes work

thanks for sharing
            Zorf Giudecca
Re: The MUGEN Docs Master Thread
#33  October 09, 2015, 06:17:26 am
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I'm very glad this may be helpful! I went ahead and moved this reply to this thread as it doesn't add anything to the thread you replied in and I'm trying to make sure they are mostly useful replies/discussions. Feel free to praise as much as you like in this thread though ^_^

As for the Sprite Standards thread I'm currently working on a CVS2 version using Ryu to see if we can come up with a better CVS2 standard. I don't know about you but every character I see has slightly different sprites being used for certain get hits. And I'd like to know what's best for each one and set the standards for sprites required in CVS2 but not MUGEN in particular as well.

I'll probably follow that up with a SFA and Vampire Savior one. I'd hope some SNK folks would chip in their expertise on required anims, and so on and so on.
Re: The MUGEN Docs Master Thread
#34  October 09, 2015, 03:48:53 pm
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P1Name is still missing a link (it was included in the Name and PXName triggers thread)
Re: The MUGEN Docs Master Thread
#35  October 09, 2015, 03:54:00 pm
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Thanks for the catch. Fixed
Re: The MUGEN Docs Master Thread
#36  October 09, 2015, 10:10:52 pm
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How's this look to go in The Sprite Standard thread?
Asking here so there isn't a lot of feedback that I'll need to remove from that particular thread because I'm sure this could be improved.
Re: The MUGEN Docs Master Thread
#37  October 10, 2015, 12:37:38 am
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One thing I'd suggest is making it open in a new window instead of expanding in the thread. I have to scroll to the bottom of the image to move the horizontal slide bar left and right. Then scroll back up. And if you miss exactly what youre looking for, gotta go back down and adjust.
Maybe like this?
Spoiler, click to toggle visibilty
Gah, mine still expands out.
vVv Ryuko718 Updated 10/31/22 vVv
Re: The MUGEN Docs Master Thread
#38  October 10, 2015, 12:52:20 am
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I could just split the image in 2 so it's not so wide.

I just want to be sure these are the CvS2 sprites/groups we want to use to teach.

@jmorphman:
@jesuszilla:
Last Edit: October 10, 2015, 01:35:29 am by Just No Point
Re: The sprite standard
#39  October 10, 2015, 02:33:39 am
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As long as you don't re-use mugen's required sprites with sprites that don't look like what they should.

Once more, this isn't about making accurate animations using mugens required sprites, you can make accurate animations however you like, you could enter the required sprites then not use a SINGLE one of those for any of your gethit animations in the .air file. It is about knowing what sprites are required for a custom state and being able to reference something without having blank frames. There is no sprExist. What you have in that thread is full game only.

This is why we have custom animation standards. If you wanted to say "My character has CvS2 gethits" then you need to include an animation with a very unique ID in the air file to define that fact. And that ID has to be standard. Otherwise you don't know if you can reference the sprites listed or not and you should always have a default mugen gethits option. If you don't your opponent may vanish during custom states, and in this situation, it'll be the CvS2 characters fault, not the guy with the standard mugen required sprites.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: The MUGEN Docs Master Thread
#40  October 10, 2015, 03:10:06 am
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Should I word anything better for this then?

I know they don't need to be set up as REQUIRED. When I 1st tried putting an sff and air together I was lost in not only the required sprites but the actual get hit animations as well.

Perhaps I should add stars to denote the required sprites.

Another idea is to split this into 3 images. The actual required. The standards. And the recommended group/index numbers for the rest that are just being suggested to make it easier for cvs2 authors to be on the same page.

That last part might just be me. I just like there being an order to this stuff even if it's not all called on for interactions like standards.

If that's just too confusing or pedantic then I could just fore go those and just list the required + standard.
Last Edit: October 10, 2015, 03:17:01 am by Just No Point
Re: The MUGEN Docs Master Thread
#41  October 11, 2015, 04:38:31 am
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I could just split the image in 2 so it's not so wide.

I just want to be sure these are the CvS2 sprites/groups we want to use to teach.

@jmorphman:
@jesuszilla:
the only thing I would add is that the differences between 5950 and 5955 should be more clear: 5950 is for cheap KO, and does not require a CLSN. 5955 is for a general collapse animation, and requires one. I don't know if anyone besides me is using 5955, but they should, because there are characters who have moves that cause collapse but can follow up those moves with another attack, before the opponent falls to the floor. Using 5950 is a crapshoot for that, because most characters don't have any CLSNs for those animations! And some characters have different cheap KO and collapse anims!
cheap KO:


collapse:
Re: The MUGEN Docs Master Thread
#42  October 20, 2015, 06:14:50 pm
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Feel free to post links to threads in MUGEN Class that you think could use more linkage to tie them to other threads and/or the docs.

Once all the files in the docs have been completed I intend to go back through them all and do this.

But if you want to call attention now it'd be fine. Me or someone from staff will edit them as needed.

Example
A doc referencing certain triggers a lot would benefit to link to said trigger.
A doc that says to reference the CNS documentation should link to the MFG Docs I'm altering.

Feel free to post better formatting or whatever you wish that could improve the original post.
Last Edit: October 20, 2015, 06:22:16 pm by Just No Point
Re: The MUGEN Docs Master Thread
#43  October 22, 2015, 02:56:40 am
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@N.: has a ton of useful stuff I planned on linking. It's more general concepts and debugging stuff but it's all extremely useful.
I think doing links for specific stuff into the code snippits thread would be great also.
vVv Ryuko718 Updated 10/31/22 vVv
Re: The MUGEN Docs Master Thread
#44  October 22, 2015, 03:27:38 am
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In the CMD thread I quoted from one of RicePigeon's tips in the best of feedback thread. Some threads like remappal link to other threads dedicated to issues regarding the trigger. So yes, quote and link to tutorials, help threads, etc
Last Edit: October 22, 2015, 04:00:20 am by Just No Point
Re: The MUGEN Docs Master Thread
#45  October 22, 2015, 04:18:15 am
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All triggers are completed! \o/
Re: The MUGEN Docs Master Thread
#46  October 23, 2015, 05:42:23 pm
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Below are a list of questionable items. Are these ONLY in 1.1? Or where these simply excluded from the 1.0 DOCs and added later?

MUGEN Console

Format of background elements
Spoiler, click to toggle visibilty

I saw nothing changed in
CNS Format
Coordinate space notes
Fonts
Languages and localization
Looping BGM guide
Sprite standard
Storyboard documentation
Trigger List



Below are things I know are 1.1 exclusive or altered for 1.1
Interpolation

State Controller:
Explod
ReMapPal
Trans

Stage Docs:
Info Group
Camera Group
Shadow Group
Parallaxing background elements
Advanced Parameters

Is this everything? Am I missing anything?
I don't think this is enough to need 1.1 icons. I'll probably add a color and/or (1.1b) next to anything dealing with 1.1 specific documentation
Last Edit: October 23, 2015, 06:36:44 pm by Just No Point
Re: The MUGEN Docs Master Thread
#47  October 28, 2015, 03:57:37 pm
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I'm dumb.
All changes are in the history.html
Uhhh READ THE DOCS JNP

Anyway with this I was able to add and differentiate all the 1.1b stuff. I like having the differences laid out like this better. I can get a better grasp of which MUGEN version I may want to use.

Only 1.1 stuff still left to do is the Stage documentations but I haven't even finished the 1.0 versions yet :x
Re: The MUGEN Docs Master Thread
#48  October 28, 2015, 04:02:46 pm
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Is it worth mentioning the undocumented zoom sctrl?
Re: The MUGEN Docs Master Thread
#49  October 28, 2015, 04:04:12 pm
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Yes! Anything undocumented should be mentioned!

Make an applicable thread about it or post all the info here and I will :)
Re: The MUGEN Docs Master Thread
#50  October 28, 2015, 04:11:28 pm
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Last Edit: October 28, 2015, 04:15:10 pm by Genesis
Re: The MUGEN Docs Master Thread
#51  October 28, 2015, 04:28:13 pm
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Thanks!

Also that was over a year ago! I've forgotten most of the SCTRLs I typed here a month ago! XD
Re: The MUGEN Docs Master Thread
#52  October 31, 2015, 02:31:34 pm
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All the State Controllers are finally posted!

All that's left now are the Stage and Story Board Documentation and the remaining tutorials in the Docs

\o/
Re: The MUGEN Docs Master Thread
#53  October 31, 2015, 02:34:12 pm
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Re: The MUGEN Docs Master Thread
#54  November 01, 2015, 04:49:14 pm
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Re: The MUGEN Docs Master Thread
#55  November 03, 2015, 10:08:13 pm
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Now I believe everything from the docs has been posted in this board!

Are there any other files or docs I missed?
Are there more files with MUGEN or KFM that I should post here?

What should become of this board now? Should I lock it up where only replies can be left? Perhaps tweak the rules so that if a person wishes to add something to the board that's not in the docs they should post it in this thread and I'll make it it's own thread if it fits the "Expand on the Docs" criteria?

Otherwise, uhhh WE'RE DONE! Just add anything to any thread that you feel will be useful.
Re: The MUGEN Docs Master Thread
#56  November 04, 2015, 03:45:28 am
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I was planning on making a lot more ALL-In-One type of threads. I have time now to do some.
vVv Ryuko718 Updated 10/31/22 vVv
Re: The MUGEN Docs Master Thread
#57  November 24, 2015, 07:28:16 pm
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So while coding I'm noticing it'd be helpful if some of the docs that were related to each other would mention each related doc.

Examples would be the Helper doc linking to the BindtoParent/Root/Target, etc docs.

Explod linking to removeexplod

Stuff like that.

I'll try to start adding these updates to these soon. Just got off a big coding binge and need a break. Just posting here to let Odb know he can do this too. And anyone else can simply post in the applicable threads with lists or links for the related documentations and I can add them when I get more time.

Thanks
Re: The MUGEN Docs Master Thread
#58  November 25, 2015, 02:40:41 am
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Yeah, I tracked down the statedef by going through
http://mugenguild.com/forum/topics/statetypeset-sctrl-170182.0.html
to
http://mugenguild.com/forum/topics/type-cns-169455.0.html
to what I was really after
http://mugenguild.com/forum/topics/details-statedef-cns-169454.0.html

I'll try to come up with a section similar to
Required parameters:
Optional parameters:
Example:

Maybe
Related CNS:/SCTRL:?

Some already have links in the descriptions and examples and such, but most dont.


----
I've started a couple. This is probably the best example right now.
http://mugenguild.com/forum/topics/statetype-p2statetype-trigger-169751.msg2173976.html#msg2173976
You can see the Related between Example and Additional Notes. I think having it above additional notes makes it a little easier to recognize. It also seems to avoid clutter. For lack of a better word. When I tested the links underneath notes, it seemed to get lost, or lose it's connection/importance to the main idea of the thread.

---- ----
So I've been working on this for a couple hours now.
I've edited http://mugenguild.com/forum/topics/targetpoweradd-sctrl-169929.0.html to include "power" links. Now I've been adding all of the "target" links. I'm trying to decide if I should put all the power and target links mixed together, or keep them in chunks. I think having them in chunks would be the best to keep. Any ideas?
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: November 25, 2015, 05:14:29 am by Odb718
Re: The MUGEN Docs Master Thread
#59  November 26, 2015, 03:20:59 am
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I like how you have those related links broke down. Good job!

I've got a few minutes so I'm about to try finding the stuff for Helpers and Explods. I'll use your template.
Re: The MUGEN Docs Master Thread
#60  December 02, 2015, 03:30:20 pm
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Removed Deprecated SCTRLs from the Master List and added them in a spoiler below the list titled Deprecated.

Each thread is now listed as Deprecated in the title and the replacement for the SCTRL is now linked to in each thread.
The replacement SCTRLs also link back to their deprecated counter parts.
Re: The MUGEN Docs Master Thread
#61  December 19, 2015, 05:14:26 pm
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If anyone wishes to translate any docs to other languages feel free to do so. Post them in thread and I'll add them to the 1st post in a spoiler.

If any replies give more information and you wish to translate them as well go ahead.

I'm sure it could aid many in doing such.
Re: The MUGEN Docs Master Thread
#62  January 05, 2016, 09:08:34 pm
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Added a list of trigger redirections underneath the list of triggers on the 1st post. I noticed I'd forgotten about those suckers when I was coding a specific move.
Re: The MUGEN Docs Master Thread
#63  July 08, 2016, 01:58:46 pm
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Quick warning: the floor (math) link is wrong, you should use the ceil (math) link instead (until @Just No Point: fixes it).
Re: The MUGEN Docs Master Thread
#64  July 08, 2016, 02:07:06 pm
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Fixed
Re: The MUGEN Docs Master Thread
#65  December 06, 2016, 03:48:52 am
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Re: The MUGEN Docs Master Thread
#66  February 26, 2024, 07:36:44 pm
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